Author Topic: A few questions for the experienced NWN players :)  (Read 15309 times)

Legacy_Bogdanov89

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A few questions for the experienced NWN players :)
« Reply #45 on: January 28, 2014, 06:39:05 pm »


               Again, amazing answers! Thanks!

About the Dwarven Defenders, i thought that Fighter/DDefender's damage output with a shield+1h weapon would be much lower than a Fighter/Weapon Master with a Greatsword Focus/Spec/Overwhelming Crit?
Can the dwarven defender keep his defensive feats/bonuses even without a shield?

Can sorcerers learn unknown spells from those "spell scrolls/items" just like wizards?
How do i actually decide which spells to learn as a sorcerer upon leveling?
Seems impossible to predict, if you don't know what enemies are to be found in a dungeon/chapter - and i don't think you can know what when you are leveling up?

Do wizards get to choose more feats than sorcerers?

Compared to a Paladin, what is actually the point/benefit of a Champion of Torm?
What do the ChampoTorm gain that Paladins do not have?
               
               

               


                     Modifié par Bogdanov89, 28 janvier 2014 - 06:43 .
                     
                  


            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #46 on: January 28, 2014, 07:08:32 pm »


               

Bogdanov89 wrote...

About the Dwarven Defenders, i thought that Fighter/DDefender's damage output with a shield+1h weapon would be much lower than a Fighter/Weapon Master with a Greatsword Focus/Spec/Overwhelming Crit?
Can the dwarven defender keep his defensive feats/bonuses even without a shield?

Shields have NOTHING to do with anything for a Dwarven Defender.  Can easily do a 2H with a DD.

However, yes, a Fighter/DD will do less damage than a Fighter/WM (assuming both are sword and board, both are using a 2H, or both are dual-wielding) -- but that's due to the insane offense of the WM.  Fighter in and of itself gives no special offensive bonus except for (Epic) Weapon Specialization which adds 2 damage per hit (and 6 extra damage total with the Epic version) -- but you can get both of these feats with as few as 4 fighter levels, technically, though 5-6 is more common.

A 2H Dwarven Defender that is a 14 Fighter/26 DD can pick up Great Strength VII, Epic Weapon Focus, Epic Weapon Specialization, Epic Prowess, Armor Skin, Overwhelming Critical, and Devastating Critical just fine.

Bogdanov89 wrote...

Can sorcerers learn unknown spells from those "spell scrolls/items" just like wizards?
How do i actually decide which spells to learn as a sorcerer upon leveling?
Seems impossible to predict, if you don't know what enemies are to be found in a dungeon/chapter - and i don't think you can know what when you are leveling up?

No, sorcerers (and bards) can only learn on level up.

You generally go for a versatile arsenal and use metamagic to help.  For example, a sorcerer isn't just able to cast Fireball.  He can also cast Silenced Fireball, Empowered Fireball, and Maximized Fireball.  Or those could all be Lightning Bolts.  Or Acid Breaths.  I can throw together my "standard" sorcerer build for you if you'd like which I find to be very useful in most campaigns, at least.  Can be tweaked for specific rule changes or environments where things are...odd.  If every enemy has Improved Evasion and high Reflex then you need spells which get around those abilities (like Ice Storm, Missile Storms, Horrid Wilting, and Death Magic).

The "big feats" you need are Maximize, Empower, and either Silent or Still spell.  Spell Foci in Evocation or Necromancy are often helpful.  Extend Spell can be useful in resting restricted environments.  Toughness is nice for extra HP.

Bogdanov89 wrote...

Do wizards get to choose more feats than sorcerers?

Yes, they get bonus feats at levels 5, 10, 15, and 20.  Which means they can pick up more magical feats.  They also use Intelligence as their casting stat which gives them more skill points (but they're less effective at social skills like Persuade which use Charisma).

Bogdanov89 wrote...

Compared to a Paladin, what is actually the point/benefit of a Champion of Torm?
What do the ChampoTorm gain that Paladins do not have?

Champions of Torm get three big features.

Like fighters, they gain a combat feat every 2 levels until level 10 (at which point they get a new feat every 4 levels).

They gain +1 to all saving throws every 2 levels (though this bonus combined with Spellcraft bonus and bonus from items cannot exceed 20).

They also don't give an experience penalty -- an elf could go 30 Rogue/10 Champion of Torm with no XP penalty while they would get a penalty for 30 Rogue/10 Fighter or a 30 Rogue/10 Paladin.  Sometimes this penalty can be avoided with certain races (especially Humans/Half-Elves) or with careful level distribution, but Champion can be useful for this reason.
               
               

               
            

Legacy_Bogdanov89

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A few questions for the experienced NWN players :)
« Reply #47 on: January 29, 2014, 03:47:09 am »


               Really awesome reply, thank you!

I got the hang of classes now (kinda ^^) but the AI of the companions and (sometimes) enemies is driving me crazy.

So now i am looking for a NWN mod that will improve the AI of the companions (and enemies if possible).

Do you fellas know of such AI mods?
Do you have any specific one that you believe is the best?
               
               

               


                     Modifié par Bogdanov89, 29 janvier 2014 - 04:09 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #48 on: January 29, 2014, 05:07:47 am »


               What specifically is bothering you?
               
               

               
            

Legacy_Bogdanov89

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« Reply #49 on: January 29, 2014, 05:54:25 am »


               My companions/familiars are very unreliable.

Sometimes they will charge ahead and attack without any command from me.

Sometimes they will not attack until i give the "Attack Nearest" command, even if I or they are being attacked by enemies.

Sometimes they will simply stand still and not do anything during combat (they are not stunned/dazed/paralyzed) - they will even ignore my Attack Nearest command, they will ignore all enemies attacking them or me...

Sometimes they refuse to follow and just stand in one place, regardless of the follow distance agreed to in the conversation.

Quite often the Cleric companion will actually "forget" to cast her healing spells when my health drops below the "agreed threshold" that i set up by talking to her.

Quite often the cleric/bard companions will cast buffs as soon as they see enemies, which usually means no one else is close enough to be affected by those buffs.

I tried ALL the options and distance settings available through the conversation with companions - but it just does not help at all.

Overall the companion AI is just horribly unreliable, and i am hoping to find a mod that can greatly improve the AI.
               
               

               


                     Modifié par Bogdanov89, 29 janvier 2014 - 06:02 .
                     
                  


            

Legacy_Westan Willows

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« Reply #50 on: January 29, 2014, 05:55:08 am »


               I like still spell. A spell that I like is Edwards Black Tentacles.
               
               

               
            

Legacy_Bogdanov89

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« Reply #51 on: January 29, 2014, 06:09:20 am »


               

Bogdanov89 wrote...

My companions/familiars are very unreliable.

Sometimes they will charge ahead and attack without any command from me.

Sometimes they will not attack until i give the "Attack Nearest" command, even if I or they are being attacked by enemies.

Sometimes they will simply stand still and not do anything during combat (they are not stunned/dazed/paralyzed) - they will even ignore my Attack Nearest command, they will ignore all enemies attacking them or me...

Sometimes they refuse to follow and just stand in one place, regardless of the follow distance agreed to in the conversation.

Quite often the Cleric companion will actually "forget" to cast her healing spells when my health drops below the "agreed threshold" that i set up by talking to her.

Quite often the cleric/bard companions will cast buffs as soon as they see enemies, which usually means no one else is close enough to be affected by those buffs.

I tried ALL the options and distance settings available through the conversation with companions - but it just does not help at all.

Overall the companion AI is just horribly unreliable, and i am hoping to find a mod that can greatly improve the AI.


Aside from ALL those issues, i would also like to be able to customize the behaviour of my companions to a greater detail - but honestly, getting them to work in even the most basic way would be a huge improvement!
               
               

               
            

Legacy_MrZork

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« Reply #52 on: January 29, 2014, 06:36:46 pm »


               Regarding companion/henchmen AI. There are a few mods that can be helpful and make associates (the generic term for henchmen/familiars/animal companions/summons) function with a bit more intelligence or more sensibly. Let me say at the outset that I don't know of any AI mod that really makes NPCs work as well as I would like. So, know going in that there are still going to be times when you can't get an associate to do what you want and in the way that makes sense to you.

That said, you really ought to give Tony K's AI mod a try. It is #1 in jmlzemaggo's great list of NWN add-ons. It will let you interact with your associates and make them a bit smarter. You can tell them not to cast or to cast certain spells or to only cast against tough opponents, etc. You can give them instructions on when to swap from ranged to melee weapons. Et cetera.

And, though this isn't what you were looking for, it also makes enemies more intelligent. That is a big plus. It the end of the day, having more challenging opponents really does make the game more fun.

The mod is not perfect. Someone else may have a recommendation for a better one, though I don't know of one. But, my experience playing with smarter associates and playing against smarter opponents is a noticeable improvement.
               
               

               
            

Legacy_MagicalMaster

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« Reply #53 on: January 30, 2014, 02:15:49 am »


               Tony K's AI is usually what I've heard to use unless the mod itself made improvements (in which case Tony K's AI might mess things up -- like in the Aielund Saga, for example).  You could use Tony K's for the official campaigns for sure, though, and see if you like it.

I've also done some work on a better way to actually control companions (you can force them to attack certain enemies or move to certain locations) but that's a module specific thing -- you'd have to edit a specific module to get that "installed."  You could see it in action in Siege of the Heavens in my signature if you play a Druid or Ranger with an animal companion, but that's definitely a more advanced module that requires you to understand how NWN mechanics work.

But if you're ever up for a fairly significant challenge, check it out.
               
               

               
            

Legacy_Westan Willows

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« Reply #54 on: January 30, 2014, 02:37:57 am »


               Before installing any addon you should copy your override folder and save under a new mane just in case.
               
               

               
            

Legacy_Bogdanov89

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« Reply #55 on: January 30, 2014, 03:47:42 pm »


               I read the wikia pages, but i still don't quite understand the difference between Empower and Maximize spell feats.

What confuses me even more is i read that, in quite a few cases, the Empowered spell is actually more powerful than the Maximized spell - which, to me, makes no sense.

Can someone please explain all that to me in some very simple english? '<img'>

Addition:


Sometimes, when i am making my character, i got a high Skill (like Heal) that is my class skill - but my attribute modifier for that skill is rather bad (negative, like a Fighter with -2 wisdom modifier).

In other cases, i got a Skill which is NOT my class skill (2 points for 1 improvement, like Persuade for Sorcerer) - but my attribute modifier for that skill is quite high (charisma on sorcerer, which is good for persuade).

In the first (fighter with Heal) example, i really don't want to waste putting skill points in Heal if my negative wisdom modifier is going to make it too weak to properly heal and remove diseases/poisons.

In the second example (sorcerer with persuade), i really don't want to waste putting skill points in the non-class Persuade if that low skill increase (1 increase for 2 points) will make that skill too weak to strongly perform.

In which of these cases is the skill actually going to be strong?
Or, in other words, are the Skill points more important OR is the skill's attribute modifier more important when determining a skill's strength/power?
               
               

               


                     Modifié par Bogdanov89, 30 janvier 2014 - 04:18 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #56 on: January 30, 2014, 03:54:35 pm »


               Let's say you're a level 10 caster with Fireball.  This therefore does 10d6 damage (average of 35).

If you Empower it you roll 10d6 and then multiply by 1.5 (which is an average of 52.5).

If you Maximize it you roll 10 * 6 = 60.

Thus Maximize is usually better than Empower.

However, let's say you had a spell which does 1d8 + 1 per level and you're level 10.

Normal spell is 4.5 + 10 = 14.5 average.

Maximized spell is 8 + 10 = 18 average.

Empowered spell is (4.5 + 10) * 1.5 = 21.75.

Note that Empowered is now better than maximized (which is stupid, frankly).

In general, the more a spell just uses a lot of dice (and the larger the dice) the better Maximize is.  The more a spell adds a flat increase without any dice the better Empower is.
               
               

               
            

Legacy_Bogdanov89

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« Reply #57 on: January 30, 2014, 04:01:13 pm »


               Thank you for replying.

Can you please take a look at my added question (previous post) about skills?

Also, when you say "larger the dice" in the 10d6 example, do you mean the 10d part of it - or the d6 part of it?
For maximize, is the "10d" more important or the "d6"?
               
               

               
            

Legacy_Shadooow

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« Reply #58 on: January 30, 2014, 04:31:28 pm »


               

Bogdanov89 wrote...

I read the wikia pages, but i still don't quite understand the difference between Empower and Maximize spell feats.

What confuses me even more is i read that, in quite a few cases, the Empowered spell is actually more powerful than the Maximized spell - which, to me, makes no sense.

Yes indeed it doesnt make a sense and its obviously wrong. CPP fixes this issue and empower doesnt affect addittional bonuses into damage calculation. Strangely enough NWN community doesnt consider this odd at all claiming this to be bioware's intent and my fix to be a balance change. Not that it would matter as we both know the truth '<img'>
               
               

               
            

Legacy_Westan Willows

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« Reply #59 on: January 30, 2014, 04:41:30 pm »


               The question should be "is the skill important to you' In the case of heal I put skill point into it. I use healkits all the time. Now how often do you use persuade? 10d6 is 10 six sided dice. or 1 six sided die rolled 10 times.
               
               

               


                     Modifié par Westan Willows, 30 janvier 2014 - 04:41 .