![]() ** In the original you couldn't have a weapon in your off hand and I've never had two 1H ranged axes in the EE at the same time before, so I don't know if it would work, but you **might** be able to use 2 ranged axes at the same time. * I cannot remember if the returning thrown axe is 1H when in ranged mode, if it is then you could use a sheild at the same time. They can also cover slashing damaged (melee) and piercing damage (ranged). 6.I think Axes are the most OP weapons in IWD 1, I'm not too well read in the numbers and details of it all, but axes covers 1H weapons, 2H weapons, 2 x 1H weapons (if playing the EE version), 1H ranged* and possibly even 2 x 1H ranged** and 2H ranged*** (I'm not sure about those last two though).6.9K Baldur's Gate II: Enhanced Edition.426 Planescape: Torment: Enhanced Edition.88 Persistent Worlds & Multiplayer for NWN (not EE).411 Custom Content & Community Exp Pack.( - oh and add 1 ApR, cause it was from another discussion involving melee weapons, so she is wielding a Longsword)įurther crossbows base ApR is set to 1, so the user should get 3 (using BGEE rules) or 7/2 (using the old GM rules) - that's the same as wielding a 1/2-handed weapon at lvl 13 with 5 pips, see pic ^^ĭunno, where you get your 4 ApR with an x-bow from?! Recently made a screenshot from vanilla IWD1, where the same old table is used. ![]() BGEE uses possibly the old manual table, while ingame it was 3/2. That's true for BGEE and even worse in vanilla BG2 (1/2 for even 5 pips). At that point, it becomes a comparison of 5 attacks with the bow vs. So the Tuigan still has to worry about the cap if you haste your archer from time to time, but the normal longbows/shortbows won't be clipping the cap, which changes the equation a bit. Which means a grand total of +2 attacks for an experienced Fighter/Archer with Grandmastery. 5 (specialization) = 2, so grand mastery is giving 1, not 1.5. Do you currently get 3/2 extra attacks from grand mastery?If I remember correctly from my last Black Pits run, yes.Įdit: Level 9 Fighter with 5 pips in Bastard Swords gets 5/2 attacks. The Quiver of Plenty +2 is enough to put Heartseeker ahead of Gesen using its magical ammunition, though, so if you feel that ammunition stacking is cheesy and want the most Archer damage possible, Heartseeker is the way to go.Įdit2: Silly me, I forgot the damage bonus for Grandmastery, numbers and conclusions adjusted. Magical ammunition's damage bonuses would pitch this further in favor of bows, but then we get into the wonky ammunition stacking of Gesen and Firetooth and there's no point in even comparing to other weapons. Heartseeker actually keeps up well with Firetooth either unhasted or with Improved Haste, but doesn't have the damage bonus to keep up with Gesen, and unfortunately damage bonuses on longbows all but disappear in ToB. 82 damage to Firetooth's 76.5, and Improved Haste keeps Gesen in the lead (though Greater Whirlwind, of course, favors Firetooth). So as your number of attacks increases, crossbows get better and better, but the damage bonus from the Archer kit eventually evens that out in slight favor of Gesen. +6 damage)Īrcher bonuses cap out at +9 at level 33, which gives: Let's assume bonuses for a level 18 Archer (i.e. Giant Hair Crossbow (picked for an easy to get SoA xbow): 1d8+5+5 = 14.5 damage per shot Heartseeker: 1d6+2+5 = 10.5 average damage per shot (same for light crossbow of speed) Gesen: 1d8+2+5 = 11.5 average damage per shot I'm just glad they boosted the quiver size in BGEE, as that really helps with ammo management. When the attack gap is that small, the damage bonuses that high end crossbows (such as Giant's Hair or Firetooth) get really start to shine. 2 APR weapons will get up to 4.5 APR for a level 13+ grandmaster, meaning they only get half the benefit of a haste spell before hitting the cap, whereas 1 APR crossbows get up to 3.5 APR and can then be hasted for 4.5 APR. The 5 attack per round cap is actually what gives crossbows (and slings) an opportunity to close the gap with bow users. The speedy shortbow is really good at the very beginning, but assuming they keep the extra attack for Grandmastery in BG2EE, you'll pass the 5 attack per round cap by level 13 and be missing out on your full potential with an Archer (it's great for any thieves or thief/mages in the group though). Late in SoA it can also be nice to pick up some +3 arrows/bolts/bullets to help with the monster immunity problem you point out. I consider all of that more convenience than power. ![]() I agree with you on Watcher's Keep for the most part, but I do like to go to the first floor early to pick up the Quiver/Case of Plenty, the Ammo Belt, and the +3 returning dart if I have a dart user.
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