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One more reason to use a blade

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Mongerman, Oct 9, 2006.

  1. Mongerman Gems: 8/31
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    With un-nerfed spell tables progression, bards can get up to lvl 8 spells! At 5 million xp, a bard has 6 spells from lvl 1-4, 5 from lvl 5-7, and 1 lvl 8 spell. This makes blades even more powerful then ever...imagine PI + a 35d8 horrid wilting...even the humble cone of cold does 35d4+35 points of dmg! Or repeated impr hastes that last 35 rounds!
     
  2. Goli Ironhead Gems: 16/31
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    Hmmh, I'm not an expert on this thing, but I think that you can't do a 35d8 Horrid wilting without Weimer's mod.
     
  3. Mongerman Gems: 8/31
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    Hmmm the spell description for wilting has no cap, so i assume it scales with lvl even without weimers mod. Same goes for skulltrap, cone of cold, MMM etc
     
  4. Sikret Gems: 13/31
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    Mongerman,

    Abi Dalzim's Horrid Wilting spell doesn't do that much of damage unless you have installed Spell50 mod. Have you?

    I know that you are playing Improved Anvil. As mentioned in IA's readme, Spell50 and IA are incompatible with each other.
     
  5. Mongerman Gems: 8/31
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    No I dont have spell50 installed. Regardless, opening up lvl 7 and 8 spells for bards open up so many more possibilities. Just PI alone can be insanely powerful
     
  6. kmonster Gems: 24/31
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    AFAIK all spell effects are capped at level20.
    A reason not to use a blade is that rogue saving throws are by far the worst of all classes.
     
  7. Proteus_za

    Proteus_za

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    Spell effects dont scale up unless they are explicitly programmed to do. Thats what the spell50 mod.

    So even though adhw is uncapped, because the game wasnt designed with uber levels in mind it originally doesnt go past level 20. Each level, or each few levels, the spell uses a different effect that rolls the dice more often.
     
  8. Decados

    Decados The Chosen One

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    As those above me have mentioned, all spells cap at level 20 if you are playing unmodded.

    However, if I feel I must ask something: yes this makes bards more powerful, but still doesn't make them equal to mages. At 3 million EXP, a mage has slightly fewer lower level spells, but two level 8 spells and a level 9 spell. Oh, and they can now select HLA spells which are far superior to anythign a bard gets. Did I mention this was two million experience sooner?
    ;)

    This mod does improve bards, but not enough to trigger jaw-dropping mode, I'm afraid.
     
  9. Mongerman Gems: 8/31
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    True...but they now have an edge over f/m/t, and may surpass even f/m if used right considering they have more spells then a f/m with the same xp
     
  10. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    It would probably enable more people to play with a bard also.
     
  11. Silverstar Gems: 31/31
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    You should really get Rogues Rebalancing mod then. Not only it introduces new kits, it 'fix'es rogues, they can all train two-weapon fighting more efficiently, and bards gain all-new, spiffy HLAs which are more in tune with their musical and happy-go-lucky nature. :thumb:

    No more filthy traps for bards, but magical tricks like Sound Burst, Enthralling Melody, etc. Coolness! Magic Flute is also boosted significantly to make up for the absence of trap HLAs who were down right cheesy all the way.
     
  12. Andyr Gems: 14/31
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    This is correct, in that no spells have caps higher than 20. :)

    Rogue Rebalancing does not add new kits--Song and Silence does, which I recommend using Rogue Rebalancing in conjunction with.
     
  13. Silverstar Gems: 31/31
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    :doh:

    Oops, sorry about that one, I have both, and when you have so many mods things start to get a little blurry, you know? :shake:
     
  14. Andyr Gems: 14/31
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    No worries; just thought I should clarify, in case anyone else was wanting to try them out. :)
     
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