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Korgan nearly unkillable (spoilers)

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GNGSpam
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Korgan nearly unkillable (spoilers)

Post by GNGSpam »

Korgan has this equipment on
Ring of regeneration (1 hit point every 6 seconds)
Ring of Gax (1 hit point ever 3 seconds)
Axe of Unyielding (1 hit point every round [round = 6 seconds right?])
Pearl Ion Stone (2 hit points ever minute)
PLUS
He had 19 constitution, and I gave him the one constitution from Lums machine.

SO

Ok well he isnt unkillable. But I havent even actually made it to ToB yet and the guy gets 4 hit points every round.

42 hit points a minute!!!!

And thats not taking into effect the 20 constitution (I dont know the figures on that but I do know that Kagain in BG1 regenerated and he had 20 constitution)!!!!

Hehe, if ToB has anymore regeneration items its going to get ridiculous.
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Post by UserUnfriendly »

sorry, search by "regen items stack" as key words, and you will find that post, several months ago, who did actual tests and regen items dont stack!!!

the high rate of regen is being provided SOLELY by axe, so you can now share out the items....

the only way to increase regen is to hit him with impr haste, or haste, that makes him take twice as many damage in area effect spell, but also increases regen rate...its a bug...


axe rocks....


the tests showed the two best items are ring of gaxx and axe, upgraded...


which also has nice vorpal as well
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Post by Littiz »

Have you tested it?
Are you sure that the rate improves?
There was some sort of a common agreement that different regenerating items DO NOT stack...
I would be very interested!!

Oh, and yes, there are more regenerating items!
One at least I recall! ;)

Edit: user, so this is the definitive word? :)
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Post by Bruce Lee »

They don't stack, unless they are the same. Two rings of Gaxx stack infact.
Best regenerating is achieved by 7-th level cleric spell regeneration. It stacks with iteself and gives you a regeneration rate of 3 hps per second.
Cast this spell three times on a fighter and you regenerate like a greater wolfwere!!!
Perfect to cast on a kensai!! You gotta love a kensai!
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Post by UserUnfriendly »

bruce, you running balderdash patch??

the bd patch prevents same power item stacking...like you can no longer stack hardiness with itself to make you immune to weapons damage...

littiz, dont know, just took another forum members word for it...

regen is not a big thing with g restore and rod of ressurection...both will work on any party member on map!!!!

ive used rod across the map to a badly burt fighter...
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Post by GNGSpam »

Ack! Not cool. Didnt really test it definatively, but his regen rate is real good none the less. Ooooooooh well. It was more of a neat idea then anything with real utility. Obviously most enemies worth anything deal out far more damage then 42 a minute (hell they deal more then that in a round).
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Post by Thrar »

the "invincible korgan" looks a bit different (underdark now):
Stonefire/Dwarven thrower as weapons, shield of harmony. Red dragon scale, that 50% fire ring (actually i have only the 40% ring and +20% on helm), gloves of dex, gaxx, boots of speed, cloak of the sewers/mirroring (depending on against what), any good belt/amulet/helm (cannot find anything really cool, used frost giant belt).

rage if necessary, maybe instead of cloak just prot from magic energy and cloak to someone else. even tho after all patches the cloak really isnt what it once was (i like it now), he is still protected from anything, and in case something is left, the korgan saves typically around -2. with AC -11 (-13 rage, -15 w/ def harmony) and an average damage ~20 both melee and ranged. oh, and 7/2 attacks (5/2 ranged).


or did i misread the topic, isnt this the "brag about your korgan" tread?
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Post by Ode to a Grasshopper »

Does anyone know the affect that enables the greater wolfwere regeneration rate?
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Post by Bruce Lee »

Originally posted by UserUnfriendly
bruce, you running balderdash patch??

the bd patch prevents same power item stacking...like you can no longer stack hardiness with itself to make you immune to weapons damage...

littiz, dont know, just took another forum members word for it...

regen is not a big thing with g restore and rod of ressurection...both will work on any party member on map!!!!

ive used rod across the map to a badly burt fighter...
I haven't installed the whole fixpack. Only the fixes I want. Some of the fixes are infact not necessary. The improved invisibilty for instance. The bonuses were there before aswell, they were just counted as penalties to enemies instead.
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Post by Littiz »

Are you absolutely sure, Bruce?
I thought that it was the penalties themselves that were missing,
so the fix corrected it reversing the idea.
:rolleyes:

Please if someone knows for sure, let us know...
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Post by GNGSpam »

Muhahahahaahahahahaahahahahahjsahjlhlsjahljasdh

Korgan has 22 constitution.

Oh yes, thats no cheat, and barely even beginning ToB.

Lums Machine 19+1
Obsidian Stone 20+1
Axe of the Unyielding 21+1

For a total of 22! God like endurance and strength. Casted greater restoration, which fatigues everyone. Not Korgan. 177 hit points!!

To top if off, I have him dual wielding Axe of the Unyielding +5 and Crom Fayer with grand mastery in both and 3 stars in two handed weapon. He gets 4 attacks a round with a main hand thaco of -17 and offhand of -15.

And I just started ToB!!!! (did Yaga Shara's lair)

THATS my Korgan bragging =)
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Post by Bruce Lee »

Originally posted by Littiz
Are you absolutely sure, Bruce?
I thought that it was the penalties themselves that were missing,
so the fix corrected it reversing the idea.
:rolleyes:

Please if someone knows for sure, let us know...
I am absolutely sure that before baldurdash patch enemies got a -4 penalty on to hit roll if you were improved invisible. With patch you get a +4 ac bonus instead.
With offensive spin you got a +2 bonus on your to hit rolls that only showed if you had show to hit rolls option turned on. With patch this bonus was replaced with a thac0 bonus of 2, only thing was that the patch added one attack instead of hasting your character which meant that it wasn't usable with melfs minute meteors for instance cause maximum attacks per round without haste is 5 so with patch your blade would get 3/2 attacks with melf when in offensive spin...
The patch did get the offhand to strike witch it didn't without patch and that is ofcourse bad. I like blades so I changed it myself so the offhand strikes as it should... the only way I could do it was to make offensive spin like improved haste :D
Thats why I only install the ones I want...
Many of them are really good so no criticism towards Kevin. I think he has done a fanatstic work.
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Post by Littiz »

hhh, I see.
So the fix REPLACES the malus right? Or have I a doubled effect actually?

And the offhand bug with MMM, it's caused by the the baldurdash fix??!!!
Damn. How can I remove it?
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Post by Bruce Lee »

It isn't doubled, either you have bonuses or the enemies penalties.
The off hand bug with MMM... well you have to choose between having an off hand bug with MMM and no off hand with weapons really... it is really the haste spell that is causing this problem like so many others.
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