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Questions about Bard and resistances

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Darkwind
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Questions about Bard and resistances

Post by Darkwind »

I was wondering if Bard songs affect on invisible enemies? Because its about hearing not seeing :) and can silenced bard play songs? Those resistance things (10/+3 or something like that, for example) keep bugging me... what do they mean? I mean what does those numbers stand for?
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Aldon
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Post by Aldon »

I'm not sure about the invisible enemy question.

Silenced bards cannot play songs.

A resistance of 10/+3 means on each hit 10 damage is resisted unless the enemy is using a +3 or better weapon. No damage is resisted when a +3 or better weapon is used.
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Post by Darkwind »

Thankful, but still confused :)

Okay.. Thanks Aldon :) That helps a lot. I think that resistances in this game are weak, if I understood this correctly.. Storm shell gives you like 15/- resistance vs elements.. and Aasimar and Tiefling get 5/- racial bonuses.. so low resistances make no difference?
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Post by Aramant »

I'm not entirely sure what you're asking, but the elemental resistances and damage reduction aren't the same thing.

Damage reduction, the 10/+3 example, works on non-magical, physical damage only. So if you have damage reduction of 10/+3, a fireball will still do full damage.

Elemental resistances, such as those from the spells, or the aasimar and tiefling racial attributes, are particular to a given element. If you have Electrical resistance of 10, you ignore the first ten points of electrical damage from an attack. But once again, a fireball will do full damage.
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Post by Darkwind »

Thanks Aramant.. I´ve been little confused with these things since have found no in-game descriptions of them. But all that makes sense now :) Maybe I should play more to discover things on my own..
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Post by Aramant »

[QUOTE=Darkwind]I´ve been little confused with these things since have found no in-game descriptions of them.[/QUOTE]

That's what the manual's for.
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Post by Raumoheru »

and if you have a 5/- that means that it cannot be overcome

a barbarian has a damage resistence of 1/- every so or so levels and no matter how highly enchanted the sword is you will not bypass it
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Post by Aldon »

I've found damage resistance to be very powerful. Most weapons are 1d8 and that makes a 5 or 10 resistance absorb about 1/3 to 1/2 the damage of most hits. This can really add up in a fight.

The Boots of the North on my main tank makes the ice temple very easy. He absorbs most of their damage. A tiefling tank (5 fire resistance) can easily take out the last test at the monk monestary.

Resistances are not an all powerful advantage, but it does add up.
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Post by Darkwind »

Thanks for your answers :) And about the manual.. I don´t have it, so...
But anyway that has been huge help for me, when I´ve micromanaged my characters. Oh... and one more question :rolleyes: The Chain Of Drakkas, in its description is said that it requires no armor proficiency, so can my Ranger/Rogue/Wizard, the ranger part that is... use that armor without it affecting his dual-wielding feats?
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Post by Erenor »

[QUOTE=Darkwind]The Chain Of Drakkas, in its description is said that it requires no armor proficiency, so can my Ranger/Rogue/Wizard, the ranger part that is... use that armor without it affecting his dual-wielding feats?[/QUOTE]

The Chain of Drakkas is more meant to allow spellcasters and theives move and act freely while wearing +7 AC armor. Unfortunately, the Chain of Drakkas is considered medium armor and your ranger's ambidexterity and dual-weilding feats will not work with medium armor equiped. It sucks, but it's a bug in the game unless a patch included fixing it.
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Post by Darkwind »

Man... that really sucks. So there is a patch for it then? I was hoping that Chain Of Drakkas would work.... The only things i needed from ranger was those two free feats. otherwise that armor would have been perfect for my character as I´m not interested of wasting any points to Armored arcana... But hey... it was too good to be true then. :D But if theres a patch, maybe I´ll look for it somewhere. Thnx Erenor :)
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Post by lompo »

Unfortunatly there is no fix for that in any patch, maybe in a future mod can be fixed.
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Post by Darkwind »

Okay... so Armored Arcana it is then or maybe there are some decent robes to wear. So it is Chain Of Drakkas for my Bard/Druid and some crappy robe for my Ranger/Rogue/Wizard :D
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Post by Aramant »

Armored arcana for your ranger? Armored arcana only reduces the armor check penalty for arcane spells, which rangers don't cast.
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Post by Darkwind »

No no...He´s a multiclassed char.... he has only one or two levels of ranger and rogue rest is wizard. He is both spellcaster and tank... thats why i need an armor for him :)
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Post by silverdragon72 »

.

...from a power-gaming point of view there is no need to take the ranger level(s) as you have to take 2 levels for the best MC-builds...

...better take the 1st & 2nd fighter level instead to gain these feats!

.
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Post by Darkwind »

Yeah.. i know that... But I´m getting bored of Fighters and that powergaming thing. It is easy to make a powerful party for powergaming, but imho it´s not so fun as putting in some roleplaying elements too... But hey.. thanks anyway... :D Somehow i´ve always hated fighters.. they are so boring... Although as mix-in classes they are peerless, especially for spellswords, but as I said.... :o
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Post by Aramant »

In games like the Icewind Dales and Baldur's Gates, I tend to lump paladins, rangers, and fighters in as fairly comparable. I go back to 2nd Edition D&D where they're all referred to as a group as Warrior classes. As such, my parties tend to have three Warriors in them, but what specific class of Warrior tends the characters are tends to vary.
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