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Posted: Sun Oct 17, 2010 7:54 pm
by galraen
I'm amazed at how incredibly strong mages are!
I did warn you! :D

Posted: Sun Oct 17, 2010 11:26 pm
by TwoHandedSword
Crenshinibon wrote:So if I had a technologist half-elf at 100% Technological Aptitude, the Hasten spell would have a normal cost (3/10)? Or would it still be doubled due high technological aptitude?
It would have a normal cost. The penalty only affects Dwarves, and is meant to reflect how utterly nonmagical they are as a race.

Crenshinibon wrote:Also, I assume that the numbers in parenthesis are the maximum attributes of the item which I can only get at 100% magickal aptitude?
In a sense. You max out a magickal item's potential when your MA meets or exceeds that of the item. That means only Arcane items require a MA of 100% to realize their full ability; and even there, a MA of zero starts you out at half power. (So for example, for an item with 75% MA, you'd have to be at or above 75% TA to lose out on all of their additional magickal bonuses.)

Crenshinibon wrote:In any case, as per TwoHandedSword's request, I have attached a screenshot.

This little guy has Mastery in Melee and knows two spells: Shield of Protection and Jolt. The floating numbers read around seventy damage a hit.
Thanks! Now I may just have to try Nature myself, next playthrough. :cool:

Posted: Mon Oct 18, 2010 9:38 am
by Crenshinibon
That you did! Still! It's unfair to the technologists (they are however more fun)! I have no idea what spells to invest in - Shield of Protection and Hasten and I'm moving enemies down with a hail of arrows!

Currently I'm using the Helmet of Yzar's Cost, but when I equip my Arcane Helmet, my damage resistance jumps to over 90%!

Does AC in Arcanum act as it does in Baldur's Gate, counting towards miss chance? If not, how does it work?

Do some spells (like Hasten) always succeed, no matter how high your technical aptitude is?

I'm excited for my aptitude-neutral playthrough. I think I'll go with a Half-Orc.

galrean, I was attempting to do the same thing you described, going to Caladon early more precise, but was unable to locate the bridge. If memory serves, the "dot" which marks the location is on the other side of the river. I tried setting my cursor to the coordinates of the mark (which I got from my previous playthrough), but was still unable to locate it. Any advice?

Posted: Mon Oct 18, 2010 9:42 am
by GawainBS
Yes, AC compares to "to hit". DR reduces damage.

Posted: Mon Oct 18, 2010 10:21 am
by galraen
Any advice?
I assume you mean the Lethe Wyvern bridge, not the Gate to the Wastes. The latter shows up on your map if you get close enough, the former, in my experience doesn't, The only way I found was to 'fast travel' to a point slightly upriver then follow the river until I found the bridge. It's very tedious work, it can seem like an age before you find it. If you persevere you will find it though.

Yes the game is more 'unfair' on technologists, but I think the game is far better as a techie because of that. Frankly playing as a mage once you've figured the game out is extremely boring. I actually tried as a mage again the other day, inspired by this thread, and to make sure my memory was correct. It was, I gave up after getting back to Tarrant from Ashbury, having gone there at 6th level straight from Shrouded Hills to get my lock picker (Worthless Mutt) and the elven gauntlets.

Posted: Wed Oct 20, 2010 9:43 am
by Crenshinibon
It's ridiculous that Mages can even make schematics and use Fatigue Restorers/Salves while Technologist can't even use potions!

My mage has just finished the Black Mountain clan and already has 95% DR!

Do you have any comments on The Bangellian Scourge or the Staff of K'an T'au as melee weapons?

Is there a maximum speed cap where after a certain amount of speed, your attacks no longer get faster or a point where your speed loops around and actually makes your attacks slower? I've reached 70 speed before, so I want to be sure it's advantageous for me to go that high.

Would you recommend technological or magickal equipment for aptitude-neutral characters? As far as I understand, the character won't receive benefits from Charged and Arcane rings.

Posted: Wed Oct 20, 2010 11:50 am
by galraen
Crenshinibon wrote:It's ridiculous that Mages can even make schematics and use Fatigue Restorers/Salves while Technologist can't even use potions!
(Puts on best pantomime voice) Oh yes they can.
Crenshinibon wrote:Do you have any comments on The Bangellian Scourge or the Staff of K'an T'au as melee weapons?
Never used the latter, the former is powerful if you don't mind becoming evil.
Crenshinibon wrote:Is there a maximum speed cap where after a certain amount of speed, your attacks no longer get faster or a point where your speed loops around and actually makes your attacks slower?
It doesn't wrap around, but I don't think there's any point in going above 25, I don't think anything higher than that makes any difference at all.
Crenshinibon wrote:Would you recommend technological or magickal equipment for aptitude-neutral characters? As far as I understand, the character won't receive benefits from Charged and Arcane rings.
Charged rings and arcane rings will give 50% of their power if you're between +/- about 15% I think but I haven't bothered checking that much. Certainly the charged rings do add 1 dex each if your slightly magical but I can't remember what the cut-off point is. The Jewel of Hebe seemed to add something no matter how technological you go as I recall.

Posted: Wed Oct 20, 2010 12:58 pm
by GawainBS
You sure tech items add partial bonuses based on TA? I always noticed I got the full bonus, but the critical failure increased with MA.

Posted: Wed Oct 20, 2010 4:40 pm
by Crenshinibon
Are you sure about the potions? When my dwarf drank a potion, it just dissipated in a puff of grey smoke, without healing him at all.

Aside from becoming evil, are there any disadvantages to using this sword? Does having more magical aptitude do anything for the blade?

The reason I asked was because while I liked some of the two handed swords in the game (and the Axe of Lost Time), I wanted to be sure that I can reach the same point of attack speed with a slow weapon that I could with say, a Dagger of Speed.

But would these rings do anything at 0 aptitude?

Posted: Wed Oct 20, 2010 6:11 pm
by TwoHandedSword
galraen wrote:I don't think there's any point in going above 25, I don't think anything higher than that makes any difference at all.
For real time, sure. In turn-based, you get every single attack your action points entitle you to. At a speed of 35, I can launch Azram's star at least a dozen times before anyone else even moves, taking down that fire elemental before it even so much has a chance to singe my pretty Arcane leather armour.

Crenshinibon wrote:Are you sure about the potions? When my dwarf drank a potion, it just dissipated in a puff of grey smoke, without healing him at all.
You may want to quick-save (if possible) before using potions on highly-tech characters. I know that I've used potions of intellect on technologists right before purchasing tech manuals, in order to reduce the number of such manuals I needed to buy.

But the rules may well be a bit different for healing potions anyway, since bandages and the Heal skill provide a nonmagical healing option within the game itself.
Crenshinibon wrote:Aside from becoming evil, are there any disadvantages to using this sword? Does having more magical aptitude do anything for the blade?
It randomly attempts to kill followers (5% chance of casting Quench Life on an NPC). Other than that, in terms of damage per strike it's easily the best melee weapon this side of the Void. If you've gone to the trouble of killing Stringy Pete for his boat rather than taking on his quests, then keeping and using the sword is the least you can do.
Crenshinibon wrote:But would these rings do anything at 0 aptitude?
Since the rings have a TA of 25, I'm pretty sure that an MA of over 25 renders them moot.

Posted: Wed Oct 20, 2010 8:11 pm
by Crenshinibon
So in theory, in real time, I could attack as fast as a character wielding the Dagger of Speed while using the Axe of Lost Time and some spells the increase my speed?

If I have the blade without any followers, are the negatives essentially nonexistent?

So I'd have to stick with rings that give a bonus without any aptitude adjustment.

Posted: Wed Oct 20, 2010 10:58 pm
by TwoHandedSword
In theory, yes. Though you just might cramp your index finger trying to keep up.

Also true, as far as I can tell. I haven't played an evil character yet, so other side effects could pop up.

If you're that magical, there are plenty of rings that'll help. Of course, my own preference is for two Arcane rings; but the average time it takes to power-shop for even one of them means that grabbing a set is more luck than anything. So plan B is purchasing a Fated ring; even a 5% bonus to the chance for a critical hit helps.

Posted: Thu Oct 21, 2010 8:01 am
by galraen
taking down that fire elemental before it even so much has a chance to singe my pretty Arcane leather armour.
It only takes one disintegrate though, who needs weapons? :D
It randomly attempts to kill followers (5% chance of casting Quench Life on an NPC).
Wow, learn something new everyday, never had that happen to me, but it's possible I never had any followers with me, too long ago since I played Son of Stringy Pete to remember!
But the rules may well be a bit different for healing potions anyway
It's also possible I never tried healing potions either, probable actually, as I always either am a herbalist myself or have Jayna with me if I'm Tech; usually the former. I've certainly used boosters when 100% MA and they've worked, and haste potions work when 100% TA, maybe I'm just lucky.

Edit: Got TA and MA ass about face in the last para

Posted: Thu Oct 21, 2010 4:42 pm
by Crenshinibon
Apparently, if you botch the Ancient Gods quest, it just resets itself. This happened to me last night, but on the bright side, I now have the final blessing. However, the Passion Root is REALLY difficult to find the second time.

Actually, any character with high prowling or invisibility would have a field day at those ruins. They could come out with a whole battalion of automatons really early in the game.

Maybe next playthrough I'll give either one of those two weapons a shot and see what happens.