Could someone please straighten out a few things for me.
like how all these different damage and resistances work. I mean stuff like crushing, piercing etc.
The girdle of piercing for instance, it says it protects from piercing - but it adds protection from missile aswell. wouldn't that be the same type?
and another thing, high agility gives you missile ADJUSTMENT?
and the orc leather armor gives you 10% of something that is called missile RESISTANCE?
The girdle of bluntness protects from blunt weapons, but does that include all crushing weapons or what?
i read somewhere (in this board) that iron golems had resistances against all type of damages, but NOT blunt. altough is resitant to crush? what the...?
damage/resistance
- ektoplasma
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The game is based on ADnD 2nd edition, which means that the rule system in this game is extremely complex (as compared to games like say, Warcraft 3 or Diablo).
Firstly I'm assuming you're just confused about resistances only. If you don't know anything about hit dice and saving throws and Thac0 and other whatnot available in the character screen, I suggest you refer to an ADnD guide (http://www.gamefaqs.com has one, go to the Baldur's Gate 1 page (not 2) and look under FAQs and Guides, the link should be there).
Anyway, just to answer your questions: There are 3 different damage types. 1) physical 2)Elemental 3)Magic.
Physical damage has piercing, crushing and slashing, which correspond to melee weapons, and missile for ranged weapons. The girdle of piercing improves armor class against piercing and missile weapons. The orc armor gives missile damage resistance of 10%, which means that for all missile damage incurred 10% will be resisted (i.e. if the missile normally does 10 damage then the target gets hit for 9 hitpoints). Missile adjustment for DEX refers to the adjustment to your Missile AC as well as your ranged weapon Thac0. Finally the girdle of bluntness gives better AC against blunt weapons, which do crushing damage: but not against slings and bullets, which are ranged weapons that do crushing damage. On the other hand crush resistance (like from the Belt of Inertial Barrier) resists ALL crushing damage.
Elemental damage is what it is: damage from fire, cold, electricity,poison, acid, etc. There's no AC versus elemental damage, so a flame arrow will always do flame damage, unless the damage is resisted by resistance (i.e. fire resistance).
Lastly there's magic damage. 3 types: pure magic damage (what you get from spells like Magic missile), magic fire (from spells like fireball) and magic cold. There are 2 types of magic resistances for magic: firstly is magic damage resistance, which negates (depending on %) magic damage taken. The point of differentiating between Mgcfire / Mgccold and Magic damage is because cold and fire damage have special properties (increased damage to opposite element, for example). However, where Magic resistance can negate magic fire or cold, it doesn't do anything towards normal fire or cold damage.
Then, there's magic resistance, which resists the spell itself. I'm not too sure how magic resistance really works; it's almost an Armor Class for spells, but even though magic resistance is in percentage the negation effect isn't down to %. In fact the higher MR the more powerful spells will be negated. Therefore a character with 60% MR won't take damage from magic missiles, but will take damage from high level spells like Comet or Horrid Wilting (then again, maybe not). MR resists enemy spells, including spells like confusion and hold person, but not friendly spells. However some spells ignore MR, like Breach.
For the Iron Golem it's resistant to slashing, piercing, crushing and missile damage by 20%. Perhaps the one you were thinking of was the Clay Golem, which is immune to slashing, piercing and missile damage (100% resistance), but not to crushing (even though it has some resistance).
The game rules can be exceedingly frustrating at the start. But its also the main reason why people enjoy DnD computer rpgs, because there's alot to think about, about which equipment is best (or necessary) and which tactics to use before battle. If you enjoy such things, then happy gaming.
Firstly I'm assuming you're just confused about resistances only. If you don't know anything about hit dice and saving throws and Thac0 and other whatnot available in the character screen, I suggest you refer to an ADnD guide (http://www.gamefaqs.com has one, go to the Baldur's Gate 1 page (not 2) and look under FAQs and Guides, the link should be there).
Anyway, just to answer your questions: There are 3 different damage types. 1) physical 2)Elemental 3)Magic.
Physical damage has piercing, crushing and slashing, which correspond to melee weapons, and missile for ranged weapons. The girdle of piercing improves armor class against piercing and missile weapons. The orc armor gives missile damage resistance of 10%, which means that for all missile damage incurred 10% will be resisted (i.e. if the missile normally does 10 damage then the target gets hit for 9 hitpoints). Missile adjustment for DEX refers to the adjustment to your Missile AC as well as your ranged weapon Thac0. Finally the girdle of bluntness gives better AC against blunt weapons, which do crushing damage: but not against slings and bullets, which are ranged weapons that do crushing damage. On the other hand crush resistance (like from the Belt of Inertial Barrier) resists ALL crushing damage.
Elemental damage is what it is: damage from fire, cold, electricity,poison, acid, etc. There's no AC versus elemental damage, so a flame arrow will always do flame damage, unless the damage is resisted by resistance (i.e. fire resistance).
Lastly there's magic damage. 3 types: pure magic damage (what you get from spells like Magic missile), magic fire (from spells like fireball) and magic cold. There are 2 types of magic resistances for magic: firstly is magic damage resistance, which negates (depending on %) magic damage taken. The point of differentiating between Mgcfire / Mgccold and Magic damage is because cold and fire damage have special properties (increased damage to opposite element, for example). However, where Magic resistance can negate magic fire or cold, it doesn't do anything towards normal fire or cold damage.
Then, there's magic resistance, which resists the spell itself. I'm not too sure how magic resistance really works; it's almost an Armor Class for spells, but even though magic resistance is in percentage the negation effect isn't down to %. In fact the higher MR the more powerful spells will be negated. Therefore a character with 60% MR won't take damage from magic missiles, but will take damage from high level spells like Comet or Horrid Wilting (then again, maybe not). MR resists enemy spells, including spells like confusion and hold person, but not friendly spells. However some spells ignore MR, like Breach.
For the Iron Golem it's resistant to slashing, piercing, crushing and missile damage by 20%. Perhaps the one you were thinking of was the Clay Golem, which is immune to slashing, piercing and missile damage (100% resistance), but not to crushing (even though it has some resistance).
The game rules can be exceedingly frustrating at the start. But its also the main reason why people enjoy DnD computer rpgs, because there's alot to think about, about which equipment is best (or necessary) and which tactics to use before battle. If you enjoy such things, then happy gaming.
- Kaitsuburi
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@araknid70 -- great answer
Regarding missile adjustment that comes with high dexterity, it is an attack rather than a defense bonus. I cannot remember the exact numbers, but I think dex19 gives you a +1 to THACO with missile weapons. Elves get a bonus to missle attack too, IIRC.
Check your manual for the actual numbers
-kaitsuburi
Regarding missile adjustment that comes with high dexterity, it is an attack rather than a defense bonus. I cannot remember the exact numbers, but I think dex19 gives you a +1 to THACO with missile weapons. Elves get a bonus to missle attack too, IIRC.
Check your manual for the actual numbers
-kaitsuburi
~~ aim low, deliver.
oh yeah, thats right... since DEX already gives an AC bonus. How silly of me. for the thac0 bonus its +1 at 16 DEX, +2 at 17, 18 and +3 at 19. for the elves its racial bonuses... to longbow and longsword, i think, though i'm not too sure... halflings get bonuses to slings too.
Seriously, just a simple question "how do resistances work?" gets such a long answer; no wonder its only a select few that really like the game, compared to the millions that camp in Battle.net.
Seriously, just a simple question "how do resistances work?" gets such a long answer; no wonder its only a select few that really like the game, compared to the millions that camp in Battle.net.
Originally posted by ektoplasma
Could someone please straighten out a few things for me.
like how all these different damage and resistances work. I mean stuff like crushing, piercing etc.
The girdle of piercing for instance, it says it protects from piercing - but it adds protection from missile aswell. wouldn't that be the same type?
hmmm well missle (im guessign) would imply flyign stuff like arrows and stones ect. but pearcing wpuld include like spears or arrows, arrows be both missle and peirce.
i hoped i helpd
"I have seen death, and she was hot." So sayeth the wise Barrin