Some BIG bugs I've never seen reported.
Posted: Wed Jun 20, 2001 11:36 am
I actually stopped playing the game for months because of them and even now they hold me back from BG2.
The first and most important, is the bug with attacks per round. My high-level archer (level 17 or so) should have about 4.5 attacks per round with his bow (Tuigan) and about 3.5 attacks per round with Tasheron bow (or whatever, it was a high number anyway) and no matter what, he would do 2.5 attacks per round at most. That's with a bow, which has 2 attacks per round by default. The archer had GM in short bow, which should have given him a half an attack. 3.5 attacks with (2 for bow) + 1 (for being a high level fighter) and +0.5 (for specialization). When using auto-pause (or various targets) he would do sometimes 3 attacks per round or sometimes 2 (avg 2.5). I am inclined ot believe that 2.5 is the max number that any character can have not including magic. Improved Haste (he got it from Ringn of Gaxx I think, or some other item thas has a few second duration) did double his attacks to exactly 5 per round.
Anyways, this limit isn't fair and ruins the Archer for me.
The other bug that I've noticed with archer is some tricky. If he's using a weapon that uses phantom ammo (such as the Tasheron Bow, or the Sling of Everard), the damage inflicted upon the creature is also "phantom" and is negated by regenertion. At least, that's how it looked to me. Let me describe the scenario. The aforementioned archer was pumping a (any) Greater Werewolf with arrows from Tansheron's Bow at a rapid rate and at the end of the round, the monster would completely heal. We're talking 80 or more damage per round, completely healed. If using Draw Upon Holy Might (innate ability from BG1) and the Sling of Everard (which adds STR bonus to damage), and Impr. Hasted I was doing over 120 damage per round, and it would also be instantly regenerated. Yet, if using the Tasheron Bow with *normal arrows +2*, the monster dropped as he should have (within two rounds or so). Also, interestingly, if the Archer used multiple Called Shots abilities (stacking them!!!), the monster dropped almost instantly (I think even using the phantom arrows, although it was months ago and I'm not sure). It was as if stacking called shots turned arrows into one-shot death missiles.
Phantom damage, as I call it, seemed to be only negated by regeneration and is only a problem against Greater Werewolves (or is it wolfweres? I forget.)
I haven't been in the loop for a while, so maybe these bugs are already well known. I just wish they could be fixed, especially with the cap of 2.5 (unaided by magic) attacks per round.
Best wishes, Davion
The first and most important, is the bug with attacks per round. My high-level archer (level 17 or so) should have about 4.5 attacks per round with his bow (Tuigan) and about 3.5 attacks per round with Tasheron bow (or whatever, it was a high number anyway) and no matter what, he would do 2.5 attacks per round at most. That's with a bow, which has 2 attacks per round by default. The archer had GM in short bow, which should have given him a half an attack. 3.5 attacks with (2 for bow) + 1 (for being a high level fighter) and +0.5 (for specialization). When using auto-pause (or various targets) he would do sometimes 3 attacks per round or sometimes 2 (avg 2.5). I am inclined ot believe that 2.5 is the max number that any character can have not including magic. Improved Haste (he got it from Ringn of Gaxx I think, or some other item thas has a few second duration) did double his attacks to exactly 5 per round.
Anyways, this limit isn't fair and ruins the Archer for me.
The other bug that I've noticed with archer is some tricky. If he's using a weapon that uses phantom ammo (such as the Tasheron Bow, or the Sling of Everard), the damage inflicted upon the creature is also "phantom" and is negated by regenertion. At least, that's how it looked to me. Let me describe the scenario. The aforementioned archer was pumping a (any) Greater Werewolf with arrows from Tansheron's Bow at a rapid rate and at the end of the round, the monster would completely heal. We're talking 80 or more damage per round, completely healed. If using Draw Upon Holy Might (innate ability from BG1) and the Sling of Everard (which adds STR bonus to damage), and Impr. Hasted I was doing over 120 damage per round, and it would also be instantly regenerated. Yet, if using the Tasheron Bow with *normal arrows +2*, the monster dropped as he should have (within two rounds or so). Also, interestingly, if the Archer used multiple Called Shots abilities (stacking them!!!), the monster dropped almost instantly (I think even using the phantom arrows, although it was months ago and I'm not sure). It was as if stacking called shots turned arrows into one-shot death missiles.
Phantom damage, as I call it, seemed to be only negated by regeneration and is only a problem against Greater Werewolves (or is it wolfweres? I forget.)
I haven't been in the loop for a while, so maybe these bugs are already well known. I just wish they could be fixed, especially with the cap of 2.5 (unaided by magic) attacks per round.
Best wishes, Davion