crafting questions

*Theban Soldier
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Joined: Thu Jan 01, 1970 12:00 am

Posted by *Theban Soldier »


:respect:
*Ravel's Heart
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Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ravel's Heart »


Thank you, Dedi!

I have been trying to decide what sort of character to bid with in KotR's charity auction. And now I know.

*cryptc
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Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Theban Soldier,Dec 28 2009 wrote: I love the "On Weapon Hit" properties for crafting . . . but I don't think anyone will ever use them. With DC 20 effects, and minimum crafter level of 15, they will only affect similar level opponents on 5% of hits (when they roll a 1 on their saves).

This is particularly tough on the properties that trigger 50% of the time. That means only 1 hit out of 40 will generate the effect. That will have to compete with properties like vampiric regeneration, energy damage, and keen.

My suggestion is to either make these recipes lower level (10th or 7th) and maybe a bit cheaper, or to make the properties 100% effective, or to make the DC much higher, like 24 or 28.

It reminds me of magic items with low SR property, like SR 15. Generally, only a PC of mid to upper level will get the item, but at that level, all enemy casters essentially ignore such a low resistance.
Speak for yourself, first thing I did after the new recipes was in was make a weapon with many of these properties on it... Since I have access to spells such as GMW, Keen, Flame Blade, Holy Sword and Bless Weapon I hardly need other enchantments, and also considering how many monsters have elemental resistances.

Even a slight chance for paralysis is alot better than 0 damage ;)

Not saying this goes for everyone ofcourse, melee chars without their own magic or wands will still want a +5 weapon for instance... but saying noone will use it is an exaggeration.

On SR items, I've found 12SR item (I think it was 12) as low level loot, and its quite useful against lower level casters...
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


And yes, the 12SR doesn't help much against that Pit Fiend Warlord, but it would be spot on when facing that Tiefling Necromancer in Undersigil.


Question, can you craft Alchemical Silver/Cold Iron arrows, bolts, darts, shurikens and throwing axes - or - do you need to make a use on what you find or buy from shops?
*Product of Void
Posts: 355
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Product of Void »


nwn1 wounding meant it took like 1 point of damage every round and stacked. think of it like Reverse Regeneration, That only goes away with healing spells.

Invisiblie blade wounding does damage for a few rounds with a different amount during each level.

On hit properties on weapons are pretty darn cool. Yes dc20 is not uber but its still pretty darn useful figure no matter what a 5% chance to affect them.

SR12 is useful? you fighting level 2 wizards?

http://nwn2.wikia.com/wiki/Spell_resistance

I know there are recipes for SR 22 yet figure that will only keep out casters level 12 or lower 50% of the time.

I figure the next weapon I create will be
1d6 acid
1d6 electrical
on hit wounding.

*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


Product of Void,Dec 29 2009 wrote: SR12 is useful?  you fighting level 2 wizards?

http://nwn2.wikia.com/wiki/Spell_resistance

I know there are recipes for SR 22 yet figure that will only keep out casters level 12 or lower 50% of the time.
Yes I was. It saved my butt against the Tiefling Necromancer couple of times. And that 22 spell resistance is pretty darn usefull against those Undines (Spelling?) that can be found in the waterfall region of beastlands.

If you want higher, make a pure monk, or a character with level adjustment of 2 or greater. If you ask me it is utterly ridicculous for the drow to have their level adjustment if you can simply enchant a piece of armor to have that 30+ spell resistance.

And frankly, to the proper PvP Dazzlers the spell resistance is not going matter much. After tossing a disjunction along with couple of breaches, there is simply not enough of that sillyness left to block a single cantrip.
*Product of Void
Posts: 355
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Product of Void »


Pure monk SR 40, races with level adjustment 39 or less.

PvP casters avoid spells that use spell resistance, or saves. Though I rather liked a having a cloak with SR 32 in nwn1....just so most scrolls do not work. :D

can you enchant rings?
*Lost and not Found
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Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


In NWN1 it was also possible to reach the level 40.

Those figures are for characters with the character level of '30'.

Level 22 monk would have the spell resistance of 32. Level 20 drow (22 with the level adjustment) would have the spell resistance of 31. And if you ask me, reaching the level 22 is much more realistic goal than that of the level 30.



As for the rings, no, none of my characters is capable of enchanting rings.
But if you find someone who can, you can enchant rings with from +1 to +5 deflection AC.
*Product of Void
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Joined: Thu Jan 01, 1970 12:00 am

Posted by *Product of Void »


well armour and shield enchantment is the same thing. Was wondering if ring/ something else did the same thing.

Also if can enchant rings that means can take say a ring of acid 5/- and add ac to it I figure. have to try it out.

Gold or Xp just = time or luck. People will max level if they want to.

level 40 = stupid. Nwn1 at level 40 got dumb. Got smart with nwn2 and made it level 30. with other perks.

nwn1 level 40 monk would have SR 50 or higher depending on feats.

seeing you can buy or enchant items to a certian degree was wondering if rings will be the same able to enchant it for stats or reduction of damage/elements.

To combat spell resistance you either need the right spells memorised, feats, or a lot of scrolls. Or just be like me and try to get lucky. :P

*Theban Soldier
Posts: 63
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Theban Soldier »


A level 15 melee character is likely going to get 3 attacks per round, and will hit most opponents twice per round. If the character inflicts something like 15 damage per hit (for a non-optimal melee PC), then 20 hits might be pretty typical for going solo against a tough opponent.

However, if in a party, monsters usually go down in just a few rounds, meaning that the PC will likely only get in 10 hits or less on that monster. That isn't enough for the requirements and expense and the slot of these abilities.

NWN2 does not use Con damage for wounding. That is the "On Hit Ability Drain" property. NWN2 causes a bleeding wound, like the invisible blade. I believe it does 1 hp per round until the target uses healing of some type, and the wounds are cumulative.
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