Jump to content


Sorcerer/Monk Subclass - is it even possible?


  • Please log in to reply
33 replies to this topic

#21 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 12 April 2014 - 08:03 AM

So. There are few bugs... Sorry for informing about this.
1. Fists works like sorc fist. No bonus to dmg, number of attacks or thac0.

Like I said, I have to make a rearrangement to organize them... all the 20*2++ files of them. It was supposed to be easy 6*2 files, but that doesn't work in the game, so... goodbye sanity.

And yeah, I assigned the wrong HLA table. Fixed in the next, or you can actually name the "LUdragd.2da" to be "LU#gd1.2da"... and I didn't get to add the AC, ahh... will do this still today !

 

Garhm, the weapons... will see for tomorrow... here's the upload without them, and the AC fix, so it has he HLA table fix ...


Edited by The Imp, 12 April 2014 - 12:57 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#22 -Guest-

-Guest-
  • Guest

Posted 12 April 2014 - 01:43 PM

Now I see how tough job it is... Error while installing /fist component.

#23 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 12 April 2014 - 01:44 PM

Well yeah, I intended to let that go... but hmm... still trying to get the fists working.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#24 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 12 April 2014 - 02:09 PM

K, now then... there's a huge flaw... and it's a reason why I took out the pellet weapon.

The flaw is that you need to equip a weapon on the first level to the class, to the first slot in your inventor, and remember it. The reason is that as that slot is used to enable the fist weapon, it doesn't work without a psuedo vanilla weapon on that slot. So your most likely weapon is that Quarterstaff. Now when the character levels up, he switches to use the other slot, and you need to use the first slot to have your slashing fist weapon re-enabled. :doh:

The files. Kill, me now. :ROFL: And then there's still the HP and AC issues.


Edited by The Imp, 12 April 2014 - 02:10 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#25 -Guest-

-Guest-
  • Guest

Posted 12 April 2014 - 04:33 PM

Okie. Tested.
Fists works - 3 attacks instead of 4 as normal and invisibly stick animation instead normal fist attack are really minor disadvantage.

Like u said game see only 25 HLA - all Monk and the rest from "Sorcerer" but it turns out that isn't Sorc HLA table but Mage. I'll try find correct table when I'll wake up. We will just erase skills from 6 to 9 (Sorc has 14 HLA) - they are giving Elementary bonuses for Sorc to his attack, powerful but can live without that especially that u can't have all of them (restriction: if u have fire, u can't have ice spells power up).

The rest seems to be perfectly fine. Now if u would be so kind try to figure something out with AC and forget about HP if it will be too hard or something but. Maybe just add pernament "spell" which give us -1 AC + 1 per 2 levels? Maybe by editing Shield but u will probably need another table, this time with spells... Idk...

PS.: I don't want to be outsmarted but maybe just add bonuses and tables from http://baldursgate.wikia.com/wiki/Monk? And I mean only Fist and AC table - the rest is perfectly normal (HLA are diffrent, so doesn't count). But it's just free sugestion, u can just ignore it.

 

PPS.: Outstanding work! U r my hero!



#26 -Guest-

-Guest-
  • Guest

Posted 13 April 2014 - 01:10 AM

lusrc.2da

Spoiler
It should be right table. At least abilities from 6 to 9 have right excludetion. Just delete it and we will see.


#27 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 13 April 2014 - 05:15 AM

PS.: I don't want to be outsmarted but maybe just add bonuses and tables from http://baldursgate.wikia.com/wiki/Monk? And I mean only Fist and AC table -

Well, I would kinda hate to make the kit more powerful still, it already has the vanilla monk  bonuses, and the Sword and Fist mod or whatever mod that gives the AC bonuses ... it's kinda over powered especially as the Sorcerer kit can also cast Shield,  Armor and other protective spells that totally blow out the natural defenses that come out with say Full Plate armors, even if they are magical +5's etc.

In the vanilla game; Say you put on the Level 3 spell: Ghost Armor, which sets AC to 2, taking the DEX bonuses out because the warrior have them too and ~15th level character having a +7 from the monk bonuses if included, gives you a total better than the Full Plate armor +5. :devil: And in the Vanilla game, there's no +5 Full Plates, just +3 on the very end(yeah, there's the specific AC bonuses for different types of attacks, but that's really a different thing, that can also be compensated using another invisibility spells for example).

I can do that but, should I really ? And that's just one spell, the Sorcerer has tons of them.

The HPs thing is a like, the kit has actually an increased HPs at the start due to the way it's started and it's actually awkward to reset without a particular ruleset and aimed CON bonus. So I left these out for now. 

 

The melee table is good reference though, so thanks for pointing towards it, will acclimate a part of it. Hmm, should I add increase the fist attacks to 4 ? The Thac0 is actually already a -4 at level 22, I would like to remove something to compensate...

And, I will include the custom sorcerer table to the HLA's.


Edited by The Imp, 13 April 2014 - 06:36 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#28 -Guest-

-Guest-
  • Guest

Posted 13 April 2014 - 06:41 AM

But even if u give him AC -20 he still has around 100 HP on level 50th. For partial melee character u can see what does it means...

Imo fists and AC should be like in these tables but it's ur call. Especially fists - he maybe has 4 attacks but he is immune for Haste so u can't do anything like with Warrior or Kensai (10 attacks all with max dmg and crit is really devastating combo, don't u think?). So 4 attacks aren't dat OP (he has HLA which gives 2x attacks but it's only one per day and it's HLA so it will be obtain very late in game even with mods).

 

And this char is created for rule 50 mod so u can count many OP enemies who can laugh at ur AC -50 because u have ~100 HP.

 

The only diffrence from "normal" Monk's AC bonus is that he get 5 or 6 more AC points on higher level. We want give him AC bonus anyway so what's the problem? In Rule 50 Monk normally get additional AC on level 45 and 50 anyway and these bonus points too.

 

PS: He maybe will be very powerful late in game, but the beggining will be horrible - low HP, few spells, very weak AC and can't use any magic weapon... It will be tough job if want play single until u obtain spells and bonuses...



#29 -Guest-

-Guest-
  • Guest

Posted 13 April 2014 - 06:42 AM

I forgot - Dmg with fists are fine by me too in this table but again - it's ur call.



#30 -Guest-

-Guest-
  • Guest

Posted 13 April 2014 - 02:38 PM

Is there any chance for something new tonight?

 



#31 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 13 April 2014 - 03:09 PM

Is there any chance for something new tonight?

Haven't got to test this... yet. :P No that doesn't have the altered weapons.

The AC definitely works, and if my calculations are correct so does the HPs... I got 75 HPs on a 20th level char, with CON of 15. But I am not sure... cause  have a HP alteration mod installed that steps on here.

 

And this char is created for rule 50 mod so u can count many OP enemies who can laugh at ur AC -50 because u have ~100 HP.

Well, nothing in the world can hit the AC -50, without the criticals hits. And the game is actually technically AC capped to -20. The problem with the enhancing his AC is that it makes the character better than the original monk in all the respects, and I know that you can solo the vanilla game with a Monk.
The vanilla game has Thac0 -13 monsters, Dragons. And no, I do not intent to make the kit to be the infinite Solo champion...
Should the OP monsters dictate that we should strive for obvious OP kits ?
K, I'll make a Hyper component. :devil:


Edited by The Imp, 14 April 2014 - 12:43 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#32 -Guest-

-Guest-
  • Guest

Posted 18 April 2014 - 03:34 AM

Okie. I've tested it long enough I think.

 

We get 24 HLA and we can have 24 HLA because one is always forbidden due character. All works (at least I didn't notice anything unusual). Good. 

 

Fist work - we can't use any weapon in 1st slot and like I said animation looks like invisible stick but it's ok. Maybe one day I will try find something to change... Maybe I'll create special weapon and give her fists animation - or maybe U want do this?  :devil: . And it's partly answer my idea - not using any weap. We have always one slot left but maybe again I'll do something about it (another invisible weapon or something...).

 

Casting spells work fine by me. There is only one mysterious spell add as HLA which is questionable - it's called "Force Storm" or something like that - it's drain ur HP to create cyclon around u - drain 1k10 per second, lasts 10 secs. It's pushing away enemies and deals them dmg from Ice, Fire, Lighting and Piercieng as I remember, but due our high magic res (78 %) 8/10 secs we don't get any dmg from it and maybe that's why it's only pushing enemies (or I tested it on wrong mobs - resistance or something).

 

Fists and rest Monk's abilities. Well, everything works. And works well - on level 50 with highest possible stats (25 all) we have "only" -4 AC when we installing Hyper Kit. The rest, well, works. Idk if we get extra speed but to be honest I've never notice if it works or not because speed higher than +2 IMO has no diffrence... 

 

So - GJ dude. If I will ever have any troubles with this mod I'll ask of ur help again. I won't ask u about this invisibly weapon but I'm just courious if it is possible to create such weapon...?



#33 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 18 April 2014 - 06:31 AM

Fists and rest Monk's abilities. Well, everything works. And works well - on level 50 with highest possible stats (25 all) we have "only" -4 AC when we installing Hyper Kit. The rest, well, works. Idk if we get extra speed but to be honest I've never notice if it works or not because speed higher than +2 IMO has no diffrence... 

Heh, well did you notice the sub enchantments to the AC ? That are there after the level 19... I made the first spells give pure AC, the later ones give attack type AC, that cover all attack types, so actually the AC is far higher at the hyper... so the AC at level 50 is actually quite low, some -12 without any armors, like AC 3 gauntlets or Ghost armor spell, which put it around -20's with normal stats, and it goes beyond the -20 cap the game normally has by 11 at level 50. So yeah, it's a power house AC build model.
I probably made a mistake at the end with the weapons... I should probably tweak them a bit, and change the table... but about the fist animation, the case here is, that the game has no better animation for it unless we use the monks avatar, and if I make the kit use the monks avatar, it won't then use the normal characters and it can crash with the caster armors, or casting animations.

 

So for now, I take the GJ and leave this be for a bit.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#34 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 23 June 2014 - 03:37 PM

Hah, I am taking this forward a bit at times. And it will lead to it's own mod eventually. Or whatever... mysterious as hell, welcome to the home of the Imp.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.