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Post by issacjr on Mar 17, 2009 15:25:43 GMT -5
I have a level 14 swiftblade (fighter 4 sorc 6 swiftblade4) my BAB is about 10 my AB is i think +14/+9. My ac is 39 i have 40% concealment and mirror images when i went upstairs in unrest there were 3 vampires it took them considerable time and 10 potions of cure serious for them to kill me ( they outlasted all my buffs). however i was completely unable to damage them. I believe this is a lower level quest (7-9 i thnk it said on the achievment quest description). My question is I could not hit them and when i did i didnt even scratch them (1-3 damage) do i need a certain + on my weapons if so what is it? right now my greataxe is only +1 with 1d6 electrical and 1d6 cold (both of which i believe vamps are immune to). Anyone have any tips on how to solo them?
Issac
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Post by Loudent2 on Mar 17, 2009 15:32:09 GMT -5
The vampires were always a tough kill and the new AI means they all mob you at once which makes it doubly dangerous.
to answer your question, all vampires have a DR of 10 I believe. If you want to damage them you're going to have to use an Alchemical silver weapon to bypass their DR.
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Post by yyrkoonstyphoon on Mar 17, 2009 15:37:06 GMT -5
yes, these guys are very tough for the level/cr they are. i have a few respawns to thier credit.
Will adamantine overcome thier dr? I always forget how this works. I thought adamantine overcame all dr.
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Post by Loudent2 on Mar 17, 2009 15:47:22 GMT -5
No, all DR has specirfic requirements to be overcome (sometimes it can one of several and sometimes it requires several to overcome).
Undead, all undead by default, have a certain amount of DR that can only be overcome by silver. In my world I generally hold to this rule. In addition, in this world, Demons, devils, angels etc (i.e. outsiders) generally require Cold Iron to bypass their DR.
Adamantine bypasses most magical DR such as stoneskin, premontion etc.
And sometimes, just sometimes, I throw in a requirement for regular old Iron just to shake things up.
Some of the newer creatures have minor DR that have wood requirements (zalantar etc).
But the general rule is: undead = silver outsiders = cold iron magical protection = Adamantine
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Post by cosper123 on Mar 19, 2009 11:49:59 GMT -5
And sometimes, just sometimes, I throw in a requirement for regular old Iron just to shake things up. You evil bastard. Seriously though...is it possible for you to make more elemental runes of a different subtype so they don't stack with the current elemental runes? That way people who are on the ball can have different weapon setups for different encounters. This is not feasible currently due to the limit of sunders. Eventually it would get too expensive to keep sundering all the time.
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Post by nicethugbert on Mar 19, 2009 14:51:39 GMT -5
Why doesn't Lou just use the OEI item/encounter set up? Why bother being original/different/unique?
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Post by yyrkoonstyphoon on Mar 19, 2009 14:58:26 GMT -5
so there is no progression of metal dr? i thought it was like so Admantine > mythral > darksteel > cold iron/alchemical silver > iron > normal weapon.
So if you have adamantine armor, you have dr vs all lesser metals and so on. Is this a custom change or has nwn2 always worked this way and iam just a nub?
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Post by Beldar on Mar 19, 2009 14:58:37 GMT -5
I often use a gem of brightness (golem drop) or two to handle the vampires. Their DR and regeration does not cope well with sunbeam. Of course, you have to beat some tough golems first. The new AI can make vampire land something of a death trap even for higher level characters depending on the build. Generally, by the time the vampires are no longer certain death, they don't give any meaningful xp.
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Post by Loudent2 on Mar 19, 2009 15:15:00 GMT -5
so there is no progression of metal dr? i thought it was like so Admantine > mythral > darksteel > cold iron/alchemical silver > iron > normal weapon. There is a progression of metal of sorts. It goes like this (and you can see it in the world) 1) Iron 2) Cold Iron and Silver 3) Mithral and Darksteel 4) Adamantine. but it doesn't work in the manner you think. It is not a cumulative progression where each of the steps has all the bonuses of the one before it. DR can have any 1 or more piercings. Adamantine, in addition to piercing what adamantine piercing does 2 magic damage, darksteel is similar but it's 1 electrical. Mithral provides light weight in weapons and class reduction and dex bonus increases in armor. Adamantine provides DR in armor while Darksteel gives acid protection. NWN2 has always worked this way. It is new to NWN2 though. I remember one point in the OC where the castle was overrun by undead and someone (captain or somesuch) gives me this sword to use. It was just a regular old sword made from Alchemical Silver. I was thinking, psh, I'll use my magic spear. I remember having to reload over and over becasue the undead kept killing me. Finally in desperation I tried the sword and I walked throught the area. That was my lesson in DR piercing The limited sundering with gold/xp cost was specifically designed to battle the "metal flavor of the month". Part of certain creature's difficulty lies in their DR. If we're going to allow people to swap out their equipment at will we might as well not even have it.
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Post by yyrkoonstyphoon on Mar 19, 2009 16:08:50 GMT -5
ok, well, i guess ineed to rethink my weapon choice. I am using an adamantine weapon and figured that peirces all dr, but if an undead has full dr vs adamaintine (and this makes no sense to me because in fantasy, adamantine has always been the supreme weapon that everyone fear, be they live dead or demon...) I guess i will need to seek another blade... d**n now i regret selling off my silver weapon.
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Post by Loudent2 on Mar 19, 2009 16:18:04 GMT -5
running the abandoned mine 2 quest is a source of silver. a high level could probalby do it quite quickly (although you'd have to do it twice). I addition there are probably players with extra silver around.
One other thing to think about. Some DR is by weapon damage type. For instance skeletons have DR against any non-blunt object (piercing = blunt) and zombies have DR against any non-slashing waeapon (piercing = slashing). It is the way of things.
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Post by cosper123 on Mar 19, 2009 16:47:40 GMT -5
The limited sundering with gold/xp cost was specifically designed to battle the "metal flavor of the month". Part of certain creature's difficulty lies in their DR. If we're going to allow people to swap out their equipment at will we might as well not even have it. I considered it more like a know the land and be prepared sort of thing....adding to strategy for those wise enough to pay attention. And not like you can't mix things up with multiple resistences or mix up the resistances different classes of mobs have or something. But yeah I guess if it was really that big of a deal to bypass the DR the extra 2d6 from the elemental runes wouldn't be that big of a deal...and usually someone around to cast GMW in a pinch What would really be nice is if you had a one time use rune that could change the material type of a weapon. Some drops would be much more useful if I could make them adamantine for example
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Post by Beldar on Mar 19, 2009 17:14:45 GMT -5
Or you could just use my strategy... do such large amounts of damage that the DR is just an annoyance
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Post by cosper123 on Mar 19, 2009 17:44:35 GMT -5
lol
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