I just finished my first run through of the game with my tech/melee and I'm trying to pick a character for my next game. I'm trying to decide between a mage and a magickal thief. I just wanted to know one thing. I'm planning on mastering the throwing skill if i go thief and i was wondering if tech weapons are made less effective by magickal aptitude because although i want to be a magickal thief i want to work up explosives so i can make grenades to throw at enemies in a pinch. If i had high magickal aptitude would my grenades do less damage, blow up in my face, or something to that effect?
Most tech items have text mentioning a greater chance to critically fail if you have magical aptitude. Grenades don't have this text, however, so I'm not sure if they are affected. -Poiuyt Man
I have a magical throwing Master with Sebastian in her party who could test this out, but she is 50th level & doesn't get bounced in the outback by critters anymore. She has cleaned out all of the dungons we could find & the boil too.... Well, next stop, the Void. BTW, Azram's Star + Fated Ring + Finger Bone of Mannox = a crit hit almost every time. Try a female Elf or a Halfling as a throwing battlemage! Start with a high DX start & a boomerang. No MSR on thrown weapons. So far. The first time you hit Ashbury, the wise woman has a Mystic Chakram for sale.
you can get a mystical chakram before you leave shrouded hills from the wise woman there. i have master of throwing, charismatic, half elf mage who fights with azram's star. very fun, very powerful, spells are all in force, all in conveyence, harm, and 3 in white necro. followers are sogg, dog, magnus, sebastian, virgil, raven, and perriman smythe, not that i ever really need them to help me...
Blind Master has a great throwing weapon (Aerial Decapitator) - the only drawback is a rather short range.
Yes, but not without a LOT of shopping. The Ashbury WW has it for sale your first day there. Every time.
The biggest issue with aptitude(for me) is that it controls how well, tech/magic items work for you. example: I have a positive 6 magic apt. I want to use a tech item that gives, say +2 PE. I only get +1 Pe from it becasue of the magic aptitude. example: I have neg aptitude(tech is negative) of 6 and I want to use some magic armour with say, +10 resistances to everything. I may only get +5 to my resists now. This is accurate for the numbers as well. I find that on or about 6 is where you drop 50% of the effectiveness on a opposite type item. I have seen the effects dissapear at about 10 of the opposite apt. You just dont have much leeway. I am currently trying to find the file that holds the tech/magic adjustments and when I do I will post it with a fix to make the scale behave a little better.
Try a 20% mage with a Pyro Axe & then a Ballanced Sword. Try a 20% techie with a Charmed item, & then the same peice in Arcane. The crit hit & magic %s change. Some pieces are stronger than others. I have a 26% tech gunslinger who is still getting use from the Ring of Infulence. But not three points. This magic & tech reaction is part of the game. Use it or good luck in getting around it.
true, I have been loking into this a lot more lately. Their seems to be a file somewhere ( maybe hard coded into the prototypes themselves) which gives a sliding modifier for this behavior, much like the spelllist.mes file with its relation to effect.mes and the " count: " function. eg. Add, Type: Effect 121, Count: 2 --- which means that spell gives whatever object it is affecting, the values in effect.mes line 121, but it doubles their field ( effect mes line 121 = PE +2, now it gives a bonus of +4 to PE instead.) If it's hard coded into the prototypes, I may have to learn to hex edit after all, but man I am not looking forward to that.