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Attacks per round?

Discussion in 'Baldur's Gate: Enhanced Edition' started by Eyebreaker7, Apr 4, 2014.

  1. Eyebreaker7

    Eyebreaker7 Someone clean my litter box ★ SPS Account Holder Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Where can I find a chart showing the number of attacks per turn that each class gets? I tried google with no luck. It just led me in circles. :confused:
     
  2. MrMermaid

    MrMermaid Reality is merely an illusion, albeit persistent Resourceful

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    It's 1 per round for all classes except fighters and swashbucklers, which advance according to the first table here.
     
  3. Eyebreaker7

    Eyebreaker7 Someone clean my litter box ★ SPS Account Holder Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Thank you. Much appreciated.
     
  4. Yoshimo's Heart Gems: 13/31
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    Swashbucklers don't get extra attacks based on level only warriors and monks do.

    Everybody gets one attack per round.

    warriors get an extra half attack per round at level 7 and again at level 13.

    So for example a level 7 warrior type will have 3/2 attacks per round (1 attack the first round and 2 on the second round for a total of 3 attacks every two rounds).

    Monks I think get an extra attack every 4 levels up to 4 attacks per round.

    Specializing in a weapon will also grant extra attacks FOR A WARRIOR ONLY (sadly swashbucklers and the like do not get the extra attacks). For two points (specialized) you get an extra half attack so that level 7 warrior using his specialized weapon goes from 3/2 attacks per round to 2 attacks per round. 5 points (grand mastery) grants a full extra attack instead so a level 13 warrior with GM in a weapon will have 3 attacks per round with that weapon (and two with all other weapons).

    You can also get an extra attack by dual wielding by putting a weapon in the shield slot though this comes with attack penalties.

    Lastly ranged weapons can have their own rates of fire such as bows grant an extra attack, as does daggers (so a base of two attacks per round with your one base attack plus the extra attack), and darts give an extra two (so darts start at a base of 3 attacks since you normally have one attack and you get two more from the darts). Oddly this is not how P&P handled it exactly but that is how the game engine handles it.
     
  5. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Grand mastery only give +1 attacks per round with a mod. In core BG2 is still only gives a half attack per round from ++ to +++++.

    This means:

    Everyone: 1 attack per round
    Level 7 Warrior*: +one-half attack per round
    Level 13 Warrior*: another one-half attack per round (total of one extra attack per round)
    Dual Wield: +one attack per round with off-hand weapon

    Proficiencies:
    ++ give an extra one-half attack per round - only warriors and swashbucklers can have above proficient, only fighters can have above ++ (archers can have above ++ for missile weapons)
    with the grand mastery cheat +++++ gives another one-half attack per round (including to your enemies)


    Missile weapons:
    One attack per round
    Bow: +1 attack per round
    Throwing daggers: +1 attack per round (not sure about this)
    Darts: +2 attacks per round (total of three)

    Monks:
    1 attack per round
    +one half attack per round every third level (4 attack per round at 18th level)

    Weapons:
    Some weapons give additional attacks such as Belm, Kundane, crossbow of speed, and Tuigan bow.

    Spells:
    Haste gives +1 attack per round
    Imp Haste doubles the number of attacks per round (to a max of 10)
    Items giving haste or improved haste (such as boots of speed, amulet of the cheetah, bracers of blinding strike) give the same effect
    Note that monks are immune to haste.

    HLA's:
    Whirlwind/Greater Whirlwind gives 10 attacks per round

    *warriors are barbarians, fighters, paladins, and rangers.

    So a fighter with boots of speed, +++++ in the main hand weapon (and GM mod), and belm in the off-hand will attack six times per round. As will an archer with the Tuigan bow, boots of speed, and +++++ in short bows (with the GM mod). I think dualing both kundane and belm will grant up to seven attacks per round but that would be rather pointless.
     
    Last edited: Apr 10, 2014
  6. Eyebreaker7

    Eyebreaker7 Someone clean my litter box ★ SPS Account Holder Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Thank you both. Much appreciated.
    Monks don't have flurry of blows or something similar in 2nd edition?
     
  7. Yoshimo's Heart Gems: 13/31
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    Well this in the EE version so GM does give 1 extra attack without a mod (original BG2 gave only +1/2 attack) and the mod actually gives +1.5 attacks which is correct if you were to read the Combat and Tactics books literally. Personally I think the mod version is a bit much as 1.5 extra attacks plus the attack and damage bonuses really are much more than the standard paladin and ranger stuff (IWD they at least get some decent goodies but BG2 does not outside of specific kit bonuses but then you have to compare that to choosing a kensai or berserker so...).

    Also it is unsaid in BG2 (but is said in IWD) that there is a max of 5 attacks without haste or similar effects. Your fighter would depend on level but assuming a level 13 fighter using a GM weapon would have 3 attacks plus two for off hand so a total of 5 since the boots of speed do not give an extra attack (just a boost to movement).

    Oddly in BG2 EE at the very least magical throwing daggers give you two attacks base per round regardless of whether they are thrown or not and monks get an extra half attack with melee weapons at levels 7 and 13 that does not apply to their fists.

    There are several other odd things if you dig really deeply.
     
  8. Eyebreaker7

    Eyebreaker7 Someone clean my litter box ★ SPS Account Holder Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Shouldn't Kensai get at least one extra attack more than anyone else including fighters? One of their benefits is lowering speed factor so as to attack faster?
    I've tested the:

    level 18 kensai = 2 attacks / turn (4 attacks / turn if 2 weapons equiped)
    level 18 wiz slayer = 2 attacks / turn (4 attacks / turn if 2 weapons equiped)
    level 16 undead hunter = 2 attacks / turn (3 attacks / turn if 2 weapons equiped)
    level 18 fighter (no kits) = 2 attacks / turn (4 attacks / turn if 2 weapons equiped)

    Level 18 wiz slayer with weapon spectialization (5 points) with 2 weapons still only 4 attacks / turn?
    level 18 kensai with specialization (5 points) with 2 weapons but still only 4 attacks / turn??
    Something is wrong here? The kensai should be slicing up more than the others?
     
    Last edited: Apr 12, 2014
  9. Paracelsi

    Paracelsi Distinguished Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Speed Factor only affects how fast a weapon is swung (swinged? swang? I think it's swung).
    Low speed factor doesn't give you more attacks, though the Kundane short sword has a hidden +1 attack per round despite its weapon description mentioning that the only thing special about the weapon is that it has speed factor of 0.
     
  10. Yoshimo's Heart Gems: 13/31
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    I think in BG2EE it actually mentions the extra attack now.

    Speed factor is "useful" in that the faster the weapon the more likely it will go first in a round. This is especially important when facing spell casters. If you use a low speed factor weapon with a speed of 1 or 0 you will be more likely to get your attack in BEFORE the mage finishes his spell. A two handed sword may hit after a quick spell since it is a slower weapon.
     
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