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Only to "finish" this discussion. After i've read this build, looks pretty good. Yes, sorcs are viable if you play differently than nwn1 or DnD. About 40+dr, yes, he resists some of my spells(except if i use Mordenkainen's disjunction), i never found his in game statistics, so i've used DnD(probably 5E), but yes, he is probably weaker. For example, my caster level when i face him is 30, so my Mestil's acid sheath should do 1d6 + 60 - 30(acid res) if he have the same stats as DnD, but he was taking around 60 damage not around 30 damage.

Also, you will never face a golike archdemon alone in a "party based" game. In nwn1 party is optional and the XP penalty encourages you to play solo.

EDIT > I've found his ingame stats >> [url=http://nwn.wikia.com/wiki/Talk:Mephistopheles]http://nwn.wikia.com/wiki/Talk:Mephistopheles[/url] He is weaker in some aspects and stronger in other
Post edited September 14, 2017 by darthvictorbr
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darthvictorbr: EDIT > I've found his ingame stats >> [url=http://nwn.wikia.com/wiki/Talk:Mephistopheles]http://nwn.wikia.com/wiki/Talk:Mephistopheles[/url] He is weaker in some aspects and stronger in other
Just to finish comparing nwn2 character to nwn2

Well... With 40 AB he would be insanely easy for any armored character... Actually let me check... Yeah
http://nwn2db.com/build/?9274
Robed caster can achieve AC high enough for 40AB enemy to hit only on 20 xD

P.S. Thats actually really good DC caster build. Only school is not too useful in MotB xD
P.P.S. Giving boss randomly triggering unavoidable OHKO feat looks a bit too evil xD
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darthvictorbr: EDIT > I've found his ingame stats >> [url=http://nwn.wikia.com/wiki/Talk:Mephistopheles]http://nwn.wikia.com/wiki/Talk:Mephistopheles[/url] He is weaker in some aspects and stronger in other
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Valkinaz: Just to finish comparing nwn2 character to nwn2

Well... With 40 AB he would be insanely easy for any armored character... Actually let me check... Yeah
http://nwn2db.com/build/?9274
Robed caster can achieve AC high enough for 40AB enemy to hit only on 20 xD

P.S. Thats actually really good DC caster build. Only school is not too useful in MotB xD
P.P.S. Giving boss randomly triggering unavoidable OHKO feat looks a bit too evil xD
Apparently is his DISARMED stats...

PS : Look to his resistances.
Post edited September 14, 2017 by darthvictorbr
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Valkinaz: Just to finish comparing nwn2 character to nwn2

Well... With 40 AB he would be insanely easy for any armored character... Actually let me check... Yeah
http://nwn2db.com/build/?9274
Robed caster can achieve AC high enough for 40AB enemy to hit only on 20 xD

P.S. Thats actually really good DC caster build. Only school is not too useful in MotB xD
P.P.S. Giving boss randomly triggering unavoidable OHKO feat looks a bit too evil xD
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darthvictorbr: Apparently is his DISARMED stats...

PS : Look to his resistances.
Well, what his armed weapon? It it +10/+20? Armored sorc by the link was able to pull up 74 AC. With D20 that means that he need at least 54 AB to start hitting. So unless his weapon is +14 - nwn2 sorc from end of MotB can just stay and cast spells in his face not worriing about attacks on opportunity

Nice all round resistances with lack of acid one. Well, sorc would most likely has to spam him with something other then Polar Ray, so fight would be decently long...

What is more interesting is his HD of 45. Does this means that that wizard build I linked, if he specialize in abjuration, could potentially oneshot Mephy with banishment... That would surely be something xD
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Valkinaz: Anyway, can you give example of player being striped from buffs? When your PC was specifically cleaned from spells in situation, where he wouldn't normally - for example in the middle of location of in-between aligned locations(like cemetery-tumb, one that can be travelled between without use of world map). Because your spells becomes automatically dispelled if you for example travel from West Harbor to Inn with word map even through there are no dialogues there.
Any time you enter or exit the overland map in SoZ is an example that comes to mind, including between standing outside the gate of a city and entering the city. No, I don't propose that it was intended to punish mages. In fact I knew the reason once, as described by a developer, but I can't remember it now. In the OC, any time they set up a story cutscene the scripts perform all kinds of actions on the characters to make sure they're capable of speaking, including removing effects (paralysis, for instance, would make it impossible to speak) and even resurrecting the dead if necessary. Open up the scripts and take a look, and you'll see the answers to a lot of strange questions about the game, even with comments from the developers regarding why they did certain things. Reasons aside, though, all I wanted to say was that neither the stripping of effects nor the teleporting of the main character were engine limitations.
Post edited September 14, 2017 by touched
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touched: Any time you enter or exit the overland map in SoZ is an example that comes to mind, including between standing outside the gate of a city and entering the city. No, I don't propose that it was intended to punish mages. In fact I knew the reason once, as described by a developer, but I can't remember it now. In the OC, any time they set up a story cutscene the scripts perform all kinds of actions on the characters to make sure they're capable of speaking, including removing effects (paralysis, for instance, would make it impossible to speak) and even resurrecting the dead if necessary. Open up the scripts and take a look, and you'll see the answers to a lot of strange questions about the game, even with comments from the developers regarding why they did certain things. Reasons aside, though, all I wanted to say was that neither the stripping of effects nor the teleporting of the main character were engine limitations.
I actually also read something about it but wasn't able to find. Anyway, thanks - I'll need to look closer to this cases to recheck it. Do scripts strip of all effects or only negative one? Or do strip only triggers if you has negative effects Course I clearly remember my bardic inspirations and warlock invocations still standing(as I runed around with DooL on controller warlock build) and I don't remember them being turned off after dialogs. I'm really curious now xD

Well, part about "evil" was mostly for other person xD
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Valkinaz: Anyway, thanks - I'll need to look closer to this cases to recheck it. Do scripts strip of all effects or only negative one? Or do strip only triggers if you has negative effects Course I clearly remember my bardic inspirations and warlock invocations still standing(as I runed around with DooL on controller warlock build) and I don't remember them being turned off after dialogs. I'm really curious now xD
I don't want to get too specific because my memory's a bit hazy on some of the details, but I can tell you where to look! It can be a bit of a mess to follow all of the nested functions and see what's going on, but I believe the two main scripts of interest are in ginc_overland and ginc_cutscene, which are plain text and can be opened either in the toolset or in any text editor. In the latter there should be a function named something like InitializeCutsceneSetup which may reference other functions.

The tricky thing is that sometimes you may see something like a function called StripNegativeEffects that implies that it only removes the negative ones, but if you follow the link to see the actual function definition, you may find comments saying "Actually, we're making this function strip all effects, for X reasons". (Just as a hypothetical example.)