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[Mod] IWD2: Improved monk fists 4.5

Improved monk fists mod

  1. lefuet Gems: 3/31
    Latest gem: Lynx Eye


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    lefuet submitted a new resource:

    Improved monk fists 4.5 - Improved monk fists 4.5

    Read more about this resource...
     
    Last edited by a moderator: Sep 17, 2015
  2. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    Looks great. Did you take into consideration that Freedom of Movement could disable Boots of Speed and Haste effects? I noticed FoM sometimes disables any movement bonuses, but it depends on the form of FoM... This one is entirely new, so I wonder what it does.
     
  3. Acrux Gems: 8/31
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    Looks quite interesting. You've given me a reason to try out a single-class monk in my next runthrough.
     
  4. lefuet Gems: 3/31
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    I tried to follow the DC guidelines, but I could not attach a file. On bottom left where my rights are cited it says: "You may not post attachments" :(
    couldn't find a quick file hoster and the library is closing in 2 minutes. but i show you the readme of the 4.5 version ;)

    Code:
    improved monk fists mod for IWD2
    
    author: lefuet
    wanted to give monk fists the chance to keep up with ever better magical weapons
    decrease micromanagement by automatizing the stun effect
    
    version history
    ---------------
    version 4.5
    - an unarmed monk at L26+ is constantly hasted and can outrun other hasted characters
    
    version 4.1
    - bugfix: disruption stopped working at higher levels because of a conflict with the stun effect
    - at L26 +1d10 fire damage
    
    version 4.0
    - ki strike starts with level 8 
    (it took too long until the monk fists caught up to the weapons found)
    - some new effects are in place while the monk is using his fists:
    level 13+: Disruption: All undead and outsiders hit must make a Fortitude save or be destroyed
    level 16+: Freedom of Movement
    level 21+: Impervious Sanctity of Mind
    level 26+: Executioner's Eyes
    
    version 3.2
    - increased stun possibility to the magic damage possibility
    (stun effect was happening to rare)
    - increased the difficulty to resist the stun effect with monk levels
    (there are already weapons out there with an even harder to resist stun effect, it is a typical monk trait to stun opponents)
    
    version 3.1
    - (range 2 from v3 removed in v3.1 - it looked weird)
    - splitted the main damage into 2 dice of half size each
    (feels more natural because of the 2 fists and improves the effect of luck)
    - the (possibility of) extra bludgeoning damage grows parallel with the main damage
    - the (possibility of) extra magic damage starts with the advent of the Ki strike at level 10
    - the (possibility of) stunning also starts with Ki strike and improves with monk levels
    
    version 2
    - possibility for stunning at higher levels 
    to reduce micromanagement (monks can stun anyway) and heighten the feel of a monk (in contrast to other melee classes)
    
    version 1 (initial version)
    - possibility for some extra magic damage
    - they profit from weapon proficiency (in axes)
    - the critical threat range is 19-20 x3 (they are also keen weapons now)
    
    
    instructions:
    -------------
    - copy files to override folder to activate
    - remove these files from override folder to deactivate
    you can do this in the middle of a game (just save and reload)
    
    what is changed:
    ----------------
    weapon type of monk fists is now axes (monks are proficient in axes):
    - they profit from weapon proficiency (in axes)
    - the critical threat range is 19-20 x3 (they are also keen weapons now)
    The enchantment (Ki strike) you gain at L8+1 (L10+2, L13+3, L16+4, L21+5) now also counts as to hit and damage bonus (like all +x weapons).
    There is now an automatic chance to stun opponents (getting stronger with monk levels and starting with Ki strike).
    L13 undead and outsiders must make a Fortitude save or be disrupted
    L16 Freedom of Movement
    L21 Impervious Sanctity of Mind
    L26 Executioner's Eyes, Haste
    
    level: damage
    01-03: 2d3    + 1d3 (10%) normal
    04-07: 2d4    + 1d4 (20%) normal
    08-09: 2d5 +1 + 1d5 (20%) normal + 1d5 (10%) magical (+1 Weapon) + stun(10%) 
    10-11: 2d6 +2 + 1d6 (20%) normal + 1d6 (10%) magical (+2 Weapon) + stun(10%) 
    12-12: 2d6 +2 + 1d6 (25%) normal + 1d6 (15%) magical (+2 Weapon) + stun(15%) 
    13-15: 2d8 +3 + 1d8 (25%) normal + 1d8 (25%) magical (+3 Weapon) + stun(25%) D
    16-20: 2d10+4 + 1d10(50%) normal + 1d10(50%) magical (+4 Weapon) + stun(50%) D,FM
    21-25: 2d10+5 + 1d10      normal + 1d10      magical (+5 Weapon) + stun      D,FM,ISM
    26-xx: 2d10+5 + 1d10      normal + 1d10      magical (+5 Weapon) + stun      D,FM,ISM,EE,H
                                     + 1d10      fire
    
    D   = Disruption (outsiders and undead)
    FM  = Freedom of Movement
    ISM = Impervious Sanctity of Mind
    EE  = Executioner's Eyes
    H   = Haste (300% movement speed)
    (normally _all_ hasted characters have 200% like the unhasted high level monk)
    
    stun(x%) = x% chance that target is stunned
    stuns for 1/2 round at lvl 10 to 1.5 rounds at lvl 21+ 
    Fortitude saves but gets penalized with growing monk levels
    
    normal movement is 100%
    with increasing monk levels the movement is upgraded to about 200%
    haste sets the movement rate to 200% (like boots of speed) so the movement bonus of a hasted monk is lost
    (if you use an item that grants only a slight movement bonus your monk can actually get slower)
    
    
    comments:
    - be careful, you are not the only monk out there (I have a hard time against broken khree from the lost followers)
    - with customdll monkfists (axes!) become finessable and can also profit from weapon specialization
    - you can use some of the excellent throwing axes for even more synergy (if you can stop using your fists ;)
    
    
     
    Last edited: May 17, 2013
    Bladezuez likes this.
  5. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) 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!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    Sorry about that lefuet, small permissions oversight. You should be able to attach files now. Please let me know if it works!
     
  6. lefuet Gems: 3/31
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    new version (4.5) uploaded. see first post for description and link
    he is so much fun to play :D
     
  7. lefuet Gems: 3/31
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    Btw, if you try it out I'm really curious about your experiences! :)
     
  8. lefuet Gems: 3/31
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    i did a few experiments and iirc, all speed effects set the speed to an absolute value. so they dont work well with each other, like boots of speed or haste on a monk.
    i put the monk speed increase as an effect to his fists (after freedom of movement or haste effects). so if there still occurs a problem, reequipping the fist should solve this.
    in my games the monk seemed to work as intended.
     
  9. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    Bug report: The monk fists are NOT compatible with exp cap removers. Specifically, at Monk level 31 and onwards the fists revert to their weakest version.
     
    lefuet likes this.
  10. lefuet Gems: 3/31
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    thanks for the report.

    that is strange.
    I think that means that unmodded monks also don't work with the xp-cap remover. There are 9 versions of the monk fists corresponding to the different ability levels of a monk. My mod just changes these 9 versions by changing or adding some abilities.

    I've no idea how to fix this.
    You could try to "re-equip" the empty hand or give your monk the monkfist9 (00MFIST9.ITM) with dalekeeper. :)

    I thought it worked with the xp-cap remover, but on second thought: It might have been, that I only levelled monks to 26 and then switched to druid (to complement their education with heal and some other interesting options) or so. :/

    I hope I could help and thanks for your report!
     
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