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I'm still rather new to the game and one thing I absolutely don't understand is the calculation of action points. In combat I encounter mages and archers travelling enormous distances and still being able to cast two spells or shoot some arrows. My characters on the other hand, just shoot off one spell or one arrow a round.

Now all I read about the system tells me that somehow speed and constitution are combined for the calculation, but what ratio is adequate?

Also let me drop in a quick second question concerning elemental staffs. Are they more efficient when the element in question aligns with the skills of the wielding character or is any staff just another magic weapon?

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Constitution (CON) increases the maximum amount of AP you can have. I think it's a base of 7 AP + 1 AP per point of CON you have. Your maximum AP only really matters when it comes to saving AP for a turn or using the Glass Cannon Talent (doubles your turn AP). If you spend enough AP each turn to never reach the cap, the cap doesn't matter much. If

Your AP on the first turn only is determined by a combination of your Speed (SPD) and Perception (PER). But that's only for one turn, so don't worry much about getting PER high unless you are a Ranger or trap-finder.

Your AP on all subsequent turns is determined by your SPD. You gain one additional Turn AP for every 2 points into SPD (on odd-numbered levels). I don't quite remember the forumla.

Points into SPD also increase how far you can move per point of AP. Higher speed lets you move much farther for fewer AP. Essentially, Speed is the main thing to consider when you want more AP and better use out of it.

***

The staff is just another magic weapon.


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The exact formula is as follows:
Maximum AP = 7 + CON
Starting AP = 2 + (PER + SPEED) / 2
Turn AP = 3.5 + SPEED / 2

Or with the Glass Cannon talent:
Maximum AP = 7 + CON
Starting AP = 2 + (PER + SPEED) / 2
Turn AP = 7 + SPEED

If you don't take Glass Cannon your best bet is to do what Stabbey suggested. Put points into speed. With Glass Cannon however (which is one of the strongest talents in the game) you can see from the formulae that putting points into speed without raising constitution will actually LOSE you action points. With Glass Cannon you better make sure CON > SPEED, to be able to save the odd AP.

(Note: with Glass Cannon and Lone Wolf Turn AP are 11 + SPEED (and MAX are 9 + CON), so in that case you simply must raise CON at least by 2 to profit from your turn AP.)

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Well, thanks everyone


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