MM6: Weakness is certainly a NASTY status ailment...

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UndeadHalfOrc
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MM6: Weakness is certainly a NASTY status ailment...

Unread postby UndeadHalfOrc » 30 Jun 2010, 00:06

I'm playing a MM6 game using this party (A-A-S-S) and as I found out, not only does this status halves damage done by swords, axes etc, but also bows and spells!
My fireballs (fire level 7) only did 6 or 7 damage to Ogres and my +4 bows did about the same.

Good thing it's also one of the easiest to cure. cured by simply resting (I don't have town portal or lloyd's yet)

Does the FEAR status cause any other nasty thing other than lower some stats?
Last edited by UndeadHalfOrc on 03 Jul 2010, 20:59, edited 1 time in total.

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BMJedi
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Unread postby BMJedi » 30 Jun 2010, 01:05

I don't know about Fear, but the "nastiness" of Weakness as you put it, is one reason I never use the Haste spell, or that Light Magic spell that includes Haste (which would be a great spell if not for putting in Haste, rendering it totally useless to me!)

Haste just about always wears off on you in the middle of intense combat. And THEN what the heck do you do, with four weakened characters, surrounded and being pummeled to death?

You either retreat or you try to stay alive until your cleric/druid can cast FOUR SEPARATE Cure Weakness spells.

I hate it! Good as Haste is, it's just not worth that gods-cursed Weakness! :hoo:

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Unread postby GrayFace » 30 Jun 2010, 07:16

AFAIR, weakness also halves something else, I don't remember clearly, maybe chance to hit.
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Unread postby GreatEmerald » 30 Jun 2010, 08:23

GrayFace wrote:AFAIR, weakness also halves something else, I don't remember clearly, maybe chance to hit.
No, that's Curse.

Hmm, I never noticed that. But yea, I wish there was a mass Revitalise spell :( (and yes, Revitalise sounds so much better than just Cure Weakness :D )

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Unread postby Tress » 30 Jun 2010, 11:00

Using team without healer, complicates gameplay, but if you want to play without healer, weaknes make life harder.
Aboout haste. Weaknes is nasty side effect but its bonus is just too great to ignore imo. If i am not mistaking for faster weapons bonus is even greater since scale is not linear, also it is just a matter of remebering to recast it. In worst case scenario just use temple.

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Unread postby UndeadHalfOrc » 30 Jun 2010, 12:24

Precisely: with 4 elemental casters I ALWAYS have someone with mana available to cast it, 5 mana is cheap, I just need to remember to cast it, ugh.

BTW it's one of the first time I hire a Healer NPC, especially from the start of the game. I'd hire a Expert Healer to get rid of statuses, but I'm poor at that point; Healer takes 5% and Expert Healer takes 20%, and I have a good supply of Restoration potions, and I buy Clerical magic scrolls whenever they show up in shops.

Next game I'm trying the opposite. Knight-Paladin-Paladin-Cleric!

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Unread postby BMJedi » 30 Jun 2010, 13:45

KPPC means no Fly without hiring an Air Master, no teleport without hiring a Gate Master, (and still no Lloyd's Beacon even then), VERY dark dungeons unless you can find enough Torch scrolls, and you travel blind unless you hire a Cartographer (for Wizard Eye.)

It's doable, but why would you want to? People have already claimed the no-prize for being able to say "I did it - I proved it's possible."

It seems to me like it would just be tedious, but hey, whatever floats your boat. :D

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Unread postby Variol » 30 Jun 2010, 14:31

If you cast hour of power at high level, haste is worth it. It only takes a yellow potion to cure or cure weakness spell.

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Unread postby Shyranis » 30 Jun 2010, 14:47

I suck at Might and Magic VI.

I can barely beat the first Dungeon. The later ones make me have to keep trekking back to town back and forth.
Youtube has terminated my account without reason.

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Unread postby UndeadHalfOrc » 30 Jun 2010, 17:12

...
Last edited by UndeadHalfOrc on 30 Jun 2010, 17:13, edited 1 time in total.

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Unread postby UndeadHalfOrc » 30 Jun 2010, 17:12

>>>It's doable, but why would you want to? People have already claimed the no-prize for being able to say "I did it - I proved it's possible."

For the heck of it, I guess. :)

Variol wrote:If you cast hour of power at high level, haste is worth it. It only takes a yellow potion to cure or cure weakness spell.
That's in MM7-8. In MM6 yellow potions are energy potions (give a boost to stats), so if you don't have a cleric/druid/paladin, your only options in dungeons are to sleep it off, use a white Restoration potion, carry enough Cure Weakness scrolls (unlikely), or have an Expert Healer NPC.

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Unread postby jeffh » 02 Jul 2010, 20:28

It's not that nasty, even if it pops up in mid-combat (which should rarely happen if you're paying attention to your spell durations), considering that it's removed by a one-mana spell with a very reasonable recovery time. I've never found it to be that big a deal.

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Unread postby tolich » 03 Jul 2010, 05:33

It's shame that Weakness doesn't wear off after 6 hours as `Haste` description says. In other hand probably no one will wait. :)
BMJedi wrote:Haste just about always wears off on you in the middle of intense combat.
You can renew it anytime until it has gone (and made you weak).
GreatEmerald wrote:Revitalise sounds so much better than just Cure Weakness :D
+1

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Unread postby Sure Valla » 03 Jul 2010, 09:21

Being Cursed is far more enoying then being weak, maybe half spell is nasty I know BUT If cursed there is a chance of i believe 50% failure of the cast, so if you compare them:

lets take fireball of 10 damage:

Under weakness 50%: 5 Damage.
Under curse, 50% chance to cast 10 damage. That means you have a 1 on 2 chance that you WILL do 10 damage, and under weakness you always do 50%, so actully its pretty equil.

Only when offensive casting spells, failing with Beacon or Town portal sucks ;|

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Unread postby UndeadHalfOrc » 03 Jul 2010, 15:16

Well yeah Curse is worse than Weakness. Failing at casting critical spells, not being able to cure it by just resting, Remove Curse costing more mana points than Cure Weakness.

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Unread postby jeffh » 03 Jul 2010, 18:09

Sure Valla wrote:Being Cursed is far more enoying then being weak, maybe half spell is nasty I know BUT If cursed there is a chance of i believe 50% failure of the cast, so if you compare them:

lets take fireball of 10 damage:

Under weakness 50%: 5 Damage.
Under curse, 50% chance to cast 10 damage. That means you have a 1 on 2 chance that you WILL do 10 damage, and under weakness you always do 50%, so actully its pretty equil.

Only when offensive casting spells, failing with Beacon or Town portal sucks ;|
What sucks the hardest is failing with Remove Curse. This gets frustrating in a hurry, and can be killer somewhere like the mountains near White Cap when it happens while you're being mobbed by harpies. Remove Curse seems to have a longer recovery than Cure Weakness too.

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Unread postby Macros the Black » 04 Jul 2010, 00:02

You're probably not supposed to keep casting cure curse. Instead, you should just use your bows to kill harpies then cast it when they're dead...
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.

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Unread postby Shyranis » 04 Jul 2010, 00:55

UndeadHalfOrc wrote:...
I see that was edited... well, I may not be very good at the game but I own 2 copies =p
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Unread postby BMJedi » 04 Jul 2010, 01:31

Macros the Black wrote:You're probably not supposed to keep casting cure curse. Instead, you should just use your bows to kill harpies then cast it when they're dead...
In MM6, harpy witches will curse all four of your party members at range. (I'm not sure if Grayface's patch changes that - the latest Grayface patch DOES change it in MM7 - thank you Grayface!)

Once everyone in your party is cursed, bows don't do much good. You'll just keep missing. The harpy witches are much more vulnerable to melee, so I usually wait until I get to high enough level to get Fly, and a whole bunch of hit points, and enough greens and purples to make a helluva lot of Restoration potions.

It's because of the IMO-unfair ranged curse spells that I usually don't get my clerics promoted until mid to late game in MM6. I think you'd be better off to just take two druids and concentrate one of them on elemental magic and the other one on spiritual magic.
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Unread postby UndeadHalfOrc » 04 Jul 2010, 08:29

Shyranis wrote:
UndeadHalfOrc wrote:...
I see that was edited... well, I may not be very good at the game but I own 2 copies =p
I don't know what you're presuming, but I edited it to remove all the text because I had made a duplicate post accidentally and I don't know how to outright delete it.


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