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Voss

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Everything posted by Voss

  1. There are weapons slots. You could go island aumaua, fill up on guns (3, 4 if you take the talent) and swap to hands if you like.
  2. I do hope this turns out to be true. Boss fights are the most ridiculous and sad things ever. Like kicking a bullet-spongey kitten.
  3. Meh. Obsidian was just really bad at naming things. If it makes you feel better you can make a mod that changes the names of attributes and skills. Jogging, cowering, looking, eating and sherlocking. Damage, Fattiness, Speed, Dodging, Controlling, Weaving.
  4. Bonus duration for everything that has a duration. It is simply written wrong. Everyone is going to have to rely on the in-game cyclopedia for a while, and eventually the wiki will catch up. The manual is essentially worthless.
  5. Huzzah. Let us celebrate the spread of inaccurate information. That can only help.
  6. No. But then I also have trouble with the basic premise that 'real roleplaying' requires playing badly. Surely it should instead require actually adapting to the setting and what actuallly works there?
  7. Hmm. That is a failure on the writer's part. Though obviously most forum posters aren't going to bother.
  8. 11! Yeah, late, but people dropped the ball for a couple hours. Also... ninja huh. Nope, I just let the window sit open for a good 16 minutes. I'm... just going to go to bed now...
  9. A lot of per rest abilities are head scratchers. But then I find a lot of the talents and class abilities to be complete trap choices. Limited resources (6 talents and 6 class abilities) + highly situational = bad. Tossing limited use by adding per rest is just... nope.
  10. Hmm. These are inter-related questions, but the easy one to answer is the high damage rogue with the ability to dodge attacks. Basically, this isn't really achievable. You basically have to trade one for the other at several places: either might/dex (both have an impact on damage) for perception/Resolve (both raise deflection); two weapons, a two handed weapon or a gun for a single weapon and shield (and associated style talents), modal talents (cautious attack gives bonus deflection at the cost of attack speed), and so on. A tank actually relies more on deflection than armor. The basic system relies on accuracy minus the targets deflection. The result is then added to a roll from 1 to 100. 15 or less (including negatives, which is quite achievable with a high deflection) is a miss 16-50 is a graze (half[?] damage) 51-100 is a hit 100+ (Basically accuracy must be greater than the targets deflection) is a crit So a tank with a 50 deflection being attacked by an enemy with 25 accuracy inflicts a -25 on the chart. So, in this case a roll of 1-40 is a miss, 41-75 is a graze, and only 76-100 is a hit (and crits aren't possible) Then you factor DR in. Now since grazes are a lot more common than misses, having DR is a way of paring down damage even further (though there is also a Minimum Damage that goes through regardless), and since you want the tanks to be taking all the attacks, it is inevitable that they will take some hits and a fair amount of grazes (35%, unless deflection is more than 50 points high than the attackers accuracy), so basically armor only exists to mitigate the damage that will statistically bleed through the accuracy vs. defense roll. Basically, the best way to avoid damage is to tie up the entire enemy force with the tanks (and crowd control) and avoid being targeted at all. The AI is fairly stupid, so this isn't as hard as it seems, as long as you keep the tanks in front, and don't take stupid risks with positioning. Ranged attacks (and extended reach weapons like pike and quarterstaff) make this even easier.
  11. True. The game has an odd preference for floats, reporting them as integers and carrying on with the math anyway. It tends to feel a bit odd.
  12. Well, if you've tested it (and can recreate it), I'd go with those results.
  13. Sock, what changed concerning the mechanic about the Ranger's shared HP with its animal companion? That got jettisoned in favor of a debuff on the survivor. Something grief, I believe. It is the accuracy debuff (-20!) that Sock mentions above.
  14. Nah, need to sell your potions, gear, and body to stockpile gold. Run through dungeons naked and sell all the loot. Never know when your 40 million savings will be needed. Best run the game and just stockpile as much cash as you can. For the uber item right before the last boss fight. *nod* Now that is just ridiculous. Gold is trash, and as you go along it isn't even worth the effort of picking it up.
  15. What, actually use single-use items? But I might need them later. Next you'll tell me to cast per rest spells.
  16. Yeah, I don't see this system handling single boss fights well. Slicken Knock-down, Knock-down, Slicken, Assorted Esoteric Debuffs, Hack, hack, hack. Dogpile on the wizard dragon by Crom!
  17. They can still hit a single primary target for decent damage, and they do have access to a few debuffs, which given their propensity for Int, will hang on for a long time. Do the pure dps numbers go down if you aren't dealing splash damage? Yep. Are they useless against single monsters? No, not really.
  18. No, this is a very real mechanic to caster classes. Its fine. I was just curious if someone confirmed it with cheats in the BB480 or (preferably) the press copy. Because the manual seriously gibbers about per and dex giving accuracy bonuses (in different places), all sorts of charts are messed up, and gives duration to Res. Publishing this out of date manual was a very silly thing to do.
  19. Bwahahaha. Sorry, sorry, I know some people care about this, but the idea that the physical copy won't actually include the disc is hilarious... Especially for apparently being true.
  20. It doesn't anymore It was reset to noon (9 pdt) earlier today. (Now 10pm, it says unlocks in 14 hours) Keep in mind it rounds that hourly number, so at 10:56pm it will still say 14 hours, and said 15 hours until about 7 minutes ago.
  21. Absolutely normal for steam games. Between true for my rare purchase of new games on GOG as well.
  22. Sounds right, but I do believe it is every 4 points of damage within a single hit, not cumulatively over time. So, for example if your first hit is 12.7 and your second is a 3.3 graze, you're going to add 3 focus and 0 focus, not 3 and 1. This is particularly important with a blunderbuss, where you can end up with a big mix of hits and grazes that individually give a couple points of focus each, rather than a big lump sum of focus for the total damage of all the attacks. (so 3,3,3,3,,7,7,7,7, gives 4 focus, but 40 damage total would give 10).
  23. Those are also pretty bad. But, once the game comes out, the cyclopedia within the game is a better place to go than the manual. Or the wikis for the time being. Personally, I think the manual was just a sop to reassure people during the kickstarter that they were properly old school. From what people are saying the information in the manual is from 3 or 4 beta builds back.
  24. It depends a lot on playstyle. The burst then recharge focus through normal combat is going to frustrate some players of the cipher, while wizard will do largely what people expect (once they work out what spells are useful and which are garbage). The single target bias of the cipher is also going to appeal or frustrate. take the blunderbuss as your weapon o' choice... maybe even use a weapon focus talent to boost it. now, sit back and let your cipher focus concerns just melt away like those glaciers in argentina and montana. HA! Good Fun! Definitely take weapon focus for it. The current build people have been showing off this week gives a blunderbuss a -10 ACC, and ciphers aren't fantastic in that department to begin with.
  25. how much con do I need for a blunderbass cipher? can I drop it to 8 in character creation? blunderbuss? You're fine ignoring it. Any sort of ranged weapon and standing behind the front rank of combat works pretty well for ciphers, which reduces the need for Con. Just don't put them on the line.
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