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peddroelm

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Posts posted by peddroelm

  1. Resolve gets used on some dialog/out of combat checks ... 

     

    Also helps a bit not getting interrupted when getting hit and wasting eternities trying to wind up that huge 2 hander only to get hit and interrupted again ..

     

    of topic 

    I like pikes on my barbarian too - but that +6 accuracy from weapon focus traits helps each and every carnage roll (not to speak of the main attack which if it misses - no carnage whatsoever) .. Penalty of anything in offhand is -12 accuracy .. Penalty of carnage extra -10 accuracy.. Very early game much better to just use single 1h weapon IMHO..  Plus carnage attacks can also crit - the more accuracy - better the chance to get carnage crits .. Stack accuracy without mercy .. Flank/blind/cc (lower targets deflection)  FTW ..

    Extended reach weapon (ex pike) can be great in tight quarters in a melee heavy party, and even on open terrain to keep the glass cannon barb safe from melee behind your tank line ..

  2. Simply qol fix .. Display range of paladin auras by hovering over their modal activation button.  (direct illustration of INT influence and/or bugs - but also clear indicator for battle formations)

     

    While you're at it - add a similar button to barbarians for carnage .. Display carnage area while hovering over said button ..  

    • Like 1
  3. Description says it would pause in case 1 of your party members can barely scratch the enemy target due to targeted enemy high DR .. Critical to do something about it most of the times (change target/weapon/action ) ..

     

    Why would I care (to pause) when enemies can barely scratch my party due to my characters high DR ? Everything is going according to plan - no need for warning/corrective action ..  If you set your tank properly and position him/her properly game will needlessly auto-pause for most enemy attacks vs your tank .. ( /s poor enemies cannot penetrate my armor - what could I to to help them ? Perhaps remove my armor ? ..s/)

  4. Add some basic cheap  rings at some starting vendor that reduce Maximum weapon damage by  -6  (should be enough for all basic weapons)  .. Dual wielding this item should cover even Archebuses (wide damage range)..  

     

    Since they would lower weapon damage - no one would use them in regular play-trough - but they would be invaluable for testing damage mechanics (and for weapon damage related bug hunting)  by removing RNG from the damage (not to hit) rolls .. Making weapons inflict constant damage as long as other factors don't change .. 

     

     

    For example:

    Battle Axe damage range would go from 11-16 to 10-10 with such ring equipped ..

    2h melee weapons from 14-20 to 14-14 .

    Archebuse from 24-36 to 24-24 ..

    and so forth.. 

     

    I can see a lot of work went into that combat log - shame to stop 1 tiny step from the whole solution .. 

     

     

       

  5. no idea about the range ( not sure how they could show it - maybe add a cleave action button (like the one for activated/modal abilities) that would display cleave range when hovered over)

     

    as to the damage mechanics - what is obvious from the combat log each cleave in range makes a separate toHit roll vs each target with -10 accuracy penalty .. The damage inflicted probably has a set % damage modifier (damage reduction)..  Each cleave must fend against the full DR of the target ( not sure how DR ignoring bonuses from weapons (didn't get to test it yet), I'm assuming it would transfer to cleave attacks as well ).. Because each cleave rolls separately from the main attack - some cleaves do end up doing more damage than the main attack ( main attack grazes  -  cleave hits (can cleave attacks crit ?) ) ..

     

    Another (obvious) thing to keep in mind - if the main attack misses - no cleave attacks process - so when given the option aim for the easiest to hit target (deflection wise ) ..   

     

    Does weapon range affect cleave area of effect ? ( think pikes & quarterstaffs)

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