Everything posted by Kaylon
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Wounding Shot figured (tested) out
In the case of WS are you sure the 0.3 bonus is related to Mig (have you tested different values for might ?)? If that's the case then one bug is here - this damage bonus should be related to your Int, not Mig. The second bug is about the length of the DOT. Adding more tics will increase the amount of damage reduced which will make high Int counterproductive against anything with high DR. The fix for WS should be: - bonus damage related to Int - DOT duration always 10s
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Mechanics mandatory on solo playthrough?
If you find the gloves of manipulation you don't need more than 6-7mechanics because you can stack +1 from resting, +2 from gloves and +3 from scrolls (for the rare occasions when you find lv12 traps).
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Adra dragon breath attack vs reflex, fortituds or deflection?
Breath attack vs Reflex Claw attack vs Deflection Wing attack vs Fortitude Fear aura vs Will
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An Honest but Harsh Review on the Setting
I guess new and original isn't always better. Some people like it, some don't. Personally I think there are bigger problems with the game than the language.
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Ranged attack speed buff stacking
OK, I tested myself using fraps/virtualdub how the reload time was calculated and everything is multiplicative like I suspected. Here are the numbers for the arquebus (used the reload time without the delay you have between actions - which is about 5frames): - 10dex, no other buff - 188frames (base) - 10dex, swift aim (1.5 x reload time) - 126frames (188/1.5=125.3) - 10dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 105frames (188/1.5/1.2=104.4) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 81frames (188/1.5/1.2/1.3=80.3) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time), chant (1.2 x reload time) - 66frames (188/1.5/1.2/1.3/1.2=66.95) The results are pretty spot on, with the differences within 1frame. Unlike the recovery bonuses, reload bonuses all all multiplicative. Dexterity affects everything (attack animation, recovery, reload) and is multiplicative, while the speed bonuses are all additive and affect only the recovery.
- Paladin (solo) vs adra dragon (PotD)
- Paladin (solo) vs adra dragon (PotD)
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Paladin (solo) vs adra dragon (PotD)
Very good job on killing the dragon fast, but after the first hit you were all the time out of his range, you just killed him from range (the dragon didn't even attack you another time) - I wouldn't call that tanking (even though after blinding him you had the stats to do it). Seeing maelstrom damage and the actual accuracy/defenses of the dragon would have been nice too. Also you were lucky the adragans didn't slip a petrify on you (during one of my tries, before I decided to kill them first, they were managing to roll over 90 and petrify me...) PS. If you played with the latest patch can you verify if the protection from petrification from berath's boon is working? Becase in my game it doesn't...
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Paladin (solo) vs adra dragon (PotD)
I haven't actually tested if unbroken makes you lose the buffs, but second chance does not, so I don't see why it should be any different. For wiz it's more like 3 min, but it won't take too much time to take out the dragon for them. In a party - yes, they're better off as DPS/CC. But even a glasscannon wiz can have good defences on demand. +40 ref is quite easy and wiz is likely to have high dex. And this is theorycrafting anyway, not building for a real party/solo playthrough. As for priest: Champion's boon: +20 Fort, +20 Ref, + 10 deflect Crowns for the faithful: (Per bonus is suppressed) +25 deflect, +62 will Both long duration +15 to all defences of top with circle of protection/scroll of defence And another +25 deflect/20 ref with potion of displaced image All this stuff stacks A wizard can't keep all his defenses up for more than 1m realistically (considering he needs also some overlaping to avoid surprises). I also doubt he can kill much more faster because he has to pick only defensive talents too. Priest depending on buffs that last 10s isn't worth mentioning, sorry. Even if you push for 30int yo will have to gimp your other stats. Anyway, if you're able to show all that working in a video - with any of these classes (even fighter) - I would be more than happy to watch it.
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Paladin (solo) vs adra dragon (PotD)
Well, no matter how high your int is you can't make a 15s buff last 4-5min and once you die you lose food/resting bonuses which are much more than what unbroken gives. Also, the fighter, without access to righteous soul will be constantly terrified meaning he has to compensate for that too - if he uses a prayer against fear scroll he loses a slot and defiant resolve, if he doesn't he loses 4dex/4res and 20 accuracy which is equally bad. Talking about wizards, I think it's better to let them do what they're meant to - CC and damage. They can tank probably for 1min but will suffer from the same problems as the fighter and on top will spend nearly half of the time trying to keep their buffs up. Priests I wouldn't even bother to argue...
- Paladin (solo) vs adra dragon (PotD)
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Paladin (solo) vs adra dragon (PotD)
+2DR did not, but +4 deflection and reflex from superb shield surely did. Serel's boon is also a one time bonus. I suppose you can "save" it for this fight specifically but looks a bit stretched. A question to the OP: why do you have all the food bonuses applied twice? It shows effects of the 2nd bonus suppressed in the charsheet. Is there any bug that makes them stack nevertheless? They don't stack (you can see one of them is suppressed when I scroll through character sheet). I lost some time preparing the fight and I wanted to make sure the buffs won't expire before the end of the fight. I thought they will replace the other buffs while reseting timers, but the game keeps them all and disable the effects until the first expires. Serel buff is unique indeed, but there's another one who gives +2mig/+2con which can be used instead with a little bit of stat rebalancing - you'll lose 1-2deflection in the process. PS. The point of the video isn't to show what I can do, but what can be done with a well build paladin. Of course it's an end game build and discussions about anything else outside the build itself are pointless.
- Paladin (solo) vs adra dragon (PotD)
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Paladin (solo) vs adra dragon (PotD)
Here's another video showing how a paladin is able to tank the adra dragon in potd and without heals - no traps, no cheap tactics. Base stats - wild orlan 17mig/15con/4dex/20per/3int/18res. Adragans had to be killed first to prevent summons/healing for the dragon... I used jolting touch scrolls because they're common/easy to craft and don't require high lore. https://youtu.be/0nNLwfGrpKQ
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And another way to CHEESE the adra dragon fight
It just makes sure the dragon will land only grazes on you and lands 1/3 hits... In fact you can have close to 180defl, however the normal attacks of the dragon aren't what hurts you the most.If constantly taking 60 dmg and more counts for not hurting, sure. Try melee disengagement for fun and you might take 200 damage. Also you can't have max stats in def, fort and ref at the same time except you use the console. The fact you don't know how to do it doesn't mean you can't. And no, you don't take constantly 50dmg - it's more once in a while. But don't worry I will post a video to prove it, just like I did it for the ranger.
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And another way to CHEESE the adra dragon fight
It just makes sure the dragon will land only grazes on you and lands 1/3 hits... In fact you can have close to 180defl, however the normal attacks of the dragon aren't what hurts you the most.
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And another way to CHEESE the adra dragon fight
In fact a well build paladin is perfectly able to tank the adra dragon and all his minions at the same time (if you have 158+defl/170+fort/170+refl). Of course you can't do it idefinitely to kill him with your toothpick, but you can do it using scrolls.
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Isn't balance skewed too much towards Deflection ?
You sort of missed the point, where being hit by lightning is bound to hurt a lot more (ie. deal more damage) than being hit by a sword. One leaves you as a lump of charcoal and the other makes a cut / hole. Realistically, both might be as deadly (such as putting a sword through an eye, into the brains) but a sword can in no way compare to a lightning bolt in actual damage done. The game is already balanced in this account by giving wizards/druids limited amount of times they're able to reduce a target to a lump of charcoal. No further balance should be needed. Literal 1:1 balance you're talking about would be more feasible for a competitive PvP based game, such as Guild Wars or WoW PvP. But it has no place in an actual single player roleplaying game. And fantasy is about warriors being able to take multiple foes and surviving (which they do) and being able to take on bears and dragons (which they can). It is not about swords dealing as much damage as lightning bolts and fireballs. No, it's you who missed my point. You talk about realism in a fantasy game - ie lightning should do more damage than a sword. What I said was that a warrior doing that kind damage with his sword isn't more ridiculous than the idea of a guy calling the lightning. It's not about balance, it's about not limiting choices and not forcing players into stereotypes. If a fighter is able to kill a dragon by himself (like it seems you agree) he won't certainly do it using a toothpick and trying to outlast the dragon... Talking about realism in a fantasy game is ridiculous. A poisoned dagger wielded by a nimble fighter who can reach the weak spots of a dragon could be just as deadly - you just need imagination (the literature abounds in fighter vs dragons fights...). But these days people seem more influenced by the mmo culture where the idea of hero doesn't exist anymore and people are always forced to play in large groups to be able to achieve something. Anyway this is my last post on this topic. I just posted an opinion and I don't like when other people are trying to impose their own as the right one...
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Isn't balance skewed too much towards Deflection ?
Nah, the tank "metagame" in most MMO's is a conscious design choice, not simply due to lack of advanced AI. The only "MMO" that I'm aware off where bad AI is part of the issues it's facing, is GW2. However, GW2 has so many mechanical problems when it comes to PvE that blaming it on just poor AI is mistaking the tip of the iceberg that's above water as the entire iceberg. Yes, I consider the actual design choices in modern rpg/mmo very poor and limiting. In my vision, any class should be able to achieve the same level of defense/offense if he chooses so, but by different means. Warriors should have high defense through their heavy armor/shield, rogues through dodge/evade and casters through magic. The damage level should also be the same - fighters through training/specialization, rogues through stealth/poisons/traps and casters with spells. From here you can have variations and combinations for any hybrid you want. The whole notion of fighter being as effective at dishing out damage as the guy who can call up lightning from the sky is ridiculous. Personally I think such balance has no place in an actual RPG. Some people are just better than others, whether they were born with it or trained for it. Its what makes things interesting. I want to play a wizard because of the raw power it holds in its fingers and I am willing to pay the price for it, which is generally the lack of physical endurance. Now if I could have a wizard who is as physically strong as a fighter (without the use of spells to achieve that) and still as good regular wizard, then I could talk about balancing, but only because it would make fighters entirely redundant (to a point where they should then be removed as a class). The problem is not really in the design choices of modern rpg/mmo games. Its the powerplay instead of roleplay mentality. People should roleplay their characters instead of whining that they can't play their characters because some other class/race/build is mechanically superior to the one they picked. If you can't handle fighters doing less damage than wizards, then don't recruit any fighters in your party, just play with a group full of wizards. If wizard suck and ciphers are the best, then by all means make a party full of ciphers (or just don't make/take any wizards). I finished my first game as a chanter, with spread around stats (I think I had like 12 dex) and zero summon invocations. Why? Because I didn't feel the summon invocations fit my character concept. I used one-handed weapons and no shield and used it as an off-tank and damage dealer. I had a rogue recruited NPC who used a crossbow instead of arbalest or war bow. I wore a sword on Edér because I felt he was not a hatchet (or flail) guy and I switched out the door shield because it looked silly. Sure my difficulty was only hard, but if you feel the difficulty is getting in the way of your roleplaying you can just reduce it. People are so overly concerned about effectiveness that they forget what roleplaying games are all about. Nobody prevents you to roleplay your characters the way you want, the problem is you want to prevent the others to play the way they want. And no, a fighter mowing through hordes of monsters (the fantasy literature is full of such examples) isn't more ridicoulous than a guy calling the lightning - that's what fantasy is .
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Isn't balance skewed too much towards Deflection ?
Nah, the tank "metagame" in most MMO's is a conscious design choice, not simply due to lack of advanced AI. The only "MMO" that I'm aware off where bad AI is part of the issues it's facing, is GW2. However, GW2 has so many mechanical problems when it comes to PvE that blaming it on just poor AI is mistaking the tip of the iceberg that's above water as the entire iceberg. Yes, I consider the actual design choices in modern rpg/mmo very poor and limiting. In my vision, any class should be able to achieve the same level of defense/offense if he chooses so, but by different means. Warriors should have high defense through their heavy armor/shield, rogues through dodge/evade and casters through magic. The damage level should also be the same - fighters through training/specialization, rogues through stealth/poisons/traps and casters with spells. From here you can have variations and combinations for any hybrid you want.
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Isn't balance skewed too much towards Deflection ?
Disagree, my monk super tank build could get higher Deflection with gear but I want to get hit in solo to get Wounds for TR. However I can assure you- you can put him in front and he will dish out more DPS than your DPS fighter with Torments Reach. Never underestimate Torments Reach. And he will still tank as good as tank paladin. Not as good as Fighter but he will at least dish super AOE (cone) DPS every second unarmed! Don't understand what your monk has to do with the discussion and where I'm talking about my fighter? And a monk tanking like a paladin? It's a joke, yes? No. That was to you saying "how you build your tank they will always do very low damage compared to casters". All I wanted to say that you can build monk for a tank and he will do great DPS. Thats all. And yes, my monk can tank as good as your paladin, becasue he will actually kill stuff 4x faster while doing so and being very capable against any CC in game. Tested in solo 2x runs, so in party that would be tank in the park. No, your monk will never do "great" DPS compared to a caster - that was my point. There's a difference between surviving and tanking - the paladin would probably finish most battles close to full life while your monk would need to rest after nearly every fight. When your monk will be able to tank the adra dragon then you can compare him to a paladin.
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Isn't balance skewed too much towards Deflection ?
Disagree, my monk super tank build could get higher Deflection with gear but I want to get hit in solo to get Wounds for TR. However I can assure you- you can put him in front and he will dish out more DPS than your DPS fighter with Torments Reach. Never underestimate Torments Reach. And he will still tank as good as tank paladin. Not as good as Fighter but he will at least dish super AOE (cone) DPS every second unarmed! Don't understand what your monk has to do with the discussion and where I'm talking about my fighter? And a monk tanking like a paladin? It's a joke, yes?
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Isn't balance skewed too much towards Deflection ?
If you make your fighter with max might and dex, use two handed weapons, take weapon spec, focus and mastery, and armored grace you'll out put consistent accurate heavy hitting around 40 damage per hit at a fairly fast rate. 40 damage is low compared to what spells can do and to multiple targets. My point is that a smart monster would never attack a tank and the devs are forced to come always with artificial solutions in order to help them fulfill their role (protect the caster). IMO a more realistic way would be to use a bodyguard system - where the tank is able to protect people in a certain area around him (ie all the single attacks against people he's protecting should be directed to him)
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Isn't balance skewed too much towards Deflection ?
No matter how you build your tank they will always do very low damage compared to casters and monsters should always attack the latest first. In other games developers gave tanks the ability to "taunt" in order to justify why monsters are attacking them. Engage is just that - an excuse for having monsters not attacking casters in the first place - it has nothing to with disengage damage "scaring" the monsters.
- Hold Wall not applying speed reduction?