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Sensuki

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Everything posted by Sensuki

  1. I also have some here https://www.youtube.com/playlist?list=PLIRfCmyR7ijIX0znkN3yaW0JNVozkQE1R
  2. 1920x1200 should be fine, you should play in your source resolution. Horizontally your screen is the same, so I don't believe the UI elements downscale or upscale. It's just that if you have a low res screen or 1440p the UI elements won't look as good. The environments will look the same.
  3. Under the old system it didn't even used to cause interrupts. Now it's actually better with the 0.05 lol.
  4. Nah a new interrupt only resets the interrupt recovery if it's greater than it, so the max time it would interrupt for is probably like 0.06 seconds or something xD
  5. Yeah I've got one, same as last time but once again I riffed off notes in many sections.
  6. I'll begin bookmarking it soon. I basically went to bed as soon as I uploaded it.
  7. Part 2 is uploaded. Youtube is processing it now. I would like to apologize in advance for the length. It's over an hour long, I had absolutely no idea that I'd been talking for an hour. Part 2 encompasses UI, Options and Mechanics. Part 3 will cover gameplay.
  8. I think it does, because Savage Attack and Vulnerable Attack seem to work, so the other abilities must work as well (because they all follow the same rules). What was happening is all of those things I took were either being applied to the Fire Godlike passive attacks, or doing something similar (retaliation damage of some sort). The build was discovered by a guy called Athelas from the RPGCodex.
  9. All Attributes relate to dialogue, just some less than others.
  10. It's more important for lighter weapons. E.g., Clubs are literally just bad against any armor except Robe or Mail armor, really. With an Estoc and Vulnerable Attack, you can bypass 10 DR on every hit.
  11. Wizards should probably be using Implements, although I'm sure people will come up with other builds where they use other weapons instead. I haven't experimented with it so far because of their poor stats. Ciphers are great with heavy hitting weapons because then they only need to make one to a few hits before they have enough focus to start casting again. A Blunderbuss is really good for this, so is an Arquebus. For melee I like them with a 2H weapon that is dealing a favorable damage type against enemy armor. Spells are non-weapon based attacks so they don't have anything to do with what weapon you are using. However Priests, Wizards and Druids have a per-rest limit on their spells, so they will be making a lot of weapon attacks over the course of an adventuring day.
  12. Well, if you're a MOBA or MMO (or Diablo) player you will probably be familiar with most of the mechanical concepts that I talk about in the video. The video is also chaptered and I clearly stated that if you want to skip bits you don't care about - go right ahead I tried to include everything from role playing options to the hardcore calculations so that there'd be something for everyone. I'm documenting the next part now, just have to try and remember all of the game's systems (there are lots). Gotta go and cook dinner but yeah maybe check again in 12 hours or something I guess?
  13. Well there isn't really a standard build. In the beta when I play Monks I usually pick Torment's Reach and Force of Anguish as my two first abilities. For talents I go Two Weapon Fighting and Vulnerable Attack. You can swap gear around as you like.
  14. Not a bad idea. There's a funny build you can do as a Fire Godlike Monk with Turning Wheel, Soul Mirror and a few other talents. Basically what happens is when the Fire Godlike is wounded under 50% Endurance, enemies that hit him suffer fire damage attacks from him. Soul Mirror is also a similar retaliation ability. Turning Wheel adds bonus fire damage to those attacks. You can pick a bunch of talents (Savage Attack, Vulnerable Attack, Scion of Flame, among others) that improve the damage of those passive attacks against enemies, so they are basically killing themselves. For that to work you need maximum Constitution and probably Plate Armor. There are also magical items with the Retaliation property as well, so I imagine that would be hilarious all stacked up together. A standard Unarmed Monk build is great though.
  15. Yes it is, but the same core problem still exists - areas with lots of units in them have slowdowns.
  16. Sure. I may write a DSimpson style guide for the game eventually, but one cannot necessarily guarantee time they do not know if they'll have in the future though
  17. Unarmed is considered Two Weapon Fighting, and is part of the Peasant Weapon Group. As the monk levels up, he gains an integer bonus to unarmed damage. One thing to consider is that currently you cannot enchant your fists, whereas you can enchant weapons, so later on magical weapons may end up being better. Picking abilities and talents that synergize with your attributes and playing to the strengths of your build is much more important than what you put in your attributes. You tell me how you want to play them, and I'll tell you how you can manifest that through their progression.
  18. Animations are 30 FPS, the frame rate and animation frame rate are not linked. I get 60-150 FPS in the press version (My **** CPU slows the game down when there's lots of characters on the screen)
  19. I'm a big fan of DSimpson's stuff from GameFAQs.
  20. I did actually write the script for this video, but I riffed off what I wrote sometimes (which I can't help doing). It's the first video that I wrote a script for, usually I just write notes like "Selection circles - blue for npcs omg ffff y u no" etc If it wasn't noticeable then that's cool
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