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Sensuki

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Everything posted by Sensuki

  1. I'm just starting to think ... if Wizards didn't have Slicken, would they be any good? Probably not.
  2. The funny thing is you're right - they don't stack. Well, not quite. You can wear them, but bonuses of the same type will be suppressed.
  3. You can use a monk with like two sabres or something though. Coupling that with Vulnerable Attack and Two Weapon Style works pretty well.
  4. Actually that won't fix the problem, because a crit: damage * (1+0.5), is only one multiplier among many. As a Rogue with an enchanted weapon I could have many seven-eight damage multipliers. Less crit damage (which guns already have) does not make much of a difference because all of those multipliers scale with the base damage of the weapon. Here is an example Rogue with Sneak Attack (x1.25), Blinding Strike (x1.25), 21 Might (x1.33), Fine Weapon (x1.15), Crit (x1.5), Damaging 2 Enchantment (x1.3), Two Handed Style (x1.1) Let's say I roll 18. That becomes 18 * (1+0.25+0.25+0.33+0.15+0.5+0.3+0.1) = 51.84 damage. Dropping the crit multiplier to 1.2 only changes that to 48.24 - which isn't much difference.
  5. It doesn't matter too much in a full party scenario though. You can cheese the game at the moment with a fast paced character because of the bad AI but hopefully they end up fixing that.
  6. Yes, it's another thing that is made fairly useless by the engagement system. I don't use anything with increased move speed if I've got something better.
  7. Unless Dexterity gives more total attack speed in percentage than Might gives in flat damage, then Might is always going to be better for dealing mmore damage. The faster you attack, the more often your damage is reduced by DR, effectively raising the DR of the unit you are fighting by the bonus of your attack speed. With damage mulitpliers, it might take you several hits just to make the same damage as a single hit from an Estoc. This is a problem with using percentile increases to damage instead of integers and also not balancing weapons and weapon speeds against DR, but instead, balancing them against DR 0. Josh said a while ago that they might tweak the damage ranges, but it never ended up happening (yet). There's still one more patch to go, and then a day 0 patch - so we'll see.
  8. They said they were going to add tooltips to show formulas for stuff after release at some point, but yeah the calculations and various displays of stuff does need improving.
  9. Dunno how you made that mistake, but all it does is increase your movement speed in combat. It doesn't make you act any faster.
  10. That design decision was why I decided not to play a ranger. That sounded like a huge weakness and it seems like it is. They dropped this mechanic because it was terrible.
  11. No reason to upgrade now, but it would be nice if you looked at Unity 5 in the future - that would be sick for mod support, as it's now free. The Unity 4.6 UI system is also supposed to be much better than NGUI as well, but that's probably more of a sequel thing.
  12. Yeah some of the bonuses are like 150%, some are 125% etc Pretty much. Imagine where we'd be if none of that happened
  13. Not when comparing stats for combat balance, no.
  14. Sorry, peasant. I'd rather Monks be able to tattoo their fists with weapon enchantments.
  15. BG2 and KotOR2 are the games that have the best crafting IMO.
  16. It does, yep. So does Weapon Focus Ruffian.
  17. Theoretically, anyway as we will only get to test the combo in the next patch.
  18. I asked about the percentage scaling of base DR. There is another bug I assume as well?
  19. I have a thread in the bug forums where it does not even hit people outside of the original AoE, atm it's acting as a one time proc
  20. The formula doesn't bother me - it's just that the behavior was never explained and is not documented or shown by the UI either. For a game that is supposed to focus on simplified/unified rules - stuff like this just makes it more inaccessible IMO. It's a non-issue for me it just means more mathcraft
  21. Monk fists get a flat damage bonus but they lack the benefit of being able to be imbued/enchanted - so after a while, fast weapons will simply be better. A cool thing for the expansion would be for Monks to tattoo their fists with enchantments or something. no idea, Josh does that tuning.
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