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Everything posted by limaxophobiacq
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Is that correct though? That would be an awfully complicated way of applying the bonus. Any reason it wouldn't just be the much simpler 1.30 * base damage ---> 1.32 * base damage? (for 15 MIG to 16 MIG) Yes that's what it is, but it's only a +1,54% increase from your current damage. Say for simplicities sake you have a weapon with a base damage of 50. With 15 MIG you're doing 65 damage per hit, with 16 you'd get 66. Not actually a +2% increase in damage, but an increase in 2% of the base damage. The increase you'd get in average DPS from increasing Dex on the other hand would as far as I understand it actually be in relation to your actual damage and not base damage.
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Something to take into account is that the actuall bonus damage increase of raising Might by 1 point isn't actually 2% of your current damage, but 2% of base damage, so if you're at Might 15 rasing to 16 its only a (132/130=1,0154) 1,54% actual damage increase. So it's possible the current balance between Dex and Might is actually fine. (Though I still think all attributes could stant to have a lot more impact). This is obviously true for all stats except Dex and gets more noticable the higher stats get; the higher your stat, the less another +1 matters (20 int to 21 only gives +2,5% actual increase in area/duration). Personally I don't think this is very good design given how it disincentivizes exceptional Attributes.
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Well... DEX affects Reflex save instead of Fort save. Aaaand..... the % increases in dps I've calculated also apply to spell/ability duration increases/decreases on graze/crit, which aren't affected by MIG at all as far as I know. So for scripted interactions that take DEX, characters who want high reflexes, and characters who rely on critting with duration spells for extra duration, DEX would be better. It does seem a bit weak, still. Sounds like they could reduce the Might bonus to 1.5% or lower and that might help a bit with it seeming overpowered. I'd much rather they increased it to 3%, had Dex give +2 Accuracy, and doubled the effects of the rest of the Attributes as well so you actually felt a difference. If they want to avoid fractional percentages which it seems like they do doubling would also let them balance it a bit more granularly.
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More Meaningful Attributes vs. More Viable Variation?
limaxophobiacq replied to Longknife's topic in Backer Beta Discussion
Attributes definitely don't feel very impactfull right now, and personally I'd like them to be a bit more so. One problem that I'm not sure the devs have considered is that currently the more you raise an attribute the less every point you raise it by matters. F.ex. Intellect where this is most pronounced because it has the largest percentile modifier for what it affects; +1 to intellect increases the AoE and duration with 5 percentile points, so going from 3 to 5 int your AoE and duration increases by (125/115=1,087) 8,7%, but increasing it from 18 to 20 only increases them by 5,3% (200/190=1,053). If every +1 to Int actually increased AoE and duration by 5% rather than by 5 percentage points it would feel a lot more meaningfull to actually have a high Int. -
"No Bad Builds" a failure in practice?
limaxophobiacq replied to SergioCQH's topic in Backer Beta Discussion
With the exception of Perception I don't have any problem with what the stats affect, and that's probably at least partially to do with the interrupt system not being well communicated to the player at all. Int giving increased AoE on barbarians carnage abilty or duration on knockdowns might seem a bit strange but it's at least very clear what it does and I figure it can be thought off as part of being a cunning warrior somehow, and having an incentive to make a smart barbarian is IMO pretty great. Resolve feels reasonably in what if affects but again being tied to the interrupt system brings it down. Edit: And yes, obviously all attribute effects are pretty minor unless you're comparing the upper and lower extremes, with the possible exception of Int for abilities that have both an AoE & a duration and so benefit doubly from Intellect. -
Wizards aren't the only characters with AoE abilities - I believe Barbarians also benefit from INT, and probably a few other classes as well, right? Priests are helped a lot with their AoE heals which are also duration based so they actually benefit more from Int than instant damage AoE wizard spells. I'm actually thinking that priests are the ones that benefit more from Int than wizards do. Chanters benefit greatly because of the increased the duration of the effects of their chants allowing them to cycle through 3 chants instead of 2 and have all effects stack. Not sure if it increases the distance the chant affects people at though.
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IMO adjusting the AoE every time you cast an area spell would just be too fiddly. Is it really that big a problem that it justifies the added complication? The difference between int 12 and int 20 which I'd think is the range you'd expect for casters is only 200%/160%=1.25 x increase in radius anyway and the wast majority of the time it's a boon, and Int also increased durations which is always good so I have a hard time seeing it really being disincentivised.
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The paladins modal auras are great but compared to the priest equivalent (Holy Radiance) Lay on Hands seems hardly worth taking the time to use (yes priests are supposed to be better casters but that's why they get spells). Liberating Exhortation also seems very weak given that it just delays the effect and these are the only two active abilities we have on level 5. Inspiring Triump is just kind of random given that you have little control over who delivers the final blow on foe you're ganging up on, a smaller (halved?) bonus that triggers whenever the paladin or anyone other ally within the radius downs a foe would feel more solid.
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From the description I would have thought all of them, but from making one paladin with 4 int and one with 14 it seems their auras are not affected. Can anyone tell if chant area of effect is affected? Or any other effects that emanate from the caster rather than being targeted AoE effects like spells. Is this a bug, oversight, or intended?
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Now that I've played some more, I'm thinking an all Chanter & Paladin Party would be kind of amazing, stacking all those auras and chants for massive party-wide buffs, maybe have 1 Priest for heals.
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This. While I'm in favour of dropping the system for everything but spells and maybe other more 'complex' abilities/attacks (and putting tags in their description stating they're interruptable). If you do decide to keep it, at least add something in the descriptions of different abilities and attacks that show how vulnerable the ability/attack is to interruption, also showing the value adjusted by your resolve, and tags on attacks that show how good they are at causing interrupts. Because right now I absolutely have no idea when and how much my performance is being hurt by enemy interrupts, or how much my interrupts are hurting them, or what I could do about it outside of increasing Resolve/Perception even if I did know.
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Interruption/Concentration: Why?
limaxophobiacq replied to limaxophobiacq's topic in Backer Beta Discussion
IMO the Health/Stamina split + DT + Deflection is already enough complexity for general attack resolution, adding an interrupt mechanic on top of that is just needless complexity. As far as I'm concerned keep it for spells and maybe some slow ranged attacks like muskets but otherwise for regular attacks it's just too much. Obviously this would require changing Resolve and Perception but then those attributes already being problematic is probably caused by being linked to nothing but this mechanic. -
First of where can I see what my Concentration and Interrupt values are? I can't find it anywhere on my character sheet aside from Perception and Resolve saying they affect it. Secondly: Why was this system implemented for every kind of attack and ability in the first place? It feels mostly unecessary and adds a random and (for me at least) unintuitive variable you have little feedback on or control over into EVERYTHING, I'd much rather they split abilities into interruptable (wizard spells, f.ex.) and non-interruptable (regular attacks etc.) and put an Interruptable tag in the description of abilities that are interruptable. If not that at least put a tag in the descriptions of different abilities and attacks/weapons stating how easily interruptable they are (so a regular attack with a melee weapon would have a tag saying its got low chance of being interrupted, while a wizard spell would have a tag saying it has a high chance). Third: Am I just stupid? Does anyone feel they have a good grasp on the interrupt system? Do you know which of your different characters abilities are easily interrupted and which are not? Do you know which of your characters are good at interrupting and which attacks you should use to interrupt and when to target a specific enemy to try to interrupt them?
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Paladin or Chanter main, I have a fondness for classes with auras and party-wide buffs (as long as they don't stop you fighting yourself like IE Bards). I'm leaning toward Paladin but depends on if it will work with the kind of Attribute spread I like as I prefer not having stats too min/maxed. If Int is going to affect Paladin aura AoE and not doing so is a bug or oversight I'll play paladin for sure so I can have a nice auras with radius >5m with good Int.
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In BG1/2 which is the only one this applies to (as Icewind Dale had no non-player created characters and TNOs stats increased as you leveled) CHARNAME had as high stats as you had the patience to roll for and had special abilities of his/her own. Making NPCs you pick up in the game simply better (higher stats and special abilities) than ones you can make in adventurers hall would just be devs favouring their own little pet NPCs.
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F.ex. BB Priest has a total of 82 points in attributes while main character makes do with 78 (which is pretty big given the difference of +4 in a stat makes), IMO this is just plain bad design if it's going to be like that in the actual game. Please make all followers have the same point total as the ones you make yourself at character creation or in the adventurers hall.
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This post seems to have been merged from another thread I made before i saw and posted in this one, as far as im concerned you can just delete it.
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F&C isn't supposed to give a deflection bonus according to wiki According to the in game description it is though.
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Screen shot attached. I noticed this on my own character with Zealous Focus but with my companions it also seems to happen with effects from gear as well as you can see here. Not sure what's caused it.
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Paladins: -Orders are cool, but unclear exactly what behaviour is encouraged/discouraged by your order, had to look up wiki to be sure. -No good feedback on how well you're folliwing said behaviour, you start with a +10 Faith and Conviction bonus but with no idea if that's good or bad -Intellect doesn't seem to affect Paladin abilities? (AoE of auras, duration of other abilties like Liberating Exhortations) Edit: Actually seems to affect durations when you actually use them but its not displayed in the description. Doesn't seem to affect aura AoE at all though. Edit2: Turns out its not my defense thats low, after making some non-paladins who ended up with worse deflection, it seems its my NPCs deflection values that are weirdly high.
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First, why is my deflection so godawful? It says in character creation Paladins are a class with High deflection but in game it's worse than the wizards and far worse than the clerics and this is with Faith and Conviction giving me a +10 bonus. Speaking of that +10 bonus, there is no indication of if that's a high or low number? Is it the maximum bonus? An average one? A poor one? Displaying a scale with best to worst possible bonus and showing where on it you are would be appreciated. Also it would be nice if what you had to do to act in accordance with your order was more explicit, I had to look up the wiki to be sure.