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Epsilon Rose

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Everything posted by Epsilon Rose

  1. I just wish the defense things didn't feel so pointless. You get nothing from them, not even loot, since the scene resets right after you beat them.
  2. Given their dearth of active abilities, I'm not sure combining two of their primary actives and then reducing them to once per encounter (or twice with a talent) is a good idea. When the flames/hands are out, the paladin loses a lot of its flavor and even a large boost to attack will lose it's relevance, at later levels, when compared to abilities that can be used more frequently and/or against more targets.
  3. Which is why it can't be generalized to other parts of game play. All you have shown is that you can kill an ogre without being hit when using interrupts. You have not shown what happens without interrupts, though you have asserted it many times, nor have you shown what it likely to happen in other situations. No I/they wouldn't. We're talking about wolves here. They'd disintegrate on first contact and, even if they didn't, most of the classes have plenty of per encounter abilities I'd use long before spells. That was the second set of tests from AFTER you complained about him using cheats to hold the other stats constant and demanded "normalized" stats. So, yeah, at this point you're a liar and a troll.
  4. We already know from ruminate's testing and general experience that the 100% won't hold up. Your incredibly brief "test" does nothing to show otherwise. You have yet to produce a single screenshot that shows what you need to and that is a comparison of situations, not you simply killing a single enemy. I could kill a pair of wolves and show there's absolutely no difference between interrupts or no interrupts and that wouldn't be compelling either, but it would be the exact same as what you're doing. Actually, not only did I read them, but I double checked them before posting last time. Don't worry, this time I've actually quoted the posts and helpfully color coded and emphasized the stats. He did change the stats between sets of trials, but he wasn't directly comparing results from different sets, so that's not actually a problem. So, are you being incompetent or purposely lying?
  5. How does going from 100% to 17% not matter? First, none of those effect attack speed, which is not d100 based, and that's all we care about. Second, if you run enough tests random variables smooth out. That's basic statistics. Third, the quote is cute, but not terribly relevant seeing that you have yet to prove it works in practice. A large enough stat change will easily override the d100. If any result, from 1 to 100, results in an interrupt than the d100 doesn't matter. Also, I'm not sure where you got that he was changing all of his stats, but it's patently false. He listed the stats he used on the previous page and the only one he changed was per. At this point, either you aren't reading what's been written or you're purposely lying. Regardless, even if he was changing all of the stats, that wouldn't force you to change all of the stats in your tests. You have yet to show this in an even moderately convincing fashion and you have consitently dismissed all evidence to the contrary without even addressing it properly, except for the instance where you addressed it in a blatantly incorrect and possibly dishonest manner.
  6. A) Showing that you can interrupt something and kill it before it gets an attack is not useful because it doesn't give us information on how many attacks it would get without that interrupt. This is incredibly important information that you don't seem capable of comprehending. Allow me to illustrate: Lets say, without you interrupting, an enemy can normally get in 1 attack for every 5 of yours. With constant interrupts it gets 1 attack for every 6 of yours. That's an improvement, but over the course of a long fight it's only ~17% less incoming damage. However, if you can kill your test monster in only 6 hits then what you'll see is 1 incoming attack in the first case and 0 in the second. Now your test reads a whopping 100% reduction, far more than that piddling 17% a longer fight would yield. Now, if you could guarantee every fight would be over in 6 hits or less, this would be accurate enough and your hypothesis that interrupts==lock-down would be a good approximation. Unfortunately, stronger enemies and bad rolls exist, so you won't always be able to guarantee a kill between 5 and 6 hits (at <=4 hits or 7 hits interrupting and non-interrupting will look exactly the same), which means your results won't accurately describe many situations and interrupts won't act as lock-down. B) Seeing as this is a video game, it's actually very easy to generate a "Parallel" world where something different happened. A quick save/load before your test would be more than sufficient, particularly if you ran more than two trials. C) Similarly, it is also trivial to force interrupts/non!interrupts. Interrupts can be forced by using the cheat console to massively increase your per, as it has no other effects on your attacks. Non!interrupts can be forced by either using the console to drop your per to zero or simply standing there and doing nothing (if you're measuring enemy attacks in a time frame, rather than enemy attacks per your attacks).
  7. That would be a good test. You'd need to be able to ensure that you don't die in the first test or kill it in the second and both trials would need to go on for a substantial amount of time.
  8. Interrupt isn't lock down. That's not how it works in this game. It just adds a very small delay to attacks. That is what it is, a delay and you posted screenshots of it acting as a delay. They key detail is how much of a delay it is. It could be that you only prevented one attack from the ogre, you'd have seen just as many interrupt messages either way, but a single extra attack probably wouldn't have been a terrible drain on your resources. For someone who was railing on about the scientific method and controlled variables, you are doing a terrible job of constructing your proofs. A single set of screenshots has no persuasive power and cannot prove anything, because any combination, even a single interrupt, could support your case equally well, regardless of if a single interrupt actually does anything of merit. Get off your high horse and conduct a proper experiment or stop debating in bad faith and bow out. Right now, you are arguing, very poorly, in the face of much more persuasive evidence without doing anything to counter that evidence beyond loudly exclaiming how little you like it.
  9. Ok? That doesn't really tell us anything though, because we can't see what would have happened if you didn't interrupt him. All you've shown is that you can somewhat reliably interrupt an ogre. If interrupts represented a full reset or cancellation of actions (where you would have stopped 6 attacks), that would be pretty impressive, but that's not how interrupts work in this game, so it's not at all persuasive.
  10. Uh? He wasn't interrupting the bear indefinitely in either of those scenarios. It was still getting in hits, it was just missing. Doesn't the 97-point swing favor the half of the experiment you support? Also, in this experiment the 97-point swing IS the independent variable (i.e. the variable you change for the experiment) and the only effect it would have in this encounter is changing the rate of interrupts.
  11. That would likely help to make the amount of power a mage can bring to bear in a single fight more predictable. That said, I'd think it would be REALLY hard to balance properly, to the point that you'd be better off losing the "HP" portion of it and just making it a per encounter limiter.
  12. This is precisely the type of trade-off that must be avoided in a well-designed game, in line with what I mentioned above. With the current game design, players are being put in a lose-lose situation, while developers are unable to balance encounters properly due to their inability to anticipate how rested the party is. I know. You'll find I've stated both points several times, possibly in this thread.
  13. Actually, I don't think that addresses any of the problems with rest. You still have a rest mechanic that has you trading out-of game frustration for in-game power, still does not actually constrain you, still discourages using many of your more interesting abilities, still asks you to plan on the per rest timescale but doesn't give you anything to effect that scale, and still doesn't really have the wide breadth of powerful abilities that can pretend to warrant it.
  14. Hmm. I've heard Monks attack really quickly and barbs hit everything around them. I wonder how a monk+barb team-up focused on interrupts would work out. Maybe throw in a a rogue with an arbalist to support them.
  15. I don't think this will give you much information beyond "Who does auto attack better if that's all they're doing", because it ignores all of their other abilities and ignores how they interact with the rest of the party, both of which are incredibly important.
  16. I agree with most of your points, but I have a problem with this one. Death and dismemberment should never be the domain of the RNG. What you are describing is not an RPG, but a simple slot machine: Put adventure in and out comes riches... or you've wasted your buy-in. Either way, there's no strategy involved on your end.
  17. I think the suggested table is still too sharp, and in some regards it's even worse from a balance, for example, you actually end up even crazier than now (with 2/e of 3rd Rank spells). But the idea of it starting earlier is good, I just think it should be much, much slower, and certainly not at the point of having two full spell ranks at level 12 at 4/e (and definitely not three and a half spell ranks). I also want it to work differently between the spellcasting classes, where their "extra progressions" work differently. Per-Encounter spell slots for wizards, Deity-specific spells for Priests, and added Spiritshifts/Wildshapes or similar for Druids. This isn't just because there's a marked difference between Wizards and Priests/Druids (Wizards can only fit 4 spells in their Grimoires; when Priests and Druids get to level 9, entire spell ranks gets unlocked), but because spellcasters are just too same-y. Given how long combat lasts, or doesn't, I'm not sure there's a significant difference between having 2 spells of a level be per encounter and having all the spells of that level be per encounter, particularly if you also have spells of another level as per encounter.
  18. Interesting, thank you for that information. I also thought you couldn't use Holy Radiance out of combat anymore since the 1.03 patchnotes, but someone brought it up earlier and I thought I was therefor mistaken. Oh well, thanks again for rectifying this. we noted earlier about stacking of paladin aura. is good to see you have finally come around... if belatedly so. That might have been their goal, but it doesn't make it a good one. The paladin's chassis just isn't set up to be good at support. You have to burn to many talents to get the support abilities set up properly and the other support classes still do it better. The chanter even fills the passive aura support niche already. Paladins need to find their own niche or a niche that's worth doubling up on. other support classes do it differently, not better. depends on playstyle. we already observed how chanters have cycling chants which mean that their buffs and debuffs fade in and out, frequently at inopportune times. the chanter invocations are also nice, but they cannot be used at will as most paladin abilities can. the advantages o' the paladin is exact why we dump the chanter joinable at our first opportunity 'pon reaching defiance bay. particular for our play style, the predictability o' the paladin and its synergy o' aura with various priest spells makes it a no-brainer to choose paladin (aside: we will once again note that 2 chanters is a fabulous support configuration as you can layer the chants so that your "essential" chants is always active.) most priest spells have relative short ranges, which for a squishy character is a serious disadvantage. the paladin, on the other hand, has excellent defenses-- am not having worries when utilizing the paladin adjacent to tanks and other front-liners. also, as has been noted ad nauseum and echoed by longknife, the paladin does not require the same degree o' micromanagement as numerous other classes. for players, many players, who has complained o' frenetic and overwhelming combat, a paladin is a welcome party addition. find a niche? it already has one. that being said, it is a low-maintenance niche (boring) that will not appeal to the kinda folks that typical post in these threads. you folks is not the casual poe player, yes? even so, Gromnir would also be in favor o' adding a few more options for active abilities that we would actual wish to use. the paladin, particular for boss battles, has wonderful debuffs and buffs, but far too often we do very little with our paladin save wait for an opponent to get to death's door so that we can activate flames o' devotion... which hopeful in turn triggers inspiring triumph or some other per-kill effect. is an underappreciated support class, but it is boring... boring for Gromnir. HA! Good Fun! If you don't want chants fading in and out, you can just set your chant to be made of only one phrase, then it will be a constant modal buff, like a paladin's, but with bigger range and more varied effects. Also, most of the paladin's abilities are not at will and the few that are are either the modal buffs or on-kill effects that can be difficult to actually trigger when you need them.
  19. Health as a per rest resource gets brought up in nearly every game with a per rest mechanic, but it's not really the same. For starters, health is a single value, rather than a collection of abilities with different effects. Second, health has a very clear optimization strategy: lose as little health as possible. Also, the idea that you can use Stealth to gauge the difficulty of a battle before it begins and, thus, properly plan out your spell uses is somewhat erogenous. You can figure out the difficulty of the next battle, sure, but you also need to know the difficulty and number of every other battle you'll encounter before you rest. Maybe you'll face a really hard battle soon, so you should stockpile for it. Maybe you'll just face a bunch of small battles, so you should toss a few spells at each. Maybe this is the hard battle, despite it being easier than other hard battles. You have no way of knowing and that makes proper planning impossible. What you are doing is gambling.
  20. In rpg parlance, a spell that requires you to use a resurrection scroll is save or lose or save or die. The difference is whether it kills you instantly or gives you know way to stop the enemy from killing you in short order.
  21. That might have been their goal, but it doesn't make it a good one. The paladin's chassis just isn't set up to be good at support. You have to burn to many talents to get the support abilities set up properly and the other support classes still do it better. The chanter even fills the passive aura support niche already. Paladins need to find their own niche or a niche that's worth doubling up on.
  22. Leaving aside any IE game bagage, because I've never played one, I think designating the paladin a buff class is a bit silly, largely because there are already several classes that can fill that roll better. There's the priest, the Chanter, the wizard would do an excellent job if a few of his buffs could actually target useful characters.The chanter even does the always on aura buffs better, since they can just pick a single chant to always keep up and it'll have a bigger range (I think, the paladin's buff doesn't seem to show a range circle for some dev forsaken reason) and larger effects at higher levels. They can even do the tanking thing and have spike damage in the form of their incantations (It's just that their spikes come towards the end of fights and the paladin's come at the beginning). Are the on-kill procs for Paladins' affected areas still centered around the Paladin or are they centered around the kill event that procced it? I was a little disappointed that The Sword And The Shepherd worked like that, made it hard to maintain 4m from the enemies (for Wood Elf Accuracy boost) and remain within range of my front line so they could benefit properly from the heal. inspiring triumph, at the very least, centers on the paladin. just checked and killed a far distant skeleton ranger archer with a gun and still got a full party hit. more good news for paladins: http://forums.obsidian.net/topic/77493-elemental-talents-bug/ at least one obsidian qa guy believes that scion of flame not modifying flames o' devotion is a bug... but you will likely need to wait til 1.05 to see that fixed. HA! Good Fun! ps although liberating exhortation is currently bugged, it has a fast cast time (as opposed to average), 2x the range o' suppress affliction and 4x the duration o' the aforemetioned priest spell and is a per encounter ability as opposed to those archaic quasi-vancian spells that reset per rest. better? is different. Really, that would be rather unfortunate for my gun toting bleak walker. That fear burst on kill looked tempting, but if it's going to trigger on my paladin it's not going to hit anything of value.
  23. I don't want to install a mod, or use console commands that probably lock achievements, to get basic functionality? Because it would be a fun thing to have in game and would provide a better use for the stronghold than some of it's current functions? Because I should have to go out of my way to correct basic flaws in a game I payed for? Should I go on?
  24. It would be nice if someone official would at least drop in to comment on this and let people know it's actually been seen and is being worked on.
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