
Prometheus
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1)They said that you can buy talents, that specialize in different spell types.: (Josh Sawyer also mentioned Alteration school as an example for class specific talents, but this was just to explain what the differences between class specific and class neutral talents are (you can find the post here). So I'm not sure if we will have magic schools similiar to D&D magic schools) 3.) There are spells, that can decrease the defense of an enemy like (Soul Whip (Cipher) and Divine Mark (Priest)). If the defense of the targeted defense is lower you will hit/crit more often. 4.) Priests and druids can cast all their spells as long as they have left spell uses for their spell level. (Sorcerer Style). Wizards can only cast those spells that are in in their active grimoire. They can change the grimoire/ spell list of a grimoire outside of combat. But if they change a grimoire during combat, wizards aren't able to cast a spell for a small amount of time. see qoutes below: source source: Chanters and Ciphers have different mechanics. for chanter see here and for cipher see update #65. 5.) In P:e druids priests and wizards low level spell levels resets after you have won a battle. e.g. if you are a level 1 wizard you can cast 3 1st level spells and you need to rest to regain this spells, if you are a level 8 wizard you can cast 3 1st level spells per battle and you regain them after you have won the battle see quote below. 7)You can craft food, drinks, potions, scrolls or figurines (which let you summon a creature that will fight for you) and you can add/upgrade properties of equipment. Most recipes won't make new equipment, but they will only add/upgrade properties to an existing item. There are also implements(magical missile weapons like rods) and useable equipment with per encounter/per rest spells/abillities.
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Hit & Miss - Finalized/Updated?
Prometheus replied to Pray's topic in Pillars of Eternity: Stories (Spoiler Warning!)
How would this scale if your defense is far greater as the attacker's accuraccy? 1. only crit raises a melee attack 25 vs melee defense 15 is 15% - 45% - 40% - 0% a melee attack 30 vs melee defense 15 is 20% - 45% - 35% - 0% or 2) only normal hit raises a melee attack 25 vs melee defense 15 is 10% - 50% - 40% - 0% a melee attack 30 vs melee defense 15 is 10% - 55% - 35% - 0% I thought, that higher number scales something like this: a melee attack 20 vs melee defense 15 is 6% - 49% - 41% - 4% a melee attack 25 vs melee defense 15 is 7% - 53% - 37% - 3% a melee attack 30 vs melee defense 15 is 8% - 57% - 33% - 2% Heres the qoute where Josh Sawyer mentioned the changes by higher defense/ Accuraccy.: -
most likely 2 Fighters, 1 Paladin, 1 Priest, 1 Wizard, 1 character that can lockpick(maybe a rogue, if I can play a rogue, that doesn't need stealth). I will play the wizard. We don't know if Cadegund is a companion or not. see quote below (source , but SA Forums is at the moment only viewable by members) :
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In an early update it was stated that not everyone could use magic, meaning that effective armour is still necessary for the average soldier. Also, if magic truly did make armour less neccessary or uneccesary, then some wizards would not need to wear it into battle, but th do, so we can assume that mundane protection is still necessary despite the protection offered by magic. Wizards wear armor, because their magically defense the arcane veil is easily penetrated by firearms(pistols, blunderbusses and arquebuses).
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Update #65: Ciphers
Prometheus replied to BAdler's topic in Pillars of Eternity: Announcements & News
I think,it's the best to attack enemies with low Psyche with soul whip to gain a large amount of focus (and low DT if you want to make damage against the target). The powers seem to target different defenses and damage types. So you can attack high psyche enemies with powers, that target their weakest defenses and damage types. Fighter starts with a Psyche value of 10, but they have the same Reflexes value and the rogue has only a Psyche value of 5. Fighters will also likely have a high DT, so you will make little damage if you attack them with soul whip. for all known starting defenses see here.- 201 replies
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- Cipher
- Project Eternity
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depends on class see quote below for details (source): There will be scrolls in Project Eternity, to use them in combat they must be equiped in a consumable slot. I'm not sure what you mean, but the "normal" combat and "magical" comabt will work similiar. The spell's accuracy will be compared to one of the four defenses(Psyche, Reflexes, Deflection, Fortitude).After that, the attacker will roll a number between 1 and 100 to see if the attack hits, misses(no effect) , grazes(50% damge or duration) or critical hits(150% damage or duration). If you have a higher accuracy as the defender's defense you will hit more and if the defender's defense is higher you will miss more often. for more information see here.
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Update #63: Stronghold!
Prometheus replied to BAdler's topic in Pillars of Eternity: Announcements & News
It would be nice, if you could decide which god your chapel is dedicated to and get different bonusses. e.g. a chapel for magran would give you higher fire resistance and a chapel for the ice deity would give you higher ice resistance. some ideas for upgrades: Mage tower - buy spells and scrolls Thieves Guild - bonus to mechanic and stealth druid grove - bonus to survival tavern - new quests or reputation bonus animancer lab - no idea maybe a skill bonus to an unknown skill, and you could use the souls of your prisoners for soul experiments. Decreases your prestige. animat/construct factory - use your prisoners to create animats/constructs, that defend your stronghold. Decreases your prestige. creature breeder - you can train creatures that defend your stronghold. moat - for extra security. theatre - increases charisma/ mental attributte.- 455 replies
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The companions won't have a "clever" AI. You need to control and micromanage the whole party. You can use the auto pausing feature for some events(e.g low health, target destroyed etc.), but you still need to decide how your character reacts. source I apologize, but that is the way that the game is likely to play. Part of the IE (specifically, BG and IWD) combat experience involved higher micromanagement of spellcasters and we believe it's something the majority of our backers enjoy. We want to put in automated controls for things like auto-pausing and similar high-level functions, but we don't want to transform tactical (i.e., in the moment) decision-making into strategic (i.e. pre-conditioned) routines. That said, our lower levels of difficulty will not require as much micromanagement overall, and we have included the slow combat mode if you'd like more time to think without constant pausing/unpausing. source
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last Spellforce 2 Addon will be out on October 24th They also announced that Spellforce 3 is in development.
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They could try. But I don't understand the advantages. Most of the time the prerequisites would make no sense, as zen archery in nwn2. But I see a lot of disadvantages: - The system is complex for the player, because the player must know all the prerequisites at the beginning to make a specific build. - The system is diificult to balance. - It's difficult to avoid must have stats, e.g. I can get new abillities with high int but I still need high strength for the standard attacks. - They need to make a lot of talents for each build to make the different builds viable. - You will have a lot of min/maxing e.g. if you have int 16 you can take a good abillity but there is no reason to raise int over 16
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Features concerns so far
Prometheus replied to Chilloutman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I hope the game is so balanced, that I have to backtrack only a few times in the complete game. In my opinion this was a good decision. What do you mean by this? I thought that all classes have a main role and if you want to play another role you will loose efficiency or can't play this role at all. I don't like, that they divide combat skills(spells, abillities, etc.) and non combat skills. -
I want my classes to play differnt and not only have different animations. This means, not all classes can do the same task wtith the same efficiency. e.g. a priest's main task is supporter/stamina healer, you could try to make an attacking priest but he would never do as much damage as a rogue, because he still has the abillity to cast healing/support spells. And you can never make a rogue supporter/stamina healer because he doesn't have healing/support spells/abillites.
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Right. I hope things have changed in the meantime because watching a single auto-attack animation being executed by your character 100% of the time is.. I aborted the image in my mind. :D Ok, it would not be the end of the world, but it would be boooring. All they did say is that new animations have prority over multiple attack animations.(See quote below) Do you think they should priorize multiple attack animation over more monsters/weapons/spells/abillities? The only way their hands are tied is logistically, i.e. they have a lot to do to support the breadth of what we want the characters to do in game. New actions have to be prioritized over variants of extant animations or we'll be sacrificing player functionality for aesthetic variation. I'm pretty confident we'll wind up with multiple standard attacks per weapon, but they still have to be prioritized behind new actions. The main problem with releasing the game later, is that it would cost more money to develop.
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This isn't true for Project Eternity. Each Class will have a role they are good in and other classes can never be as good in this roles if you specialize your character in the role. sources for example: source roles of a rogue, paladin, monk and fighter: and something about the role of wizards and efficency of hybrid characters: I disagree, if all classes can take every role there is no need for a class based system. In my opinion a specialized fighter should always better as tank than a mage.
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Dragon Con 2013 (Chris Avellone related panels)
Prometheus replied to C2B's topic in Obsidian General
interview with Chris Avellone from Mog Nation at Dragon Con 2013: -
Dragon Con 2013 (Chris Avellone related panels)
Prometheus replied to C2B's topic in Obsidian General
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No, but if a weapon type has less damage over time it needs an advantage over the stronger weapon types. There is no reason to implement weapon types, that are in every situation weaker than other weapon types. I disagree. There is no incentive to diversify my characters, if you make skills that are stronger at high level. You can just change your party setup, to change to party members with stronger weapons. To give the player an incentive to diversify their characters make weapon types with different advantages and disadvantages, but make them viable at all levels. for example, fast weapons are better against enemies with no/light armor and slow weapons are better against enemies with heavy armor.
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They are doing something similiar in PE with armor with high DT and low DT. see quote below: In P:E the Armor type has modifiers against some Damage types. for example Mail Armor has a slight weakness against Pierce and Shock damage and a larger against Crushing damage. For more information see here. I think the armor won't modify AoE spells or direct spells, but direct spells and AoE spells will target different defenses(Psyche and Reflexes). So there are some foes that are easier to kill with AoE spells as with Direct spells or direct melee damage. For example it's easier to kill a shield warrior with damage spells as with melee damage. see quote below.
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image from comic those who speak: concept art for DA II: