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Ark Evensong

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Everything posted by Ark Evensong

  1. Oh, I remember reading a suggestion kinda like that. Let me ramble too. Not entirely sure if I remember how it went, but this is the way it'd work in my head: Damage lowers both your Current and Max HP. The damage to your Max HP is a percentage of the normal damage, say 20% or so. Say you start off with 100/100 Current HP/MAX HP. Get hit for 40. -40 Current HP, -8 Max HP. (0,20 x 40 = So after that hit, you're at 60/92. You can only heal up to 92 now, but resting will restore your Max HP to 100 again. (So maybe it should be listed as 60/92/100? gets a big convoluted, though.) If your Current HP reaches 0, you're down, but not dead. This will incur an extra penalty, though. Maybe an extra 10% off of Max HP? (based on 'full' Max HP) When do you actually die? Hum. Maybe indeed a strike system? (Three strikes and you're D-E-D?) Or go down when your Max HP is below 40% or so?) A combination? ... Okay, this part needs work. Maybe also mess around a bit with the damage to Max HP? The higher you keep your Current HP, the less damage it does to Max HP? (Say, top 25% only does 10%, then 20%, 35%, 50%?) Just an idea, but something I'd like to see somewhere, sometime.
  2. Existing backers can still buy (digital) Add-Ons. Beta Access is one of those Add-Ons, for $25 per key. I know some backers have bought extra for friends and/or other forumers. Note that the Beta will not turn into the full game upon release. I wouldn't recommend jumping in at this point. If you want to spend that money, put it towards the expansion pack, or a higher pre-order tier. [EDIT] Well, what MReed said.[/EDIT]
  3. 2 Talents. Both are available to all classes, I believe. Wound Binding: 1 use per rest, on self. Heals 80* Health over 9 seconds. Field Triage: 1 use per rest, on ally. Heals 40* Health over 9 seconds. *: modified by Might.
  4. That used to be the case, a couple of versions ago. Back then, your Endurance (called Stamina) and Health had the same "max" amount, and there was a multiplier that determined how much of the damage dealt to Endurance would also come out of your Health. Now, damage is 1:1 to both Endurance and Health in most cases, with max Health being a lot higher than Endurance. Kinda works the same in practice, though. Just to sum it all up: Example: I have a character with: 240/240 Health 60/60 Endurance He gets hit for 20 damage. He now has: 220/240 Health 40/60 Endurance Endurance can be healed in combat, and outside combat it quickly regenerates by itself. Health is restored by resting. (And there are 1 or 2 Talents that can also heal Health, but not a whole lot, and only once per rest.) So after that fight, you're at 220/240 Health, and 60/60 Endurance. Run out of Endurance during a fight, and you're down. You're not getting back up without some assistance until the fight is over. Your Endurance can never go over your current Health, so if your Health is down to 20/240, your Endurance will be stuck at 20/60 as well. When Health reaches 0, you drop and you're Maimed. You get back up with the Maimed status, and 1 Health and 1 Endurance. Lose that last point, and you're permanently dead. This can be turned off, so that you'll be perma-dead the first time you hit 0 Health.
  5. What? No. There are plenty of occasions in the Beta where it can be rather dicey whether or not a second group joins the encounter or not. I've had a number of 'adds' during encounters, and also a good number where combat would end and start up again not 5 seconds later. This was without trying to game the encounters. Could I exert more control over it? Sure. But the concern is valid. Doesn't bother me personally, but I was never really into IE style combat anyway. Perhaps an (my?) ideal solution would be to have an toggle option where the combat stance doesn't end until all effects end, with a nice big "End Combat Now" button on the UI to go ahead and cancel it manually. Give the player more control over the "Keep useful effects active" or "Refresh Encounter Abilities" choice. I'd also like a "Enter Combat mode" button that works without enemies in sight, but I haven't thought all the (balance) implications for that through. Might be good reasons for it's non-inclusion.
  6. But that's the point. Things have changed. Dr. Hieronymous Alloy is right, in the current Beta (v435) the blunderbuss is in the Ruffian weapon set, together with Sabre, Stiletto, Club and Pistol. (... and maybe a sixth?) This may change, of course. As for your question #2, all three implements are one-handed. So dual-wield and *Pew* *Pew* away.
  7. LordCrash, #4: Doubtful. Would kind of defeat the purpose of a camping supplies limit, right? But maybe something expensive/rare? #6: I've seen some gear in the Beta give a bonus to class-specific abilities. So that's in.
  8. There is a priest companion, though. Even if it's not Cadegund. Unless I'm mistaken, the only classes not covered by possible companions are Barbarian, Monk and Rogue. Haven't played enough of the Beta to really be able to say whether or not a Priest is really 'needed'. (Mostly played on Easy difficulty, and then you can basically do whatever.) They're useful, certainly, but I think you can plug the hole with other classes. The Health/Endurance system is basically there so you don't need a dedicated healer. If you can survive the fight, you don't need a healer to patch you back up afterwards. EDIT: Welp, a little late with this reply. I'll trust the more experienced Beta testers.
  9. Forlorn Hope, your last line is correct. Yeah, the naming scheme could've been less confusing. Doesn't help that both are sometimes listed with, and sometimes without the "Collector" tag. But I'll go ahead and quote myself from a different thread: Entarion, if you get a version above the "basic" edition (a.k.a. Hero Edition), it should include the Almanac as a PDF. Dunno about translations, but the English version should be available just about anywhere. I doubt it will be sold separately (it was available as an add-on for backers), but I expect there'll be a way to upgrade your package on Steam or GOG.
  10. They are? Did not know that. Too bad. I'll probably keep using 'em, though. I don't really have a problem with Amazon. I mean, I'm no fan, but I'm not upset enough for a boycott or anything. I can understand if others are, though. Used Amazon.com before, and would again, but shipping across the ocean usually isn't cheap or fast. No local/national version Oh wait, there is. But hilariously limited. (I could use the UK site, but it's not that great an option price wise, and the German one ... well, my German isn't that great, and I'm not really comfortable relying on Google's Translation service if I don't have to.) Nope. not the same. The descriptions from the Pre-order page on the Pillars of Eternity website itself: (Digital only) (This is the Guidebook:Volume one) (And that last one's 400 pages.)
  11. Mind you, the OP's link goes to an Australian site, and thus lists the price in AUD, not USD. Still more expensive than other places, though. Personally, I'm a fan of the Book Depository, which ships worldwide for free. Prices may not rival Amazon, tough.
  12. I doubt the Documentary will be ready by the time the DRM-free discs are. The game discs can be sent to the manufacturer on release date with no further risk for leaks. If the documentary wants to include the entire game development up until release, you'll need at least a couple of weeks more until you're done with final edits and get those DVDs manufactured. That said, if the game discs are already late, what are a couple of weeks more? (I, for one, wouldn't care. Others would.) (If you want the documentary in the box, throw it on a USB-stick, together with the other digital-only goodies, and throw that in the box. Not really original/Collector's Edition worthy, though, I guess. Hrmm.)
  13. Dude, it says so in the very link in the OP you posted last December! (But maybe it did not include that information back then?) 112 pages. (Prima's Strategy Guide is 400, if I remember right.)
  14. No, Godlikes are infertile. Also the reason that society often consider them genderless, despite (most?) still having male or female features. (And I'm just guessing here, but if there are exceptions, they'd be very rare.)
  15. Prima's Strategy Guide does look rather snazzy, though. Hrnng. I'm still undecided. Would be my first physical strategy guide. (Guidebook: Volume One is already ordered.)
  16. The current pre-orders (Hero/Champion/Royal) are digital only, right? On the Obsidian site they are. Not sure if boxed pre-orders are available anywhere else, though. From what I've seen in the Beta, the in-game map looks fine. If you only care about the Hi-Res (digital) map, (and not the Soundtrack, Almanac, Documentary or Wallpapers & Ringtones) I wouldn't bother paying for the upgrade. This may reek of piracy, but I'm sure there's someone willing to share their copy of the map, and without any moral heartache. Especially if you only want to look at it on your screen. If you intend to have it printed out, hang on your wall or something - then yeah, you should pay for the upgrade yourself.
  17. The "Pillars of Eternity Guidebook: Volume one", (112 pages, published by Dark Horse) is the "Collector's Book" from the Kickstarter, and is included (in digital form) for backers of the $35 and up tiers. (and physically for the $250 and up tiers.) For the current digital pre-orders, it's only included in the Royal Edition. This will contain lore and art. "Volume One", because yeah, an expansion or sequel could very well spawn another Collector's Book, and it's nice to start numbering from the start. Doubt there are concrete plans already, though. The Strategy Guide (400+ pages, published by Prima) is included in the $80 and up Kickstarter tiers, ONLY in digital form. Also included in the digital Royal Edition pre-order. If you want the physical version of that, you'll have to pony up yourself. The Campaign Almanac, (35 pages, no separate publisher) Included in Kickstarter tiers of $50 and up. For the current pre-orders, it's included in both the Champion and Royal edition. The Almanac is an "in-character" description of the world and lore, and looks like a lot of fun. Only exists in digital form.
  18. Ok, I'm fine with it being a random nuber, but why a 15-sided dice? I wish this was explained somewhere, or if it is, wish I knew where. A 15 sided die because that's the example you gave? 13-27. Minus 12, and it's 1-15, and that's equivalent to a 15 sided die. They're not actually using dice, or even simulated ones, because why would they? It's a computer game. No need to stick to the normal dice ranges. That said, I think the Random Number Generator generates a damage value based on the "Base" damage value, which is then modified by Might/Quality of Weapon/Other Stuff/Graze-Hit-Crit/Damage Reduction. I'm not sure if it starts off with an integer (whole number) in the base damage range before the modifiers come into effect, or if it's decimals all the way. Might be testable. Well, they do have base Deflection (and Reflex/Fortitude/Will) values, which is closer to the AC concept. Armor doesn't touch those values (Magical armor might. I know other gear can. As can talents, abilities and spells.)
  19. Wow. Quote Snippets. Okay. (Also, I missed your earlier post ... lemme see if I can address that, and dial this fragmentation back a little.) Defense vs. Defence : Eh, Obsidian is an American company, why shouldn't they use American English? You seem fine with Armor (vs. Armour). Fortitude? Uh, yeah, you got a point. Hah. But blame Dungeons and Dragons for that. It's long been established in gaming/RPG circles as a term for 'physical' defense, not mental. As for the Defenses / Saving Throws, this is how 4th Edition of D&D used 'em. Instead of saving throws, you got 4 flavors of Armor Class. One of 'em still called AC, the other three taking the names of the saving throws. (Defender doesn't roll, just the attacker. There was another mechanic in 4e that was still called a Saving Throw, but it was quite different. Also, I have no idea what 5th Edition did, may have undone all these changes again.) Compared to D&D, Armor Class is called Deflection in PoE, which I'd say makes more sense because AC didn't have to involve armor at all. (Nimble rogue in leather can have a better AC than a clumsy Priest in Plate.) I guess it takes a little mental gymnastics to separate "Avoiding Damage" (Defense) and "Mitigating Damage" (Damage Reduction), especially when the "Avoiding Damage" stat (the Defenses) can also lower damage. (Graze/Hit/Crit). You'll get used to it. THAC0 ? AC? I think you're using both wrong here. In early D&D, THAC0 was an indicator of a character's accuracy. AC, Armor Class, a way to dodge / not get hit. (Damage Reduction existed as well, at least since 3rd edition, but wasn't very common.) So in PoE, the 4 Defenses are types of AC. (With an added "graze" mechanic.) I think you already understand all that, though. As for the range of damage the weapons do? It just rolls a number. In D&D a Short Sword is listed as doing 1d6 damage. This can be expressed as 1-6 damage. (And a Short Sword+5 as 6-11.) For PoE, "piercing: 13-27" could be expressed as 1d15+12. Except that 15-sided dice don't exist to me knowledge, and I think in PoE it can also roll between the integers ... so uh. Anyway, I'm fairly sure it grabs a random number between the low and high values (inclusive). I think it's just a flat curve, with each value equally likely. (As opposed to, say, a D&D Greatsword, which does 2d6 damage, where you're more likely to roll for 7 damage than for 2 or 12) This is how I remember it, but I can be wrong. Maybe someone can scrounge up a quote. Armor comes with a base DR, and will list some exceptions. Characters have no DR of their own. (Monsters do. Character may, with Abilities or Talents, perhaps, but no "base".) I know that was probably just a typo, but better to avoid further confusion. I seem to remember some mention of shenanigans with added damage types and damage reduction. Like a sword with +25% burn damage only being compared to 25% of the Burn DR of the armor. Something like that, probably not accurate. Testing should reveal more, yes. Why not - you roll away from the cloud of gas. I see nothing impossible or implausible about such an action. Feh. That's moving out of the Area of Effect. Try dodging while remaining inside the area. I'll grant that dodging a fireball while remaining in the blast radius doesn't make much sense, either. (I suppose you could drop to the ground and then back up.) Anyway, it's the difference between a quick burst and a continuous effect. Because I see, and I quoted, types of damage associated with types of defence (slash/crush/pierce, with Deflection Defence) in material that's supposed to explain mechanics to players. Okay, so that quote implies the Physical Damages (Slash/Crush/Pierce) are associated with a specific Defense(Deflection). But only if you take the next step yourself and remember that 'normal' weapon attacks are made against Deflection. The quote itself says nothing about the defenses, only the damage reductions.) I see nothing that would make me think the Elemental Damages (Shock/Burn/Freeze/Corrode) should be associated with a specific Defense. Or is that not what is bothering you? What exactly about an Area of Effect attack that targets Fortitude and does Freeze damage seems wrong to you? Is it that bad that the description for the Defenses says "Physical Area Effect Attacks like Fireball and Lightning Bolt are resisted by Reflex" rather than "Most Physical Area Effect Attacks [...] are resisted by Reflex"? I just don't see a problem with the existence of exceptions to the 'normal use' rules, as long as it's properly labeled in-game. And sure, these are just my explanations - I just don't understand why it's confusing to you. (Granted, I have hardly ever used the wiki, and am not sure how much disinformation is in there.)
  20. I think you got it mostly right. Remember, the wiki contains a lot of information from earlier builds. I think that's right. Not entirely sure of #3. If a weapon can do, say Crushing/Piercing damage, then yes, it uses best-of. If does Slashing+Burn, for example, I think they're calculated separately, but I'm not sure how. Be careful with your DT/DR terminology - in earlier version you had both Damage Threshold (Lower damage by this amount of points) and Damage Resistance (Lower damage by this percentage.) Now it's Damage Reduction (Lower damage by this amount of points). Yes, it can get confusing. I think this is really misleading. Yes, there's no set-in-stone relation between the type of attack (Defense) and the type of damage (Damage Reduction). They're examples. Most attacks that target the Slashing/Piercing/Crushing armor values will come from normal weapons, and those tend to target the Deflection defense. You'll have to find something more exotic to hit with the other damage types, and these are usually spells. Doesn't mean you couldn't make a spell that does slashing damage. Also doesn't mean you couldn't have an ability that uses a weapon but targets an other defense. I don't see how this is misleading. Well, Chill Fog is an AoE attack but it does Frost damage, and the defence is now based on Fortitude. Defence Type and Damage Reduction seem to be mixed once again? Ok, you try dodging fog. Good luck. Again, they're examples. If you want to dodge an AoE attack, you use Reflex. If you want to withstand the effects of an AoE attack, such as cold fog, you'll need another defense. I have no idea why you think they're mixing up Defense Type and DR. As per #2, they're unrelated.
  21. Unified base / class accuracy has been a thing for a couple of beta versions now. Start at the same number, increase by the same number per level. So go ahead and yank out that second column. And sure, you're probably right. Could say it should be 27+3*level instead of 30+3*level, but I think under the hood it's more like 30+3*(level-1). Doesn't really matter, though. Whatever looks nicer.
  22. That's the plan. When the game's released, you can log in on the portal and choose a key from either service. Just one or the other, unless your tier includes additional digital copies. Or maybe a few days early, considering they're planning to allow pre-loading.
  23. Is this final? The thread I remember said that was the plan, but that they might look into getting Backers their "appropriate" level on the distributors' site too. Granted, this was a number of months ago, and I might've missed a second thread. No huge loss, but I'd like to have all my digital stuff in one place, together with the game. I don't believe it should be so tough to match existing backer levels to the 3 current tiers. Might get tricky once you start counting add-ons 'n such, though.
  24. Have you read the updates? There's been 89 of 'em since the start of the Kickstarter, and a number of them go quite in-depth about the process of making a game. Not quite to the point of Reality TV that you're talking about in your OP, but really interesting, and certainly a "Look behind the curtain". Remember though, if you start at the beginning, that a bunch of things will be outdated, and have been changed since. You can read 'em on this very forum, in the "Announcement and News" subsection, or the News section on the Pillars of Eternity website itself. If you prefer a white background, you can also read 'em on the Kickstarter page. Maybe someone with a a better memory (or more time on their hands) can point you to some of the most interesting ones.
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