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Everything posted by Gromnir
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that is actual a good point. our experimental fifth level priest o' skaen has a stealth o' 4 and a mechanics o' 5... and lore 'o 3 from initial +2 for cleric, and +1 for merchant. skill checks we face for mechanics in the beta appear to range mostly 'tween 6 and 9. with skill boosts item o' +2, we could succeed on a significant number o' such checks. am not looking for perfection. we still not have anywhere near enough points to get pass future lore checks, but the priest for stealth and mechanics may not be the complete waste we thought it were. HA! Good Fun!
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am a freaking moron sometimes. appraiser sets up an appointment and reminds us that water heater needs be strapped and we is required to have CO detectors. poop. we got other properties, so we know 'bout such stuff, but we complete ignored our own home. the necessity o' a water heater strap to prevent tipping o' a 60 gallon water due to earthquakes in the CA central valley is negligible. its a $20 item. we can actual buy CO detectors that plug-in to a wall socket if we is feeling particularly lazy, but chances are that we now got a home improvement project for the weekend. we got smoke detectors already installed, but they is from when home were built, which were before the 2011 (?) law regarding CO detectors were passed. HA! Good Fun!
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Another incident with black men getting shot by police
Gromnir replied to Drowsy Emperor's topic in Way Off-Topic
there is near 600k police officers in the US. those police is interacting with folks every day, often in innocuous ways. most people don't have meaningful discourse with cops. even so, those cops interacting with people, and sadly, given their job, chances are good that there is a problem, however minor, that is demanding the interaction. aspirin is believed by most folks to be complete safe, but cops is carrying guns for a reason, no? am guessing it depends on what you mean by interactions' cause... now we get your 1.4%. if we only count cop interactions as stop and talk to suspects, then no, it doesn't strike us as wacky. 1.4 outta 100 results in coercion that might only be verbal? well golly? how utterly... predictable? random links to 38 pages o' material is perhaps less helpful than you think. we typed 58 and 58% into search and got nothing, so you is gonna need show us where you get 58% and actual context. and yes, we has mentioned the unwritten "attitude test" more than once. am not a fan o' the attitude test, but it is not a myth. HA! Good Fun! ps we got stuff for "58" on the search, but it were irrelevant as it were either page numbers or a statistic not corresponding with your 58% -
Well fortunately none of that is tied to being a Rogue. They just get level one bonuses for it. I wanted one for their class mechanics. The problem being that most of the joinable NPCs are probably going to have at least a couple level-up decisions in the books before we get the chance to tinker with them. Since none of them seem likely to come with built-in Stealth/Mechanics investment, it looks like our options are going to be either to build a PC with roguey skills (whether an actual Rogue or not), use the adventurers' hall to make the same (and lose the narrative appeal of having a compantion with lines), or wait until we have controlled the jNPCs long enough to get one of them caught up to the level of skill checks that we're encountering. (Or stumble into a lot of traps, I guess.) am more concerned with the story contributions o' characters than we is with stats and skills n' such, but even so, based on our play o' poe beta, we woulda' expected that of the earliest joinable npcs available, a few basic roles would be fulfilled. need some kinda heals? maybe not absolute need, but if you ain't playing a priest, you likely want one. particularly if we is playing on hard difficulty, we want a front-line character that can absorb a couple hits without dying. those two is essential for Gromnir, but right behind those two is a stealthy guy who can actual disarm traps. we played around with a priest o' skaven who took the merchant background to get +1 to lore and +1 mechanics. we then put points relative equal into stealth and mechanics. our character were wholly inadequate in satisfying the traditional thiefy role in the new beta build. PMD is a horribly non political correct, but the polish mine detector were pnp slang from the 80s. assume that either your party thief is dead, or perhaps in spite o' the fact that your thief didn't detect any traps, you is still suspicious o' danger surrounding that unguarded and jewel-encrusted serpent statue. solution? let most expendable character test the waters. ... we would rather not use PMD approach for a significant portion o' poe. HA! Good Fun!
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Another incident with black men getting shot by police
Gromnir replied to Drowsy Emperor's topic in Way Off-Topic
talk about math fails. the cdc info val linked for 2010 to show accidental firearm deaths (why?) we see that there were 412 law enforcement deaths that year. am not certain how val reads the chart, but stabbings and shootings ain't accidents. and "auto crashes" specifically ain't listed as accidents. felony murder rule makes so that a goodly number o' people who die in car crashes resulting from high speed chases is gonna end up providing a possible felony murder charge. is not considered an accident when a fleeing or drunken motorist gets somebody killed. if is conservative calculation, and we can show 70 shootings alone...a conservative calculation? random news reports is a meaningful possibl;e source, but am not certain how much more weight we give such than cdc numbers. how many o' us has read news stories, particularly internet news stories, that gets details wrong. george bush sr. were mistakenly reported as dead by a couple news agencies following his vomiting incident in japan 'cause some loon claiming to be bush's personal physician claimed that the president were dead. cnn were literal in the middle o' reporting the false news of the president's death when somebody on the cnn set interrupted the false info and replaced with corrected info. val is oddly hypocritical about news agencies. news outlets report many deaths in nigeria and he refuses to admit significant deaths 'cause o' suspicion o' news agencies. even when there is satellite imagery o' widespread destruction, val chooses willful ignorance and suspicion o' news. however, when it is local new agencies breaking up-to-the minute news o' cop deaths, val is oddly accepting. *shrug* and why on earth would you hope for more parity between cop deaths and those killed by cops? how on earth is that significant? there is a great deal o' violent crime committed in this country. as noted above, we have a very large population. we also have an economically and culturally diverse population that is disturbingly well armed. we want cops to stop such crime. is folks further up the food chain that has gotta find ways to make crime less a problem. cops got dirty job o' dealing with the reality o' often angry people and armed citizens. if we got handguns near complete off the street, we suspect that the ration would even be higher for those killed by cops as 'posed to cops killed by citizens. folks would still be hurting each other with weapons of opportunity, but w/o handguns, far fewer cops would be at risk. good. make ratio 100:1. make 1000:1. am still not certain what val thinks is significant about the ratio. sheesh. HA! Good Fun! -
Not that it overly matters, but I got the maths wrong. With heavy weapons it would be 86 vs 86. With light it would be 51.6 vs 86. Assuming that Interrupting blows is also relative, with 20 PER (the maximum available at chargen), interrupting blows and a standard heavy weapon that gives you 87.5, and with light weapons it would be 52.5 and with a morningstar (60 standard interrupt) a ridiculous base interrupt of 105. so with your morningstar situation, a weapon that is a relative slow weapon that will fail to interrupt many spells and actions regardless, going against a 20 resolve character (80 concentration,) you would still need a roll 'o 26 to succeed on interrupt. you hit a guy with a morningstar and you interrupt approx 3 outta 4 times? is not too bizarre, but as we noted earlier, we believes weapons should scale smaller from average at 50. make scale at 5 instead o' 10. gets us closer to 2 outta three. is perhaps a peculiarity o' the poe ai thus far that we needs resolve more for our front-liners than for casters. we typical fight in a doorway or any kinda bottleneck and have caster in rear not getting hit anywhere near as much as front-line combatants. our caster in the beta is not suffering debilitating interruptions. HA! Good Fun!
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Base Concentration is 50 for all units AFAIK. So it's 50 * (1 + [{(Resolve - 10) * 6}/100]) 15 Resolve - 10 = 5. 5 * 6 = 30% 30% of 50 = 15 Concentration = 65 correct. then we end up with an equal bad situation if we use 68.8 for a 22 perception archer when needing counter the 86 concentration for 22 resolve. *shrug* we see what you is saying. 72% o' 40 is 28.8. unfortunately, based on the new calculation for resolve, would that result in a marked improvement for interrupts compared to old formula? perhaps it would be too obvious to make an average weapon have a base value o' 50 instead o' 40 and adjust everything else accordingly? HA! Good Fun! The base interrupt of 'heavy weapons' is 50, so you should get 68 vs 68 if you with 22 perception take on a high (22) resolve enemy with a greatsword or something. But you'll be attacking less often. The base is 30 on things like daggers, so you'd get 40.8 vs 68 if you were attacking with them, but you'd attack so much more often it isn't clear without simulation to me which way would grant you more interrupts in the long run. Plus there's always the talent Interrupting Blows which grants an extra +15% interrupt chance. Though whether that's relative or absolute, I've not checked. there is a good experiment to see practical implications. go to dyrwood ruins and using a bow, sick your bb rogue on a skaen healer or spell caster. have other party members avoid attacking the heals... fight in a doorway. this scenario can result in a very long battle. even with a near guaranteed chance o' interrupt, the enemy spell caster is able to spam heals like a cornered gifted posting. as for quick attacks, they ain't a be all and end all. in the meredeth's (sp?) group there is a spell caster with a 72 concentration. we put a stiletto wielding priest o' skaen with ruffian weapon focus on the caster. our priest had the best accuracy in our little band o' misfits and an interrupt o' 79. the enemy caster were not rendered impotent simply by having us attack him. go ahead and try it out a few times. perception is mechanical near-useless w/o interrupt. am not averse to making it a bit more effective than it has been in the past. oh, and sensuki shows a video with ogre and bears, but is anecdotal and limited to one situation. if one bear doesn't fail a reflex check, sensuki is likely kibble. once the bears is prone, even a terrible interrupt chance is likely to be successful due to condition adjustments. scenario presented is the complete ideal, and not necessarily likely, application o' slicken that makes that resolution possible, not the interrupt chances. as for large/strong weapons, well, with a dex o' 18, they is still having a relative slow attack rate. heal spells, in particular, has very fast cast times. am finding our self unable to interrupt most enemy knockdown attempts with a greatsword. even so, am not thinking that the weapon interrupt chances is scaled appropriately 'tween weakest and strongest, but that is mere gut reaction based on only Gromnir's gameplay and not having the benefit o' seeing game testing first hand. use 50 for average and scale up/down 5 instead o' ten? as we say, just gut on scaling. as to beardless asians and native americans, it is difficult to make blanket statements, though we has done similar in the past. Gromnir can't grow facial hair, but that is common amongst the lakota. graham greene, the guy from dances with wolves, is... kanadian. am not sure what exactly his heritage is, but he sports very impressive facial hair when he chooses to. jerk. http://www.ainu-museum.or.jp/en/study/eng01.html HA! Good Fun!
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If you map the Cube it becomes infinitely easier, if I remember correctly the hard difficulty version in which you acquire Nordom and face the Wizard is set in an 8 by 8 cube. The loot and experience from clearing out these rooms is tremendous, and quite easily gained for a reasonably melee focused Nameless One. If you map the Cube, know exactly what to look for, and know to avoid confronting the Wizard until after you've recruited Nordom. You could accidentally lock yourself out of much of N's development in dialogue if you stumble into the Wizard lair without him. I always just ran by the majority of the Constructs. the cube is not a complex puzzle, but as you note, you can accidental cheat yourself out o' a notable encounter. the cube struck us as little more than an a cheap time sink. the necessary repetition to be making the puzzle a challenge (*snort*) were also resulting in prohibitive tedium. even so, many ps:t players responded that the cube were keen. fell wood were a slight more complex version o' the cube and there were no way to accidental cheat yourself out of content. nevertheless, the fell wood puzzle did rely on repetition and tedious mapping o' paths. the responding fanbase, as a whole, liked the modron maze. the fan base hated fell wood. go figure. HA! Good Fun!
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Another incident with black men getting shot by police
Gromnir replied to Drowsy Emperor's topic in Way Off-Topic
the ONLY thing we should take from this thread is that one believes random internet facts/information at their own peril. that being said, we don't actual know genuine numbers. the cdc shows numbers for homicides and death by legal intervention n' such, but am knowing the conspiracy nuts don't like any government source. http://www.cdc.gov/nchs/nvss/mortality_public_use_data.htm there is a goodly amount of variation from year-to-year, but 500 is on high side for legal intervention deaths. total homicides is closer to 16,000 or 17,000 and firearm killings account for, on average, 11,000 to 12,000 o' those homicides. 500 out of 16,000 homicides is cop caused. oh, and aspirin and similar non-prescription pain killers account for a similar number o' american deaths as does homicides. suicides account for 19,000 to 20,000 american deaths. http://crime.chicagotribune.com/chicago/homicides in chicago alone, there has been 32 homicides this year, and am recalling that last year were actual a comparative good year for homicides with only 432 homicides total. the United States is a large nation that is culturally and economically diverse. the diversity causes much conflict, and the availability o' firearms means that the conflicts has a good chance o' resulting in serious injury or death. nevertheless, the relative number o' cop homicides in the US is very small compared to the numbers o' violent crimes being committed. is not surprising that with our citizens using so much deadly force against each other, the cops might find it necessary to use deadly force to end or prevent some o' that violence. violent crime has actual decreased substantially in recent years, but is still a relative decrease. again compare cop caused deaths to deaths by aspirin, or deaths by other citizens. cop caused deaths is a tiny number. +4,500 o' those suicides we mentioned above is youth suicides. 500 cop killings per year, given how violent and well-armed our citizenry is, does not make us quail at the meaningless loss o' life. oh, and as noted elsewhere in these threads, you can expect an average o' 100-120 cops to be killed in the line o' duty each year. HA! Good Fun! -
in 435, our character record sheets show +2 to will for each intellect point above 10, but we have not actual checked to see if will is being properly calculated. HA! Good Fun!
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Base Concentration is 50 for all units AFAIK. So it's 50 * (1 + [{(Resolve - 10) * 6}/100]) 15 Resolve - 10 = 5. 5 * 6 = 30% 30% of 50 = 15 Concentration = 65 correct. then we end up with an equal bad situation if we use 68.8 for a 22 perception archer when needing counter the 86 concentration for 22 resolve. *shrug* we see what you is saying. 72% o' 40 is 28.8. unfortunately, based on the new calculation for resolve, would that result in a marked improvement for interrupts compared to old formula? perhaps it would be too obvious to make an average weapon have a base value o' 50 instead o' 40 and adjust everything else accordingly? HA! Good Fun!
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we get that the wiki is out of date, that is why we noted that 112 is based on the current 6% per point of perception above 10. same basic math for current interrupt chance is used on the attack side save that value o' perception is doubled. there is a disconnect here. 15 perception rogue (or anything else) with an average weapon would gets an interrupt chance o' 70. 30 value for perception. 40 value for weapon. a defending character with a 15 resolve currently (we have no idea how the math is worked out to explain concentration) gets a concentration of 65. to figure out a successful interrupt, we subtract concentration from interrupt and then roll d100. 70-65= 5, yes? 5 + d100 and we need 51 to be successful. the 15 perception rogue needs a roll o' 46 on an ordinary hit. is perhaps a bit high, but is not crazy. HA! Good Fun! ps and again, the point is that the beta should be no surprise... no shock. we knew interrupt modification due to perception were doubling. based on numbers we had, 112 for the bb rogue is what we should have expected.
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btw, the more we look at it, the attack portion o' interrupt is working as advertised. http://pillarsofeternity.gamepedia.com/Interrupt the bb rogue gots an enormous perception o' 22, so that means that with a bow, which is an average weapon for interrupts, we gots a value o' 40 for her weapon and 72 for her perception. she should be getting 112 for the bow before her roll o' 1-100. the concentration checks needs must be calculated different than it were in the past, and perhaps that is an issue. Concentration = Base Concentration * (1 + [{Resolve * 3}/100]) Base Concentration is a constant and for all creatures the same. It is currently 50. ok, so... how do we get current concentration checks? old system would see an 8 resolve character with an unmodified concentration o' 62. a 12 resolve character would have a resolve o' 68... which were kinda a minuscule difference for 4 points o' resolve. however, it would appear that an 8 resolve character in 435 now has concentration o' 44 and a 12 resolve character has a 56 resolve. each point o' resolve is more significant, but resolve/concentration as a whole has gotten weaker while the attack portion o' interrupt became stronger. also, crits and grazes again has Major impact on interrupt. our bb rogue crits at 168 interrupt and grazes at 56. as such, some wacky numbers from screenshots can be a bit misleading. concentration looks to be the problem, if there is a problem. HA! Good Fun! ps the bb priest has a concentration o' 65. she gots 15 resolve. the bb rogue has a 22 perception, so for the bb rogue to make a success interrupt against the bb priest, the rogue need only roll a 4 or better as she needs a total o' 51 to interrupt on an ordinary successful attack. but keep in mind that if the rogue had a perception o' 15, she would need a roll o' 46 or better to successful interrupt the bb priest. intellectually, we not see a huge problem with an attacker, armed with an average weapon, having an approx 50/50 chance o' interrupting an opponent when the attacker and the defender have equal perception and resolve scores.
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must be random for those finds. at least the estoc is a fixed find with the dragon's egg party... though if you talk your way outta a fight, you likely miss it. HA! Good Fun!
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at the risk o' repeating our self like karzak and his dual-wield thief fixation, or gifted's spam love for that matter, we will again observe that the dryford weapon merchant could be a bit better supplied, particular now that the goons in the dryford ruins has less o' a selection. for example, priest characters gots a kinda built-in weapon focus talent and we is curious to test such weapons and builds. the ruins goons no longer have any flails, so am thinking we is sol if we wanna try a wacky priest o' eothas who dual wields flails... which may be ludicrous, but given the current interrupt mechanic, it would appear to be not only viable character option, but an effective one. oh sure, we know where to find an estoc in the game, but we gotta play through a substantial portion o' the beta to get to it. flails? am not thinking there is one beta flail, much less two flails for dual wielding. is more than a couple very rare/non-existent weapons in the beta. the beta could benefit from a better supplied weapon's merchant. thanks in advance for considering our suggestion. HA! Good Fun! ps thanks also for so quickly addressing the aforementioned dexterity peculiarity.
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we mentioned that we took a substantial hit to our net worth when the real estate market bottomed-out a few years ago. from a practical pov, the losses didn't affect us at all as we were bringing in same net incomes. however, for tax purposes we were able to be showing considerable operating losses. in fact, we still have a carryover o' losses such that we will be paying significant diminished income tax for the next few years. ... for many years we has used a lender at vitek to handle most o' our residential property needs. unfortunately, our go-to guy were in a car accident a few months ago and he realized that he liked fishing more than working. so, we no longer got a go-to guy. our fishermen friend recommended a fellow vitek personage to handle our most recent transaction, but we decided to go with somebody else, somebody who could give us a slight better deal on closing costs n' such... save us $1000 to $1500. not much but we is frugal. unfortunately, our unique tax situation is significantly more unique (yes, we know "more unique" is not possible) than the lender we chose were expecting. am thinking she is regretting taking our business. am knowing our accountant is a little annoyed that he is needing to explain things to her, but is understandable that the lender would look at seeming identical yearly operating losses in excess o' $150,000 with a bit o' suspicion. regardless, the loan is becoming more o' a headache than we anticipated. HA! Good Fun!
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if that is your "main criticism," we s'pose it is a good sign. Gromnir is most concerned about dexterity working opposite o' the way one might expect for a melee combatant. high dexterity should speed up attack speed, but it might actual be working the opposite. is possible it is a weapons problem as 'posed to dexterity, but we haven't had an opportunity to check. we do wish the dryford weapon vendor had a better selection o' weapons so we could actual test all weapons, but... *shrug* also, it does appear that interrupts is funky. it is possible that the attack numbers is fine, but if so, then the concentration checks is broken. HA! Good Fun!
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the new beta build has tuned the skill checks for stealth and mechanics making both more challenging. have a rogue would appear to be even more valuable if one wishes a party member who could possible disarm traps without needing to leave the protection o' stealth. HA! Good Fun!
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is a smidgen over 20%... we will see what appraiser says. worst case scenario is 25%. a relative expensive personal residence is seeming like a serious extravagance, but in our racket it is necessity as 'posed to conspicuous consumption. the interest rate and tax advantages on a personal residence is considerable. HA! Good Fun!
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we will be eating sloppy joes and veggie chili for at least a few more days. is another drawback to super bowl parties as we needs eat leftovers for almost a week afterwards. we like sloppy joes, but am not a fan o' veggie... anything? even our salads (caesar being an exception... unless you count anchovies) have meat in them if we can manage it. pretty much all the other foods we made for sunday is gone, so sloppy joes and veggie chili monday, tuesday, wednesday and maybe even thursaday? HA! Good Fun!
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leferd claims tuesday is for tacos. just saying. HA! Good Fun!
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the rate at which new business fail is staggering. we don't have the requisite intestinal fortitude to do new business. real estate is our game. sure, we saw almost 3/8 o' our total net worth evaporate a few years ago, but we were diversified enough at that point that we weren't crippled, and the real estate collapse actual presented an incredible opportunity to buy income properties for very little investment. will be a few years before we complete recover what we lost, but is not as if we is genuine hurting. in fact, 1/3 o' our properties is paid off and we is even taking out a 200k loan on our personal residence (which were paid off in 2008) to close out the loans on three other properties with ridiculous high relative interest rates... 6.75% on one o' them? sheesh. real estate, even when things is bad, is good. HA! Good Fun!
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https://www.youtube.com/watch?v=QV2DaY4hLUI? that kinda thing? in our beta play, we haven't noticed a mechanics skill boost for our play o' priests o' magran. if such exists, we could easily give enough stealth to durance so that he might fulfill our desired stealthy-trap-disarming-guy role. HA! Good Fun! ps am serious considering a priest o' skaen character for our first poe game. the thing is, we is much dubious that we can squeeze out the requisite lore, stealth and mechanics.
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well, "afternoon" ends in an hour, so w/o an update by 6pm pacific, that would constitute a fail, if only a minor one. perhaps he references the multiple assurances o' a 2014 release? is not stated as such, but that would be a valid previous case o' fooling for some. (no fooling Gromnir btw as we had always predicted late march or early 2015 release... pj has been much quiet on that issue.) also, arguably, "early this week" is ending today as well, so perhaps that is what he meant. even if we stretch so that there is only an early week and late week with no mid, developers got a limited time tomorrow to get new build released without having missed their own announced projected release. regardless, is various ways in which quad might justifiably argue that he were fooled into believing earlier obsidian predictions and projections. HA! Good Fun! ps to clarify, we don't mind obsidian missing projected release dates. as a person who has followed game developments for decades, we largely ignore announced projected releases o' anything game related. the real foolishness is in not mentally adding a half dozen qualifiers into any obsidian release date estimate. the way we actual read prediction from obsidian regarding the final beta build: the final beta might possibly be released early or mid or even late this week if everything goes well...