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constantine

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Everything posted by constantine

  1. You have a point there, but then again every character could be allowed to respec just once in their career, and it could be made in adventurer's hall under a trainer, costing a fair some of gold. Nm, let's drop the matter
  2. That's not an argument, though. Just because people can and will break core concepts of the game doesn't mean that those core concepts should be breakable by default in the game itself. Sensuki and Bester would never use "We're going to mod out the Engagement mechanic anyway" as an argument against Engagement. It's nonsense. The infinite stash is ridiculous too. A being worse than B doesn't mean that B is good. False equivalence. Anyway, I didn't mean to open Pandora's box, but what I imply is that we have already watered our wine in the sake of convenience- And in my eyes, HOW the choice and consequence plot-wise is designed will make PoE a role-playing experience, not if you can or cannot respec your feats. Even hardcore D&D allows (at the DM's call) respec. Re-training is only natural actually. Drizzt Do'Urden has even changed a class From being a fighter he turned to ranger. Well, just saying Anyway, many don't agree with me and it's not a major issue for me eitherway. Would only be more convenient, but more important, you could get more value out of VIP Companions.
  3. idk about modern rpgs, I dont bother with the vast majority of them, I said I've never seen the option in crpgs like the ones that inspired PoE. We have an infinite stash, non-permanent choices pale in comparison.
  4. Care to comment, as I have missed it ? edit: @Sensuki, about the reasons
  5. Is there such an option in the beta and if not, has there been word that it will be available in the final game ? Wouldn't it be grand if you've found a VIP Companion and then re-train her talents/skills to complinent your party needs ? Or if mid-way in the game you've found a kick-arse artifact and want to re-train your talents to better benefit from using it ? Respec is a handy option that I rarely see in crpgs.
  6. Wouldn't it be misleading/futile b/c your miss-graze-hit-crt range differ based on how high are your opponents defenses ?
  7. So let's say I want to spread out skill points to each character in 3 skills- I'm screwed ?
  8. If only they had designed the whole attribute system to give integers instead of % .. And I've never understood the deal with .8, .6, .something damage calculations. Doesn't the system round up/down ?
  9. So you suggest that every point in MIG gets you more DPS than putting the point in DEX ?
  10. (correct me if wrong 'cause I don't have access to beta and my knowledge is limited by what I read in the forums) Slow, high-dmg weapons benefit the most out of Might and Dexterity (highest dmg output + longest recovery times). Two-weapon fighting style gives +25% to speed, which equals with 8 points in Dexterity, and I think is redundant to go for more speed than that.
  11. I think PER-RES will be more useful now that they give bonuses in integers. INT is definetely a very useful stat, be it an AoE + duration % bonus (especially since effect durations are so long in the game). I'm worried about MIG though, I've been thinking, say you attack for 16-28 dmg (22average) and you've pumped MIG to 16 for +18%bonus dmg, this in result will increase your average dmg to 26 (25.96 rounded up). What worries me is that dmg in the range of 22 average is dealt by two-handed weapons, so one-handed and faster versions will get even less value out of MIG..
  12. You do realise that if you dump (reduce below 10) resolve, your decreasing your deflection, will & your concentration? So your making your self easier to hit with weapons, easier to hit with spells and increasing the chance that when hit you'll be interrupted breaking engagement and slowing your actions? I just created a lvl 4 fighter to test this and the stats he ends up with at level 3 are (20M, 18Con,14Dex,12Per, 10Int, 4Res): Deflection 31 Will 18! Concentration 57 (under JS's new system) With 18 Will, any will based spell is going to hit or critically hit, while with concentration reduced from 75 to 57 even with a basic interrupt there will be something like a 40% chance of interrupt per attack. I said it on the post above that you better leave it at 10 and not get any negative modifiers. But it's coming down to the class build you are planning. My main will be a two-hander fighter and I would hate her to be interrupted, so I will put points in Resolve.
  13. Nothing wrong with dump stats for builds; as long as it's not a dump stat for a class. I may guess that anyone who stays in the back-line and avoids punishment has no use for Resolve. Just keep at 10 so not to get a negative modifier to deflection and concentration. But you may pump it up for role-playing purposes, it may have use in dialogue checks
  14. ty for the video (on how DEX affects spellcasting) I was pretty disappointed with the results of 9 points of DEX difference ... That's not 2 or 3 points, it's NINE The difference was less than 0.5secs, of course as you said it, DEX will have better effects on longer casting times (or really slow melee-ranged weapons). I hope to make accurate calculations of how faster you attack with weapon/spell per DEX point once the game is released and see if it will be worth it for my character builds. But I suspect it won't be. IF you can get 5 attacks where a less dexterous guy would get 4, then it may be worth it, but surely not worth it when can get 10 attacks while the other guy would get 9. Is it worth it for casters ? For me, putting 5-6 points on an ability to get 0.20-0.75secs (depending on spell) faster casting time, is a waste of points. It wouldn't be if I got 0.80-1.50secs faster casting times. Nevertheless, we'll have to figure out the actual numbers and see.
  15. Whoah really cool changes ! :D But yeah, as many have said it, Resolve has just become a dump stat for most builds
  16. I haven't played the beta, but from what I gather is as follows: IF you are in the middle of preparing an atk-spell you may get interrupted (action is canceled, spell-ability use is not wasted though -correct me if I'm wrong- ) The chance to be interrupted is 51 or higher on a 1d100 + {attacker's interrupt value} - [defender's concentration value]
  17. In a similar fashion, putting points in Perception will have meaning if your means of attacking has a high base interrupt value: 1 point in Perception translates to 32 interrupt (31.8 rounded up) for weapons of 30 base interrupt, 53 for base value 50 and 74 (74.2 rounded down) for base value 70. The effects are once again minor, but I begin to suspect this is the issue for all stats in the game (omg I am turning into @nipsen ! )
  18. It must be a role-playing stat. Plus for some slow attacking builds it would suck to be interrupted and tipping the chances even by little to your favour is something I would do, especially if there is some talent that increases concentration as well, I may psynergize to have better results. For example, a slow, front-line, dmg-dealer would hate interrupts, as would a front-line caster (if such a thing is viable) with long casting times. But yeah, I wouldn't see other reason to pump resolve, except for RP purposes.
  19. Fine. So, every RES point above 10 adds 3 to your concentration value, and a character with 18 RES would have 74 concentration. He would still be 46% likely to be interrupted by a heavy atk of 70 base interrupt value, but only 6% likely to be when suffering a light atk of interrupt value 30.
  20. Concentration is at base value 50 for all creatures ? Aren't there different values based on creature type or class ?
  21. As for Perception-Resolve. Those 2 seem connected somehow. What are the base values for interrupt-concentration, 50-50 ? Then a d100 is rolled, then add or substract [interrupt - concentration] and a result of 51+ deals an interrupt ? Meaning that, all other bonuses aside, an attacker has a 50% to interrupt the defender ? Also, interrupt derived stat has a base value in relation to the type of weapon/spell, right ? Like in,a Greatsword has more than a dagger per say. On the other hand, concentration can only be increased by RES % ? The mechanic sounds quite chaotic..
  22. Since this is the last build we may now discuss about actual numbers for attributes. For instance, MIG should be useful for high-dmg weapons, or for high-dmging spells, but will have less impact if you plan to dual-wield fast but low-dmg weapons. DEX sounds useful for casters, especially if they have long casting times, or 'brutes' with slow weapons, but will have less impact if you use faster weapons with small recovery time. It will be great if we can have tables with actual numbers sometime in the future, like 1 point in DEX lessens your rec time by 0.10sec if you use a Greatsword, 0.05sec if using a stiletto, or 0.20sec less casting time for said spell (the numbers are fictional, idk any of the actual rec times for different atk methods) #edit: thx for the video, i ll watch it at home, i now pay for internet service by the megabyte
  23. About DEX, my question is not about the bug but more like, how noticeable is the reduction % in rec. time. Let's say an average 14 DEX, (-12% rec time): -what's the reduction in sec for an average spell-casting time ? -how much is it for a heavy, slow melee or ranged weapon ? -how much for a fast weapon ?
  24. Thanks ! Now some basic questions about the attributes DEX +% to action speed- this means the bonus % lessens recovery time ? In practise, a 14-16 DEX character would have smaller rec. times by 0.20-0.40sec, depending on the weapon/spell used to attack ? INT +% to AoE- does this bonus % also apply to range of attack/spell, e.g. if an atk is performed from up to 10m away, will that range be increased ? Also, we know a Barbarian's Carnage ability is AoE, so bonus INT % increases that range (although by a minor amount if I had to guess), but does the bonus % apply to stuff like engagement range ? That's it for now :D ty in advance
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