Kjaamor Posted November 11, 2014 Share Posted November 11, 2014 It's first worth pointing out that initially I played by maxing Intelligence, Perception and Resolve purely to explore dialogue. Having long-since explored most of what is on offer in the beta by this point, here are my combat stats. Might I usually max out might on classes I intend to use for direct dps (Rogue, Ranger, One experimental wizard build that sucked, Barbarian). I rarely run out of attribute points in key areas for pure dps classes, but for dps/off-tanks like the Barbarian, I usually settle for 16 or 14 might. If a class is not designed to do dps (Cipher since Ignition was dumped, Fighter), then I usually dump this. Constitution If the class is designed to take damage (Fighter, Monk), I max Constitution. If the class is direct dps or cc (Wizard, Cipher, Chanter) and I feel is unlikely to take damage, I dump Constitution entirely. In off-tanks, this, like might, usually sits at 16 or 14. Dexterity I don't prioritise Dexterity because most of my dps tends to come either from Rogue spikes or Charms. Nor do I dump it, however. Dex normally sits around 10 but can go as high as 18 if I have points to spare. Perception Perception is blatantly the daddy for everyone but tanks. Dps/CC get it maxed, Off-tanks get as much as I can spare, and Tanks dump it entirely. Intelligence Ciphers, Wizards and Tanks/off-tanks get a skinful, Barbarians get a load, dps classes dump. Resolve Ciphers get this maxed at all costs. I would probably give Priests and Druids it if I made them. I don't. The rest dump it. ------- General pattern is to dump everything other than my chosen core stats (which often are at odds with Obsidian's), and max those. From there, spread the remaining points first on the secondary attributes for the class, then finally spread the rest equally between the redundant ones. Other kickstarter projects to which I have no affiliation but you may be interested: Serpent in the Staglands: A rtwp gothic isometric crpg in the style of Darklands The Mandate: Strategy rpg as a starship commander with focus on crew management Link to comment Share on other sites More sharing options...
Shevek Posted November 11, 2014 Share Posted November 11, 2014 (edited) kinda OT: Engagement isn't required to make everyone attack the Fighter, all you need to do is make sure that he's the closest party member to enemies when combat starts, and maybe even have him make the first attack. Enemies in PE don't change targets ever, so it's not hard. Engagement is also really buggy/abusable. Thats weird. I noticed enemies changing targets a bit. I always pull with my fighter but I sometimes see them switch to support characters like my chanter mid battle. Edited November 11, 2014 by Shevek Link to comment Share on other sites More sharing options...
Sensuki Posted November 11, 2014 Author Share Posted November 11, 2014 They won't switch targets if engaged, but I have seen some templates for other types of targeting in the code, so it's possible that if engaged by two characters and condition is met that they change targets, but they won't move to attack another one and suffer a disengagement attack. Link to comment Share on other sites More sharing options...
Lephys Posted November 12, 2014 Share Posted November 12, 2014 Of course I did not record *hard data*. That would be retarded. I just played and I checked how the fighters were holding up under these stats. You asked for that, I told you what I felt. Yeah... Because the scientific process is so preposterous... *eyeroll*. If you didn't actually compare any data, that's fine. No one tasked you with doing that. I was just asking if anyone had, perchance. Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u Link to comment Share on other sites More sharing options...
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