Climhazzard Posted May 2, 2015 Share Posted May 2, 2015 (edited) Is it just me or is 1120.1 raw base damage a little excessive? Miss a decimal point or two? The death ring traps in the endless paths are one hit killing my characters. This is with 1.05 installed. Edited May 2, 2015 by Climhazzard 1 Link to comment Share on other sites More sharing options...
0 Guest Posted May 2, 2015 Share Posted May 2, 2015 That's consistent with 1.04. Seems to me that if you call something "Death Ring" it should probably actually cause death Link to comment Share on other sites More sharing options...
0 Climhazzard Posted May 2, 2015 Author Share Posted May 2, 2015 (edited) Hmm guess I need to mess around with it, seems like it'd be pretty strong with the following patch note... Death Ring damage slightly raised, made foe only. Edited May 2, 2015 by Climhazzard Link to comment Share on other sites More sharing options...
0 Climhazzard Posted May 2, 2015 Author Share Posted May 2, 2015 Well after messing around with it it's not as strong as I was thinking. I don't know why it hit Eder in that screenshot since he was nowhere near low endurance. Link to comment Share on other sites More sharing options...
0 Dignity Posted May 3, 2015 Share Posted May 3, 2015 Yeah the 1000 raw damage appears to be the game's way of creating an instakill mechanism, based on the trap's wording it's a save or die with a +30 bonus for the defender (or a -30 roll on the trap, same thing) vs the fort defense score. Looks like Eder failed his fortitude save in the screenshot and took the instakill. Now the thing that bothers me about your screenshot, more than how the trap works or anything, is how the combat log obfuscates important information when a single effect, affects multiple actors. Why even bother having a combat log if it doesn't relay pertinent information to the user? If the individual rolls (in your example 2 miss, 3 graze, 4 hit) were logged as individual lines rather than aggregated into one (let's face it, uninformative) entry you/we'd be able to pinpoint exactly what happened and we wouldn't be left wondering how exactly pretty much any AOE move behaves (such as dragon breaths and the like). Link to comment Share on other sites More sharing options...
0 BlackAdder Posted May 3, 2015 Share Posted May 3, 2015 (edited) Now the thing that bothers me about your screenshot, more than how the trap works or anything, is how the combat log obfuscates important information when a single effect, affects multiple actors. Why even bother having a combat log if it doesn't relay pertinent information to the user? If the individual rolls (in your example 2 miss, 3 graze, 4 hit) were logged as individual lines rather than aggregated into one (let's face it, uninformative) entry you/we'd be able to pinpoint exactly what happened and we wouldn't be left wondering how exactly pretty much any AOE move behaves (such as dragon breaths and the like). If you click on the line it will expand to show the individual hits in detail. It is kinda busywork in case you want to have the breakdown, but it makes the combat log tidier in most cases that you don't care. What bothers me is that the description doesn't specifically say when the massive damage is applied. If someone doesn't know about the low endurance thingy, someone gets very different expectations about the spell. Edited May 3, 2015 by BlackAdder Link to comment Share on other sites More sharing options...
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Climhazzard
Is it just me or is 1120.1 raw base damage a little excessive? Miss a decimal point or two? The death ring traps in the endless paths are one hit killing my characters. This is with 1.05 installed.
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