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CottonWolf posted:It's tragic that that Ars Magica game on Kickstarter didn't get funded. Though it seemed more grand strategy-y that IE like in its implementation.
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# ? Mar 15, 2015 01:12 |
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# ? Apr 27, 2024 16:39 |
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One of the programmers said he saw that a fix in the code check-ins for the disengagement issue. I'd like to know how they fixed it though because there are a few possibilities.
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# ? Mar 15, 2015 01:13 |
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Damage scales "naturally" for casters due to the fact that they get more powerful spells upon leveling. Does the damage for non-casters scale naturally as well? Or does increasing damage for Fighters and the like mostly come from upgrading/enchanting weapons? Further, which stats increase and which stay the same?
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# ? Mar 15, 2015 01:16 |
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I don't even know what kind of computer game you could make from Ars Magica that would do it justice. So much of it is using your magic in new ways to do new things, all of which have to be worked out by the group. Then there's the political angle.
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# ? Mar 15, 2015 01:17 |
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If I want to shoot guns, which class should I be? Ranger or Rogue? I thought rangers are better shots, but I don't want to worry about the pet running off and getting killed.
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# ? Mar 15, 2015 01:59 |
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Comstar posted:If I want to shoot guns, which class should I be? Ranger or Rogue? I thought rangers are better shots, but I don't want to worry about the pet running off and getting killed. If you stack crit chance and crit damage talents on a Rogue, you will have a lot of fun with guns. Opening combat by one shotting someone is pretty fun.
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# ? Mar 15, 2015 02:04 |
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Just realized I can live my dream of being a cowboy wizard with my six shooter and spell book. I desperately hope there is a cosmetic hat that is even close to a stetson now. EDIT: Or holy poo poo I can be the Mr. Cash, the Man In Black, a chanter in fancy clothes and a six-iron on his hip. I ain't sayin' he beat the Devil, but he drank his beer for nothin', and he stole his song too. Freaking Crumbum fucked around with this message at 02:40 on Mar 15, 2015 |
# ? Mar 15, 2015 02:37 |
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El Pollo Blanco posted:If you stack crit chance and crit damage talents on a Rogue, you will have a lot of fun with guns. Opening combat by one shotting someone is pretty fun. One shotting enemies from a distance takes away from the strategic elements though. I propose Obsidian remove gunplay from the game. This is an exploit that should not be here.
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# ? Mar 15, 2015 02:48 |
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homeless poster posted:Just realized I can live my dream of being a cowboy wizard with my six shooter and spell book. I desperately hope there is a cosmetic hat that is even close to a stetson now.
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# ? Mar 15, 2015 03:22 |
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The expansion for this game should feature an abomination of a creature that is the result of a teleportation spell gone wrong. A party of adventurers merged together into a single monstrosity with 12 weapon wielding arms, a veritable ball of murder, named Ikusnes.
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# ? Mar 15, 2015 03:58 |
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Ither posted:Damage scales "naturally" for casters due to the fact that they get more powerful spells upon leveling. Does the damage for non-casters scale naturally as well? Or does increasing damage for Fighters and the like mostly come from upgrading/enchanting weapons? Either by design decision or because they didn't bother to balance spells, it's actually kind of the opposite. Fighters and other weapon users are constantly upgrading weapons and getting talents that make those weapons hit harder and be more accurate, while spellcasters have few ways to improve their accuracy or damage relative to similarly leveled opponents. Druids have a pretty nice curve of more damaging/impactful spells with levels, but wizards, priests, and ciphers all seem to have significant droughts where their highest damage or best cc spell is 1 or 2 or 3 levels behind the highest spell level they can cast. Both players and enemies get 3/accuracy and 3/all defense per level and some class/race endurance and health. I think those are the only stats that change, but I'm probably forgetting something.
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# ? Mar 15, 2015 05:02 |
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Weapons can have up to a +12 enchantment on accuracy from a quality enchantment that is not natural. Non-weapon abilities/spells get level bonus to attack which is max of 12. The difference is that accuracy can also be increased via talents and such, so weapon accuracy will usually always be better than spell accuracy. And I agree with Roguelike about spell damage balancing.
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# ? Mar 15, 2015 05:07 |
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Seems to me as though most of the spellcaster classes are focused on either buffing or CC, anyway
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# ? Mar 15, 2015 05:16 |
What's the highest level scrolls that are in the game?
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# ? Mar 15, 2015 05:38 |
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Hieronymous Alloy posted:What's the highest level scrolls that are in the game? this game has scrolls? uh oh, better call bethesda...
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# ? Mar 15, 2015 05:43 |
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Karkarov HUD revision 4, with custom backing for menu buttons I believe custom art for the ability bar is on the cards next.
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# ? Mar 15, 2015 05:44 |
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Roguelike posted:Either by design decision or because they didn't bother to balance spells, it's actually kind of the opposite. Fighters and other weapon users are constantly upgrading weapons and getting talents that make those weapons hit harder and be more accurate, while spellcasters have few ways to improve their accuracy or damage relative to similarly leveled opponents. Druids have a pretty nice curve of more damaging/impactful spells with levels, but wizards, priests, and ciphers all seem to have significant droughts where their highest damage or best cc spell is 1 or 2 or 3 levels behind the highest spell level they can cast. There's no such thing as a +3 grimoire or +5 wand or w/e that lets a wizard or cypher's spellcasting advance the same way as a fighter or rogue's fighting does?
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# ? Mar 15, 2015 05:51 |
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Sensuki posted:Karkarov HUD revision 4, with custom backing for menu buttons
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# ? Mar 15, 2015 07:12 |
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Jackard posted:Weren't you the one saying that having chat on the right-hand side made it awkward to read? Yep, but we have four versions of that UI for various preferences. I took a screenshot of the default layout because I thought that would be the most appealing to people here. There is a reverse of that one, then there are versions with the menus in the left and right corners, with portraits on the left and right. The new build broke a few things in the IE mod and Bester has been working on fixing them, but I found a few more today. -------- I've made several high Perception characters now to try and do a good interrupt focused build, but IMO it has been a complete waste. Even on the BB Rogue who has 22 Perception, I am just not seeing the value in Bonus Interrupt. It's super unreliable because it relies on two random rolls to occur (hit roll and interrupt roll). When you hit with a low interrupt weapon it doesn't really do much unless you actually cancel the animation of an attack. I've tried maximum Interrupt and Dexterity Barbarians dual wielding, but I just didn't get enough interrupts to warrant picking that over Might. Occasionally when you get a Morningstar interrupt, which is 1 second long - that's noticeable, but it doesn't happen very often in the beta and the bonus interrupt from Perception doesn't give you enough more of them to justify picking over Might or Dexterity (or Intellect) IMO. This attribute is utterly worthless for casters as well, so I'm afraid I'll be dumping it/not raising above 10 on all characters except pure tanks, because it's needed for the Deflection. If not for the bonus Deflection, we're basically back where we started in v257. Definitely going to be modding in +1 Accuracy on top of it and trying that. Sensuki fucked around with this message at 07:23 on Mar 15, 2015 |
# ? Mar 15, 2015 07:14 |
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How comes there's no stealth + mechanics background?
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# ? Mar 15, 2015 07:59 |
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Sensuki posted:Weapons can have up to a +12 enchantment on accuracy from a quality enchantment that is not natural. Non-weapon abilities/spells get level bonus to attack which is max of 12. What a strange number to go up to. I assume that can only mean that there is a Two Handed Hackmaster +12 sword somewhere. If not, there should be.
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# ? Mar 15, 2015 08:17 |
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Ferrinus posted:There's no such thing as a +3 grimoire or +5 wand or w/e that lets a wizard or cypher's spellcasting advance the same way as a fighter or rogue's fighting does? Nope. The whole accuracy thing is needlessly complicated. I don't know how they ended up on this dark and winding path, but it must have been quite a ride. My favorite is that for some reason most spellcasters have ten less accuracy than weapon classes, but to make up for that almost all spells have a universal plus ten accuracy modifier. The end result is cluttered and mostly useless information on every spell info screen informing you that, yes, this spell has plus ten accuracy just like all others.
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# ? Mar 15, 2015 08:41 |
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Comstar posted:What a strange number to go up to. I assume that can only mean that there is a Two Handed Hackmaster +12 sword somewhere. If not, there should be. There isn't a +12 sword. Weapons don't come with a + at the end of their name. +12 is simply the additional accuracy ( on a percentile roll ) you get from the highest level of quality weapons.
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# ? Mar 15, 2015 09:39 |
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Tzarnal posted:There isn't a +12 sword. Weapons don't come with a + at the end of their name. +12 is simply the additional accuracy ( on a percentile roll ) you get from the highest level of quality weapons. So what you're saying is it's a Steel sword +3 but a Fiery Balgrabbah Gemstone and Unicorn Bone sword +12, right?
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# ? Mar 15, 2015 09:43 |
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Roguelike posted:Nope. The whole accuracy thing is needlessly complicated. I don't know how they ended up on this dark and winding path, but it must have been quite a ride. My favorite is that for some reason most spellcasters have ten less accuracy than weapon classes, but to make up for that almost all spells have a universal plus ten accuracy modifier. The end result is cluttered and mostly useless information on every spell info screen informing you that, yes, this spell has plus ten accuracy just like all others. I think that was to make them worse at fighting with weapons than Martial classes, although I agree that it's not doing the system any favors.
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# ? Mar 15, 2015 10:04 |
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Right, it's the obvious means of making spellcasters better at spellcasting than melee. You can weep over lost power gaming potential or you can think of it as incentive to use spells
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# ? Mar 15, 2015 10:10 |
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Drifter posted:So what you're saying is it's a Steel sword +3 but a Fiery Balgrabbah Gemstone and Unicorn Bone sword +12, right? Okay lets actually break this down. This is a regular sword. Now as you go through the game you'll find fancier swords, this is an rpg and we're all here to Make Numbers Go Up after all. So behold the slightly better sword. What in DnD would be the Sword +1. The Fine Sword. Okay so the basic quality steps are Normal, Fine, Superb and Exceptional. Each step features +4 accuracy and %15 more damage. So this is what the Exceptional modifier looks like: Nowhere does that +12 or that additional 45% damage come up in the name of a weapon. This is all a bit boring though, we're looking at BG's equivalent of a straight up +3 weapon here. If you enchant a weapon up to the gills it would look something more like this: Ignore the increased reach, that is just a feature of pikes. So what you see here is a Quality improvement ( Fine ), A Damage type improvement (Corrosive Lash ) and a Slaying improvement ( Vessel ). This is what a normal weapon is going to look like when a player has enchanted it to make it better. But things you find out in the wild, really really cool weapons don't quite have those limitations. So lets look at one more weapon. I hope this helps people understand the basics of fancy weapons in PoE.
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# ? Mar 15, 2015 10:14 |
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Very cool post Tzarnal! That also reminds me has anyone done basic guide to PoE lore type of videos I could look at to hype myself up even more? Edit: found this which seems to give very nice overview of PoE lore: https://www.youtube.com/watch?v=CU4QBBTLo0I Zilkin fucked around with this message at 13:31 on Mar 15, 2015 |
# ? Mar 15, 2015 10:23 |
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Please tag your post with Trigger Warning: Ligatures next time.
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# ? Mar 15, 2015 11:00 |
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Tzarnal posted:Okay lets actually break this down.
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# ? Mar 15, 2015 11:10 |
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Does the rangers pet have the same stealth value as the ranger? If so, they'd make excellent disposable scouts.
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# ? Mar 15, 2015 11:54 |
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CottonWolf posted:Does the rangers pet have the same stealth value as the ranger? If so, they'd make excellent disposable scouts. I use my animal companions as weapon and spell target dummies. Sometimes not being able to die is a terrible curse.
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# ? Mar 15, 2015 12:23 |
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Diomedes posted:The expansion for this game should feature an abomination of a creature that is the result of a teleportation spell gone wrong. A party of adventurers merged together into a single monstrosity with 12 weapon wielding arms, a veritable ball of murder, named Ikusnes. I teleported home last night with Ron and Sid and Meg. Ron stole Meggie's heart away and I got Sidney's leg
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# ? Mar 15, 2015 12:38 |
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Do backers get the game in advance? Pretty please
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# ? Mar 15, 2015 13:01 |
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I think the ligatures are cool but shouldn't there be more of them?
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# ? Mar 15, 2015 13:31 |
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I am really hoping the manual or lore book get released a little bit early so I can have some good toilet readin before the game comes out.
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# ? Mar 15, 2015 15:33 |
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Hand Row posted:I am really hoping the manual or lore book get released a little bit early so I can have some good toilet readin before the game comes out. They said they'd release the Digital Keys about a week before the 26th. I'm secretly hoping the extra goods won't be encrypted in Steam (or simply available through the backer portal) so we can enjoy the soundtrack and various documents before the actual release.
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# ? Mar 15, 2015 15:34 |
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Brandon Adler said this on the OEI forums: quote:We are giving people Steam editions that we have matched to their tiers. On Monday I will make a post showing the different mappings. Also, everyone will be able to download their rewards from our backer portal, as well. Hopefully that'll be true though I almost think it's too early to release all the goodies and then we have to wait MORE THAN A WEEK DAMNIT to play the game... *entitled!*
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# ? Mar 15, 2015 15:45 |
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Tzarnal posted:Awesome weapon stuff Question: When it says +20% Corrosive damage, does that mean it makes all Corrosive damage you already do through other means get +20% or does it add +20% to the base damage of the item (that is considered corrosive in nature)? So if it does 10 damage, it does 12? Or does it do 10 no matter what, but if I have a corrosive enchant on it, the enchant does an extra 20%?
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# ? Mar 15, 2015 15:58 |
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# ? Apr 27, 2024 16:39 |
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Jastiger posted:Question: Whenever you do damage ( with the weapon) the Lash Enchantment does 25% additional damage. So a hit for 8 damage would do 2 additional corrosive damage. A graze against some decent DR might see you do only a .3 or so corrosive damage. Tzarnal fucked around with this message at 16:16 on Mar 15, 2015 |
# ? Mar 15, 2015 16:14 |