Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
The dragon boss in the slime tunnels has a ridiculous amount of retaliation damage. I one-shot myself two times in a row before I realized that I was being an idiot and started using only single-hit abilities.

Furry of Fists + Flexible Combat + Greater Weapon Focus meant I was hitting him enough times in one turn to take 1000+ damage from retaliation, plus whatever damage the boss was putting out himself.

The mage and melee bosses went down in 3-5 turns each, though.



Zereth posted:

I wonder if it's still practical to get Cleave and cut my way through the place to unlock Oozemancer. Do you need to do that before Zigur offers you Fungus for shanking the lightning guy? (Who spawned three squares form the stairs and went down before doing anything to me. :black101:)

The Oozemancer cave is 10 levels above Urkis' dungeon, so there shouldn't be a problem with your order there.

Adbot
ADBOT LOVES YOU

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
My second win!

I was a skeleton brawler, and I felt like it was pretty powerful, but it was very simple.

For the first half of the game, I won every fight by putting up the billion-point skeleton damage shield and bumping things to death. For the second half I just activated my greater weapon focus ring and one-shot everything with flurry of fists.

Near the end, the only things that survived long enough for me to use all of my 3-5 attack hotkeys were an oozemancer boss in High Peak and the final bosses.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Magres posted:

awesome TW abilities

I think a lot of these are actually going to be impossible in the current game engine. All of the currently-existing time travel abilities stop the game and give you a loading bar while (I assume) they save the current game state. And then, when the actual time travel part happens, you only ever go back to the exact turn when you used the ability and got a loading bar.

As far as I can tell, the game has no way to access information about past turns other than specifically saving it in advance.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
I think it's totally impossible to get into Zigur as an archmage or any chronomancer, because they start with unremovable spells to teleport to Angolwen/Timepoint Zero.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Ciaphas posted:

Thanks for the info. Don't think I've seen a pink item yet, how are those different from regular items? I'm a little colorblind, so just gonna check, randarts all have goofy names like "steel amulet 'Relgebers'" right?

Turns out that trident I mentioned was indeed an artifact, The River's Fury. Lovely little thing. :v:

It's not really pink so much as salmon-colored. There is exactly one way to get rare-quality items: every rare enemy you fight (the ones with class levels and salmon-colored names) will drop one.

Randarts and rare items are both randomly generated, and both of them have names like that, but rares have fewer stats and egos.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
There should be some kind of warning when you try to rest or autoexplore with an escort on the level. Several times now, I've absentmindedly tapped Z after killing a group of enemies only to have the escort run off and get themselves killed while my character is auto-resting.


edit: Also, I just killed Urkis with my level 14 TW, through the time-honored strategy of "teleport away and rest to full every time he hits me".

RPATDO_LAMD fucked around with this message at 20:11 on Feb 11, 2014

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Raitzeno posted:

Also there's an addon that allows you to manage alt zones. I have it set to turn Alt Sandworm off at all times guaranteed, as well as a few other nasty alts (like the Maze which I really, really hate).

I'm pretty sure it's included in ZOmnibus but I don't use that, it's definitely available on its own.

Really? I find alt sandworm much more tolerable than the normal version. There's no screwing around with 20 different burrowers trying to find the right one to follow to the exit, you just sit behind the big fat worm and walk forwards till you reach the end.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

HenryEx posted:

What's a good class to go for Kill Bill? I'm not even sure how you can reach him without leveling up.

I have no idea whether this will actually work, but, I'd say Temporal Warden. Celerity + Dimensional Step means you should be able to kite him forever while you plink at him with arrows. Of course, that only works if you have enough HP to survive his rush.

Paradox Mages also have access to those movement abilities, plus their starting gravity spell has knockback. So that might also work, but they might be too squishy.

edit: Hey, it worked!

It's actually much easier as a Paradox mage than as a TW, because you need to be able to quickly deal with Bill's buddies before you can really start kiting him well, and the TW has no AOE.

He did about 2/3rds of my health every time he hit me, so being a higher for the instant regen ability was helpful. If I wasn't at full health when his rush came off cooldown, I would die.

RPATDO_LAMD fucked around with this message at 20:01 on Feb 13, 2014

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
There should be a period of 1/4 second or so after a spell failure/anomaly/backfire where the game doesn't accept input. With some spells, I immediately start tapping the direction keys to select a target or destination. When a spell fails, I end fumbling around and taking a step in the middle of combat when I really shouldn't be.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
RIP my paradox mage. I was running around the Bearscape, quantum spiking all the uniques bears to dust. Suddenly, I'm at 1000 paradox and half of all my spells are either failing, teleporting me next to more angry enemies, or backfiring and nuking me for 3/4 of my max health. With impeccable timing, a rare Oozemance bear picks this time to show up and hit me with 200 damage and 80 damage/turn poison every time I enter his LOS. I had 300 max health...

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Dodge Charms posted:

Shift + movement keys.

For some reason, this only works when NumLock is off.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
For some reason, this whole numlock thing seems to be a problem in every roguelike ever. I know at least DCSS and Nethack have the same problem. I can see how it might be common between all console roguelikes (there's probably not much you can do about it there), but games with their own GUI like ToME and DCSS tiles really shouldn't still have this problem.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Magres posted:

So I'm thinking of doing a Ghoul Cursed - 100% innate stun/freeze immunity is cray. Anyone know if you can Ghoul Leap through walls the way you can Blindside through? Being able to Hatevision Ghoul Leap through walls sounds great

You can't leap through walls, but it is useful for closing on enemies out of hateport range. You can leap halfway to them and hateport the rest of the way.


I just started a ghoul cursed recently, and honestly the beginning wasn't too bad. But maybe that's because I found a +20 damage on hit battleaxe in the starter dungeon, which pretty much doubled my damage and trivialised the bone giant.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

dis astranagant posted:

You need water to kill npcs without getting in a fight. The zone is also only has t1 and t2 drops.

Timepoint zero constantly has losgoroths spawning around the edges of the map. Maybe if you could lure away some of the NPCs (who normally one-shot them), one might get close enough to attack the big boss dude.

I think the "unable to move" thing at high encumbrance is kinda dumb. At the very least, it shouldn't happen when your strength is temporarily drained by status effects. If you're like me and constantly carrying way too much crap, enemy paradox mages and corruptors (and anything else that can drain strength) become way more dangerous, because suddenly their status effects all pin you and keep you from running away.

RPATDO_LAMD fucked around with this message at 04:42 on Feb 19, 2014

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

vulturesrow posted:

I haven't attempted it yet but I think around the time you actually go into Daikara is ok. My understanding is that it is pretty tough with a melee dude but ranged attackers can handle it pretty well.

Mostly the first area is tough in melee, because there are loads of ranged enemies and it's a "Zero Gravity" zone, which makes movement take three times as long. The trick is that the walls are all transparent, which means you always know where all the enemies are. You can just stand around a corner and force them all to come into melee range before they can attack you.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Ciaphas posted:

What abilities displace damage?

"Displace damage" is the literal name of the ability. It's a temporal warden sustain that gives a 20-30% chance to displace half of an attack's damage to a random nearby target.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Random Hajile posted:

The first orb rare in the slime tunnel ended up being a rare forge giant

Aren't the orb rares the same every game, though? I'm pretty sure you'll always get a forge giant, a lich guy, a tornado thing and a dragon.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

theshim posted:

They are. They're also a ton of fun to fight (except the one time I had balls for invis detection and I couldn't fight one of them, took like ten minutes to kill him).

Especially when you two-shot them :getin:

On my brawler I didn't notice that the dragon has something like 100+ retaliatory damage. Flurry of fists plus a ring of greater weapon focus plus the flexible combat prodigy meant that I was hitting him enough times in one turn to pretty much one-shot myself. I think I died twice to that guy before actually realizing what was happening and switching to single-hit abilities.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
Running away is no fun. Open every vault and kill every orb guardian, or die (over and over and over again) trying.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Tonfa posted:

gently caress Duadthelens. The darkness zone should time out or something, the only way to unfuck your map is Summertide Phial if they get to use their stupid move.

I'm pretty sure you can also get rid of it with a sun infusion, but that'll probably be the only time a sun infusion is useful in your entire game.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Agean90 posted:

Play as a skeleton reaver, then you can attack while using Bone Armor. Get a fire/lightning beam rune and hit people while lasering people.

Reavers own.

I'm pretty sure those attack runes are instant, though, so they can't proc reaving combat.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Stelas posted:

Flexible Combat specifies 'each time you make a melee attack'. But yes to number 2, that's the entire basis of AB cheese.

Are you sure? I has flexible combat + a ring of greater weapon focus on my skeleton brawler. I managed to get a max of nine hits with Flurry of Fists versus a training dummy (it normally does three). If FC could proc off of GWF hits I would have seen some 12-hit rounds, but I never did.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

theshim posted:

Also no wild gifts when punching dudes :argh:

That's the worst part. My skeleton brawler never got to breathe fire on dudes by punching them, which was too bad. I ended up using randart gloves with some boring warcry effect on hit.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

theshim posted:

I want to enjoy playing a Brawler but they just die so drat fast

The solution is to be a Skeleton. A 1000 point damage shield that scales off your main stat? Hell yes! From when you get bone shield to around High Peak you're pretty much invincible, especially since you can kill just about anything before they break through your shield.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

theshim posted:

Something like a D&D Attack of Opportunity when dudes start spellcasting up in your face?

Just be careful that you don't make Brawler rares start smashing players' faces in. I mean, dear god, think of the Horned Horror.

Being able to interrupt spells by punching wizard nerds in the face would be pretty BS to deal with as a passive ability. Maybe it should be an activated buff with a short-ish duration, so savvy players can just avoid using talents on that guy for a few turns.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
Brawlers already have a passive that gives them a 300% speed buff whenever they're targeted by a projectile. Instead of punching it back, you can just run around the arrow and punch the archer in the face.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

BigLeafyTree posted:

Pacifist run. (I have no idea how this would work)

There are 6ish places in the game that you actually have to kill something: the Master, the bosses in the four prides, and the final boss. Maybe with a lot of healing and buffing abilities you could get Aeryn to kill the boss for you, but you'd have to do the charred scar first and I'm not sure if you can actually leave without killing that boss.

It might be interesting to do a minimum-kill run where you only kill bosses or something.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Smart Car posted:

Yes, but once you reach the Sher'tul fortress and gather some power for it you can get it upgraded so you get the effect by just having it in your inventory.

You don't even need it in your inventory at that point. I accidentally gave my cloak to the apprentice archmage quest guy and I still had the "don't get lynched by villagers" effect for the rest of the game. I think it's a magical effect, so a rare archmage enemy could potentially have removed it, but other than that it's pretty permanent.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Fungah! posted:

There's also a long dip in difficulty in between killing the Master and starting the Prides that makes things feel even sloggier. Aside from the last room in the Vor Armoury and maybe the Fearscape/Tannen's Tower there really isn't anything super challenging or particularly interesting for a good few hours.

The Fearscape? That isn't a level, that's a corruptor ability...

Unless you mean the fearscape invasion portal?

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Uranium 235 posted:

This Archmage character is still alive at level 47. I've never gotten this far before so I'm not sure how close I am to winning, but I must be pretty close.

I got bugged on Dreadfell 8 and got an infinite cascade of LUA error report windows. The first time it happened I died because somehow turns kept passing and some orcs were sitting there blasting me. I had to kill the process and reload, but when I went back to that level, I'd get the same bug no matter what. I tried teleporting around, but if I moved in any direction on that map, I'd get the bug. Finally I gave up, went to the world map, saved, closed, and then deleted by Dreadfell level file so I could generate a new version. That fixed it but it did result in me getting some extra experience before having to fight the boss.

If this happens to you, just ctrl+alt+delete and kill the process right away. You CAN die, apparently.

You're fine if it's just one LUA window popping up, but if they start spamming your screen then get out.

I had that happen on the final boss once. I thought it was my last life, too, until I remembered I had the Blood of Life.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
It's also AFAIK the brawler's only multi-target ability, since it can hit three people in front of you.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
As a summoner, you have extra sources of silence. If a pyromancer is casting at you from just out of range, just drop a wild-summoned fire drake on his head (they can cast aura of silence).

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
A talent point will raise the category multiplier enough to take 5/5 skills from effective level 6.5 to 7.5, but the only talents in there that don't have diminishing returns are Accuracy and Armor Training (and Thick Skin, but that's unaffected by the multiplier). Weapons (or exotic weapons) mastery will go from +57% damage to +61% damage, which is probably 100% worthless.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
Some talents can get 11 range with a cat point, which allows Higher characters to use their increased sight range to attack enemies that can't even see them. Also, apparently the Brawler cooldown-reducing talent (when it existed) could reduce Double Strike's cooldown by an extra turn if you dumped a cat point in it.

Most of the talents in the game have diminishing returns on point investments, but there are still quite a few that don't.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Benagain posted:

So I just got this game and have been messing around with it, is there a bug or something that would account for why I can't dig all the time?

Two things. You need to have a digger in your inventory, and the wall itself has to actually be diggable. Whether a wall is diggable or not shows up in the little info box you get for hovering over it with your mouse.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Bruteman posted:

Haha, well that was certainly something - trying out necromancer for the first time. In the Maze, I used the animus purge spell on a near-dead unique wolf with oozemancer abilities. It succeeded and he converted to my side, but then I died to whatever poison he stuck on me, so it put me in his body under my control. I cleared out the rest of the level with him but couldn't pick up items or use the steps.

I think this might happen with all allies. I know for a fact that it happens with alchemist golems, since there's an achievement for it, and it works on summoners' minions too (although they have a limited duration before they disappear).

Adbot
ADBOT LOVES YOU

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
Alternately, you can beat the game, stack a bunch of +magic gear to get to 40, and then use the Staff of Absorption's activated ability on a training dummy. 300,000 damage.

e: Although you'll probably have unlocked it anyways by the time you beat the game.

RPATDO_LAMD fucked around with this message at 09:48 on May 19, 2014

  • Locked thread