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Mode 7 Terraces of Purgatory

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About Mode 7 Terraces of Purgatory

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    The Demon of Good Taste
  • Birthday December 25

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  1. Mode 7 Terraces of Purgatory

    About to start Avadon series. How's it compare to ave/gen?

    IMO, the first is the best -- the story is fresher, and the game mechanics are more balanced than in the later installments. But the second one definitely has its strong points as well, including some of the more interesting characters.
  2. Mode 7 Terraces of Purgatory

    A3:RW - Torment Advice

    That is not how the percent per level modifier works. If you read through the (admittedly very long) discussion above, you'll see an explanation of where that value of 5 percent comes in. Blessing Focus does not just add another die, either. Again, if you read the discussion above, this is explained.
  3. Mode 7 Terraces of Purgatory

    Queen's Wish - SW Blog Post

    Is this going to be one of those games where if you complete the optional content, there is a... special image of the happy couple?
  4. Mode 7 Terraces of Purgatory

    Kickstarter For Our New Game/Series - Queen's Wish: The Conqueror

    Not at all. My point was that being able to afford such a purchase is probably a lot rarer than wanting to support Jeff's games is.
  5. Mode 7 Terraces of Purgatory

    Kickstarter For Our New Game/Series - Queen's Wish: The Conqueror

    I think there are far more than five fans who are that dedicated. Rather, there are at least five fans so overflowing with money...
  6. Mode 7 Terraces of Purgatory

    Queen's Wish - SW Blog Post

    http://jeff-vogel.blogspot.com/2018/05/we-did-our-first-kickstarter-and-it.html Things I noticed: "a simpler top-down graphics style... makes it clear what creatures are in what spaces, which is necessary for a game like this on small screens like the iPhone." Aha, the big motivator behind the viewpoint switch becomes clear. This makes a lot of sense. "I love my country. But this doesn't keep me from thinking about my homeland and the power it holds, and what that means." There is a remarkable amount of restraint here, and attempting to appeal to everyone and alienate no one, from the former (?) leader of the Scorched Earth Party "You will be dealing with other nations, poor but proud, weaker than Haven but just as brave and determined. Each has its own history, beliefs, grudges and resentments. I want them to feel real, both sympathetic and infuriating, and then force you to deal with them." I was reminded here of something Jeff wrote in a blog post 2 years ago, when he announced the release of Avadon 3: "When I was designing Avadon, I was very ambitious. Lynaeus, the continent on which the series takes place, has 5 friendly nations and six hostile nations, each of which has its own politics, history, and so on. I wanted to make a whole world... In the end, however, I was just one designer... There are so many factions, wings of government, conflicts, controversies ... Too much for me to keep track of, too much to fully develop. I wrote so much lore I could never find a place to fit into the game. There were so many locations I just wasn't able to give enough time to... My eyes were bigger than my stomach on this one." It will be interesting to see how this is handled. "The game system will be skill-based. There won't be character classes. You can pick your skills from four different trees, hopefully allowing for a wide variety of different builds and strategies." I can't tell -- is this just a reworking of the Avernum Remake skill system, or is it like taking four skill trees from Avadon and making them available to everyone? (I have my own opinions about whether or not classless systems increase the variety of builds and strategies -- my answer is "almost never" -- but I also remember Jeff's heartfelt support for classless systems in the help text of Exile I, so, OK, nostalgia pass.)
  7. Mode 7 Terraces of Purgatory

    Kickstarter For Our New Game/Series - Queen's Wish: The Conqueror

    I hope so. The Kickstarter says almost nothing about art except that it's expensive, and that stretch goals will pay for iPhone art and an extra realm's art.
  8. Mode 7 Terraces of Purgatory

    Kickstarter For Our New Game/Series - Queen's Wish: The Conqueror

    I was excited when I heard about the perspective change, and still am. But I too was surprised by the art here. Maybe it's not final? Something about it just sorts of brings me to "RPG Maker built-in artwork". I have a reaction to the premise too but I will hold off on that till I read the upcoming blog post All of that said, it is LOVELY to see that the funding goal has been reached already. The goal was met literally within a day...
  9. Mode 7 Terraces of Purgatory

    A3:RW - Torment Advice

    Lv Int PS SC B.Focus Average length 20 9 2 0 5 4.813 20 9 3 0 5 (again?) 5.150 20 33 2 0 5 5.075 20 33 2 0 5 (again?) 5.163 20 55 2 0 5 5.038 20 9 10 10 5 6.088 20 9 10 10 5 (again?) 5.900 20 33 10 10 5 6.063 20 33 21 10 5 (5 Luck) 5.838 20 9 21 0 5 5.188 OK, I put your results into table form above, because that was a lot of text to get through... A few observations. 1) For some reason, you did not do any tests without 5 levels of Blessing Focus. The "+% to blessings/curses" effect, just as seen in Blessing Focus, affects duration in a way that stat boosts do not -- and adds a lot of variance. It seems like you'd get much clearer results from testing this *without* any Blessing Focus. 2) 20 trials is probably not precise enough for these distinctions -- as you can see, the difference between your 1st and 2nd sets of trials for your initial setup had average durations about a third of a round apart. This is greater than the difference between results you saw from several setups that were not the same -- suggesting that there is a lot of potential variation in this data. 3) Only two of your setups did not raise Priest Spells and Spellcraft in tandem, and one of those was contiminated by the random inclusion of Luck, which was never tested in isolation. 4) Given that one effect at work here is almost certainly percentile in nature, it would be worth also investigating this with a much shorter or much longer buff. The relative impact of different factors could easily be different. 5) It does indeed look like Spellcraft is the only thing having a meaningful impact here -- where there are already 5 levels of Blessing Focus, and there is a reasonably long-lasting buff at bat.
  10. Mode 7 Terraces of Purgatory

    A3:RW - Torment Advice

    Yup, this is as expected! Where damage spells have two inputs to spell strength -- the number of dice (which comes from stats, level, etc.) and the damage multiplier (which comes from "+X% to magic damage" effects) -- buffs and debuffs also have two parallel inputs to duration. As you observed, for buffs and debuffs, the effect of the first input is rolled for only once when the spell is cast; it affects all targets' durations equally. The second input is rolled for separately for each target. So, indeed, you only get that individual variance when you have a "+X% to blessings/curses" effect on the caster (and maybe Spellcraft does this also, I can't remember), which is why I knew to mention that when I saw your first data set. I don't know the exact mechanics but I would hypothesize they are something like this. 1. The game rolls a base duration when the spell is cast. The minimum duration is set for each spell/ability. The maximum duration = minimum + 1 + 0.05 for each "die" of ability strength. (The 0.05 is also set for each spell/ability, so there are some it is just 0 for). (IIRC, if you edit the defs files to create a PC with 0 in all relevant stats who can still cast the spell, you can see a narrower bit of variation.) 2. The base duration is either rounded or truncated. This is why often the highest result you get when you test is fairly rare, but the others are more evenly distributed. 3. Each character gets a chance to modify the duration. I think this happens separately for each character because for damaging attacks, this step is used both to apply the attacker's multiplier, and the defender's resistance. Basically, the "+X% to blessings/curses" is applied here, but there is some variance in how much of the multiplier is actually used; I think this happens with damaging attacks, too, but for those, a difference of a point or two is so small we don't usually notice. So 5 rounds with a +20% modifier might turn into 5.4, 5.8, 6.1, etc. 4. The duration is again either rounded or truncated. Again, just a guess. As you can see, the resulting difference is not a huge deal for most spells, but it can matter for some, especially when the base duration is very short. Finally, a procedural note for your testing. Did you wait for existing buffs to wear off, before casting the spell again? I can't remember, but I don't think new buff durations that are shorter than existing buff durations will overwrite the existing buff durations. This could mess with the data (though in which direction I'm not sure).
  11. Mode 7 Terraces of Purgatory

    A3:RW - Torment Advice

    You're definitely right that the duration of blessing spells doesn't change much; that's why I mention it only in contexts where the blessings is legitimately critical, like Haste level 3. (Note though that 12 data points are definitely not enough to collect useful data on anything with this much variance; also that any % bonus to blessings/curses effects your characters have will affect this, just in case you had any of those sitting around on items or traits.) Also, I appreciate that the character's names were changed to protect the innocent, hehe Re damage multipliers, basically, the game calculates a single multiplier when you attack. It starts at 100%, and any bonuses or penalties to melee damage, missile damage, or spell damage (as appropriate) are added and subtracted to that 100%. This means all modifiers are summed together, whether they come from magic items, skills, traits, racial bonuses, buffs, debuffs, cloak spells, the inherent DW penalty, etc. (There are two exceptions: extra critical hit damage is calculated separately -- that's why Lethal Blow doesn't suck -- and I believe some action-specific bonuses, like show up on some higher level spells, are calculated separately.) Hopefully that was more helpful than what I said above. Oh, and good point about cold resistance being the best resist for nephils.
  12. Mode 7 Terraces of Purgatory

    A3:RW - Torment Advice

    Cool, this is useful! A few notes: Buffs -- Some of the buffs you listed as working "perfectly" with low Intelligence may be a bit misleading, as the short term spells all receive a chance of a duration increase with Intelligence (and Mage Spells and level and all the stuff that boosts damage spell dice). Mostly this doesn't matter, but for some key effects with short default durations (read: Haste level 3) it actually does make a meaningful difference. Healing Spells -- Are you sure they receive a bonus from Intelligence, specifically? I don't think I checked that in A3 specifically, and it's possible that has changed, but in past games they have often received bonuses from Priest Spells and level, but not from Int. Parry -- I assume you know that the Parry check is completely separate from the regular evasion check. You might want to clear that up as you keep talking about both as "to evade" which could easily be misunderstood. Sniper -- You probably knew I was going to say this, but your description omits two key limitations: that it will only activate once per turn, and that a single activation of either Sniper or Haste prevents the other one from activating that turn, too. I know we disagree on how useful Sniper is, but this is just inaccurate. Races and traits -- The way you phrase the math here is misleading. For example, you write "If they do that, they’ll always be 10% stronger than humans with pole weapons no matter what other traits humans get". What you actually mean is that they'll always have +10 to their percentile damage modifier, compared to a human with pole weapons. That is not the same thing as always being 10% stronger, given how easy it is for said damage modifier to surpass 150% or even 200%, if you use the appropriately themed Cloak spell. A slith with a 210% will only deal 5% more damage than a human with a 200% multiplier. Also, your comparisons here really confuse me. For example, you start out by saying "Note that humans can spend their eight extra traits to buy five points of endurance and three skills that increase weapon damage by 3%" and then say "A slith pole user can use their 16 skill points to buy 5 points of endurance, the three traits that collectively give 9% more damage...". Basically, you compare humans who have bought 8 traits with sliths who have bought 16. This is bananas. Dual wielding -- Again, it's not a 35% damage penalty, it's a -35 penalty to the percentile damage multiplier. Which might mean -35% at the start of the game, but the effective impact shrinks as your multiplier increases. (Not that I'm advocating melee in A3, mind you :P) Finally, (mod hat on) I've shortened your post title because it is way too long for the board software to display gracefully in some places. For posterity, the original title was "I made a torment guide for Avernum 3: Ruined World, for players who want to lose as few parties as possible. I don't work for Spiderweb Software. These are just my opinions. This is intended for players who want to reload as seldom as possible." Please feel free to insert this somewhere in your post and/or to edit the shorter title to something you like better than what I put. Thanks!
  13. Mode 7 Terraces of Purgatory

    Slarty Ranks Everything

    I have not forgotten this. I'm halfway through the current set. May be a few days before I get caught up though.
  14. Mode 7 Terraces of Purgatory

    A2 iOS empty chests

    Holy wow. I can't believe this bug still exists. 12 years now?
  15. Mode 7 Terraces of Purgatory

    Slarty Ranks Everything

    DC did not acquire Fawcett. Rather they sued them and ruined them; then, years later, licensed the rights to "Shazam" (Fawcett's trademarkless Captain Marvel) and associated characters; then, eventually, they purchased those characters outright. However, nobody cares about Shazam one way or the other, so it's hard to see how that ruined DC.
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