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boladefuego

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Curious Artila

Curious Artila (3/17)

  1. If I remember correctly, you only need to fight the human guards in the room where the iron is, you can easily evade the golems, only the SE golems were somewhat tricky. Enter from the NW, talk to the servant mind then use the leftmost and rightmost switch things. The guards aren't too tough as long as your level's not too low. I think my warrior was around 40 with some tralls when i got there. It's probably doable earlier. The entrance to Dera Lost Vault is in a building south of Dera South Shore about 2 or 3 maps down Zephyr Oasis, guarded by 4 golems with really high HP and/or resistances but won't move initially. Not sure what they are weak against but I remember getting there with tralls and a couple were able to move with 1 almost dead but if you're left with 2 at full health I think it will be harder than the human guards at the Spire Cells.
  2. Less meta dependence and more transparent rules/character information in general. I've been replaying the earlier games and prior knowledge is sometimes necessary even when not power gaming. There was an instance where a canister was part or near the tutorial area (G2 I think) and you had no clue what was in it, what the effects would be of using it nor that it would affect the ending, yet the help pop-up encouraged you to click on the canister. I would've done so if I didn't play G1 or read the walkthrough. The trainer/book/canister/shaping bonuses required planning as well (although I think this was already solved in G3 by separating canister/book bonus from trainers). Unclear skill caps made you waste skill points. The money cap was unexpected as well. Oh, and the annoying "move in combat mode" mechanic should really be used as less as possible. Most of the levels that are designed around its use end up being tedious instead of challenging. Using engine mechanics to make something challenging should be left to platformers.
  3. More 'sperging. After realizing that I forgot to take into account that Parry starts at 4 as a Guardian (meaning my 'no investment in Parry' EHP values were off a bit) and that doing calcs only for 5/10/15/20 Parry would result in a few skill points possibly going to waste, I redid calculations, this time also taking into account Augmentation (+58) and Essence Armor (+54, potion). I did the calculations at character level 30, no investment in Endurance & Parry, comparing EHP gained for every point invested in Endurance against if those points were put into Parry instead. Results: Until 10 Endurance, it's not worth putting any points into Parry (same as my earlier conclusion). There's a point where the first 2 points in Parry, being so cheap, would probably be ok but the gain should also be miniscule. Also, since I did the calcs based on Endurance values, a 4 skill point investment (+1 End or +3 Parry) is the lowest I started in. At 10 Endurance, going to 11 (worth 7 skill points) adds less EHP than +4 points to Parry (6 SPs). So our Guardian is now at 10 Endurance and 8 Parry. Going further, until 15 Endurance it wasn't worth getting Parry from 8 to 10. I ended my calcs with the following values: 16 End and 8 Parry (94 skill points) 508 HP || 604 melee EHP || 552 ranged EHP -vs- 15 End and 11 Parry (94 skill points) 484 HP || 620 melee EHP || 543 ranged EHP I didn't do further calcs as 94 skill points is a lot and further investment is probably impractical. Personally after all this I wouldn't get Parry past 8.
  4. Yes, raising Endurance to 8-10 first then Parry to 10 seems to be the most economical use of points. After that I did computations for different use of points, 10 End 15 Parry vs 13 End 10 Parry, 13 End 15 Parry vs 15 End 10 Parry. Endurance comes out a little better because while vs melee EHP is almost always higher with high Parry, it's also significantly lower vs ranged attacks. Note that this does not take into account HP from Augmentation or Essence Armor, which are both equal to around 2.5 points of Endurance each at character level 30 judging from my save (not sure if level has any effect on these). So considering that 15 End 10 Parry is better than 13 End 15 Parry unbuffed, if we adjust for both buffs, 10 Endurance 10 Parry still seems to be the best. I did higher numbers: 12 End 15 Parry and 14 End 10 Parry, both when buffed, are pretty close with the latter still somewhat better because of low Parry for ranged attacks.
  5. It's years late but I figure this could be useful for someone replaying the earlier games. After reading the linked threads in strategy peripheral, I found differing opinions on Parry. Being the 'sperg that I am, I tried looking for more specific info, but I wasn't satisfied with what I found. So I did my own testing. I'm of course not sure on some of these, as I didn't look at game files or anything, I just did some in-game testing. It's known that Parry gives a 2% chance per point of blocking a melee attack entirely. The tooltip says it reduces physical damage received as well but I didn't have the will to test if it did. What about ranged attacks? I used turrets for testing and it's 1% per point. I also tested against Greta's firebolt & searer, also 1% per point. It seems that Parry chance is still capped at 50%. Is it worth putting points over Endurance? The accurate answer is probably more trouble to find than it's worth. A rough estimate shouldn't be too time consuming to find out though. So to compare Endurance and Parry I used a very simple (and most probably inaccurate) formula to get effective HP due to Parry: EHP = HP / (1 - Parry * 0.02). I am aware that this ignores several factors like exact incoming damage but it should be good enough. BTW, the Guardian's HP formula in G3 seems to be 24 + End * 0.75 * (level+1). So for example if our Guardian has 200 HP and 15 Parry while the enemy does 40 melee damage (at 30% chance to be parried), 200 / (40 * 70%), it should take around 7 attacks on average to kill our Guardian. Meaning 7 * 40 is his effective HP. I did computations for Parry at 10, 15 and 20. Of course since EHP is largely dependent on base HP, and HP is dependent on level, I also did this on differing levels (10, 20, 30 & 40) and differing amounts of Endurance already invested (0 - 7 and so on). What I found out was that up to 8 Endurance, 12 skill points worth of Parry (total amount to reach 10) adds less EHP than just investing those points into more Endurance. This is taking into account both melee and ranged parry chance. And that up to 15 Endurance at least (I did not make any further calculations) it's not worth getting Parry from 10 to 15. Edit: some mistakes, look at post #5 for corrections
  6. You can take his stuff without a fight. If you lie to him then exit using the northern (lava-filled) entrance, he will not attack.
  7. Oh, I didn't think they were that expensive! Both seem far, judging from the G2 map. I did some searching and read in a thread that points above 14 only increase Riposte chance. +2 means I can safely stop at 14 with points and not waste any. The OCD in me wants to stop at 12 but it's kinda self-defeating to save up points only to be able to use them for less than a quarter of the game lol Anyway thanks guys for the info!
  8. So the tip only saves gold. Still pretty good to know though, holding off until training is probably harder. I've read in the Strategy Peripheral links that 18 in Parry is optimal and I intend to reach it but the problem is I can't find an item list anywhere to see which items give Parry bonus. Guess I'll just have to play it safe and set a margin. Anyway thanks again for the answers and tips
  9. 1. from Matt P's FAQ: I looked at the chargen screen and IF the bonus affects training (can only train once after) not spending the points will save 3 points from training + 3 points from the bonus itself. If the bonus has no effect on training, I can train both twice for 8 + 3 points saved. If I spend the points to bump both the highest total points I can save is 6 I think. My question is this: Am I right in thinking the bonus does affect training so the total points saved if I follow the tip is the same as if I hold off until I get training? 2. is Quick Action affected by diminishing returns after 10? TYVM in advance for answers
  10. Good tip, this is what worked for me as well, thanks
  11. I don't think making up your own justifications for the game's shortcomings actually make it better than if the game didn't have those shortcomings in the first place but each to his own. Just like in movies, plot holes are plot holes whatever you decide to do with them. Depends on the size I guess if they matter or not but being able to overlook past the faults doesn't make them go away nor does it make the movie better by being 'open to interpretation'. I'd rather conclude good for what it is or the whole is greater than the sum of its parts or something.
  12. It just could've been designed/written better. You could have been given the option to research what actual laws are being broken, and what punishment is applicable. Could've at least tried to get the backing of some Heart in Avadon. The mercs don't care about what Avadon says anyway but that would at least justify things on your end. Could've been given the chance to talk to their leader. Could've been given the chance to give Dedrik a well-deserved slap instead. Whatever the mercenaries' purpose for being there was, I don't think wholesale slaughter is justified, much less IMMEDIATE wholesale slaughter as proposed by that Wyldrylm shaman (forgot his name) because they haven't really done anything yet. Hell, the main character could've been given a much smarter dialogue than "aren't you breaking laws...?". Instead he has to be so clueless that even the blademaster guard crushes his pathetic attempt at an argument. Even a simple "You are disrupting the peace just by being here > Leave or I will be forced > Then you leave me no choice" would've been more satisfying.
  13. The total value of what you get inside exceeds what you pay for it by a small amount. Sell value of those items is of course quite low as with everything else. You also get minor exp. Otherwise you can't do anything with the farm other than own it.
  14. Xenophon stated "they" threatened him with punishment. If he meant Avadon, it makes no sense that Avadon would cover up for him after committing 2 crimes, when the first was enough to get him punished. If he meant Khalida it still would not make any sense since bribing Hands is described as common practice, he didn't need to go to such measures to avoid punishment. He could've meant others, can't think of any though. If the reason it's pointless to take vengeance on Avadon is because there's no turning back what happened then it's just as pointless to take vengeance on Xenophon. I just remembered this myself after making my first post - the explanation of why she stays loyal to Avadon is because her brain cannot function properly when thinking about the incident due to what Avadon did to her. She said she can't act on her vengeance and asks you in the confrontation if Xenophon's reason why he shouldn't die is right. Afterwards she asks you if what happened to her, including the coverup, was just because she cannot decide for herself. Which makes it all the more forced - why is she able to think about vengeance but not about whether it would be right or wrong? Why didn't Avadon just take her ability to think about vengeance away altogether? Why is she able to think about vengeance on Xenophon but not on Avadon? It just seems so contrived. *
  15. I'm not sure what the proper way of beating it as well but I just kinda forced my way in. The turrets activate from west to east AFAIK. I just went as far as I could, then used Khalida's Berserker leap and Teleport Scarab on someone else to destroy the 4 easternmost turrets while they were still offline. I planned to destroy them all gradually but the shades disappeared and the turrets came offline after some time.
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