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Men are from Slars

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  1. With FoF and a few points in QS, you have three chances to get a bonus point; you only need two to succeed in order to get to 10 AP. With FoF + 4 QS for example, you'll get +2 AP or better about 20% of the time. With FoF + 8 QS you'll get +2 or better about 40% of the time.

     

    This isn't a -horrible- deal, I'd just much rather use the items and save the skill points for something useful.

  2. I did some more testing and I believe I can now state precisely what Quick Strike does. On each PC's turn, he gets two independent chances to get +1 AP. Each chance is very close to 5% per point of Quick Strike.

     

    This does not explain everything -- there was a little more variation than I would expect, and with 20 Quick Strike I still got 9 AP VERY rarely -- but it works with the averages. This would predict the following:

     

    Quick Strike score -- % +0, % +1, % +2

    0 -- 100%, 0%, 0%

    5 -- 56%, 38%, 6%

    10 -- 25%, 50%, 25%

    15 -- 6%, 38%, 56%

    20 -- 0%, 0%, 100%

     

    If there is a maximum chance cap of say 99% that would explain the 9 AP scores I saw with 20 QS.

     

    If you only care about getting one bonus AP from Quick Strike, the increased chance of getting +1 or greater for each point of QS you buy begins just below 10% for the first point of QS and drops about 0.5% per point until it ends just above 0% for the 20th point.

     

    Fast on Feet seems to provide another independent check for +1 AP, but this one is always 50%. In combination with QS this halves the chance of getting zero bonus AP. So 5 QS + FoF means you're about 72% likely to get a bonus. 10 QS + FoF means you're about 88% likely to get a bonus. In that case, you spent 19 skill points to get an extra attack 22% of the time... then you spent 31 skill points to get one 16% of the time.

     

    IMHO, this is further evidence that archers and spellcasters should restrict themselves to the AP-boosting items. It's harder to use extra turns, tactically, if they're inconsistent. Melee fighters on the other hand already rely on a number of other fluctuating random factors, especially Quick Action, so the new inconsistency is insignificant.

  3. I did some more testing and I believe I can now state precisely what Quick Strike does. On each PC's turn, he gets two independent chances to get +1 AP. Each chance is very close to 5% per point of Quick Strike.

     

    This does not explain everything -- there was a little more variation than I would expect, and with 20 Quick Strike I still got 9 AP VERY rarely -- but it works with the averages. This would predict the following:

     

    Quick Strike score -- % +0, % +1, % +2

    0 -- 100%, 0%, 0%

    5 -- 56%, 38%, 6%

    10 -- 25%, 50%, 25%

    15 -- 6%, 38%, 56%

    20 -- 0%, 0%, 100%

     

    If there is a maximum chance cap of say 99% that would explain the 9 AP scores I saw with 20 QS.

     

    If you only care about getting one bonus AP from Quick Strike, the increased chance of getting +1 or greater for each point of QS you buy begins just below 10% for the first point of QS and drops about 0.5% per point until it ends just above 0% for the 20th point.

     

    Fast on Feet seems to provide another independent check for +1 AP, but this one is always 50%. In combination with QS this halves the chance of getting zero bonus AP. So 5 QS + FoF means you're about 72% likely to get a bonus. 10 QS + FoF means you're about 88% likely to get a bonus. In that case, you spent 19 skill points to get an extra attack 22% of the time... then you spent 31 skill points to get one 16% of the time.

     

    IMHO, this is further evidence that archers and spellcasters should restrict themselves to the AP-boosting items. It's harder to use extra turns, tactically, if they're inconsistent. Melee fighters on the other hand already rely on a number of other fluctuating random factors, especially Quick Action, so the new inconsistency is insignificant.

  4. 1. Getting to 10 AP seems to be the only important thing. 10 AP gives you an extra action, and gets you to 15 AP when hasted for a third action. The power of bows and spells means you don't really need extra to move with. While you could layer items and skills on one character and get to 13.5 for 20 AP when hasted, that seems like a huge waste.

     

    2. A quick look in the script confirms that there are 6 items giving +1 AP (3 armors, 1 spear, 1 shield, 1 footwear). I'm guessing there aren't duplicates in the game (one of these days I'll have to get back to playing it wink

     

    3. Quick Strike is a moderately priced investment for a fighter (14 for 4, 50 for 10) but expensive for an archer without melee skill (44 for 4, 80 for 10) and prohibitive for a mage (70 for 4, 106 for 10).

     

    Therefore: It seems like the easiest models for fairly consistent 10 AP turns would be:

     

    2 melee warriors + 2 mages or archers: warriors get Fast on Feet, 4-6 points of Quick Strike, and 1 item; mages get 2 items

     

    1 melee warrior + 3 mages or archers: warrior gets Fast on Feet, 8-10 points of Quick Strike; others get 2 items.

     

    While spending 44 of your archer's skill points might not seem too bad late game (especially since it reduces the points your warrior would need to spend), going the one item route also requires having Fast on Feet instead of another advantage (likely Divinely Touched). Late game, that means about 4 levels of Sharpshooter (in addition to the phantom DT defense bonus that may or may not exist).

     

    So I think I'm ready to start over on Torment. Unfortunately, I still can't find any *remotely* compelling reasons to use Sliths or Humans, so now I need to come up with a reason why my team will be wearing the same skimpy clothing, in strange bright colors. I think the answer is that they're superheroes. Hmm... IT'S CLOBBERIN' TIME!

  5. Very interesting.

     

    Defense is also supposed to affect chance to be hit, isn't it?

     

    It's also interesting that you got an average of +1.25 AP out of 7 Quick Strike. My level 1 test with 5 Quick Strike got an average of only +0.6 AP. So either there is a strange and unspidwebby QS effect curve, or something else affects bonus AP as well -- maybe the effect is greater at higher level -- or is it possible gymnastics can give bonus AP?

    ...WAIT... 13.25 average AP with no boost items, were you HASTED? Detail! If AP boosting works anything like in previous engines that should multiply the bonus AP just like the regular AP. So the Quick Strike effect is closer to 1/9.

     

    How many AP-boosting items are there in this game? I am starting to doubt the worthwhileness of investing in Quick Strike at all...

  6. Melee gets quick action and archery doesn't. However, bonus AP (quick strike) will always help archery and will help melee more in focused battles, not so much against regular foes. (Perhaps that's different in Torment, with higher foe hp = more rounds of engagement?)

     

    Melee base damage tends to be higher. OTOH, dex (for sharpshooter) has more benefits than strength (for blademaster), and you don't have to pump an unwanted weapon skill either.

     

    But the targetting advantage of a bow is huge.

     

    I dunno, I'll wait and see how it goes. But I keep thinking of the G3 agent, how putting every last point into battle magic and spellcraft made a monster, whereas simply putting most points there was a lot less effective.

  7. EDIT: Okay, maybe there aren't any missing smile Well, here's the list anyway.

     

    Nephil: Bows, Throws, Gymnastics

    Slith: Pole

    Elite Warrior: Parry, Blademaster

    Divinely Touched: Blademaster, Magery, Sharpshooter

    Natural Mage: Mage Spells, Magic Efficiency

    Pure Spirit: Priest Spells, Magic Efficiency

    Deadeye: Sharpshooter

    Nimber Fingers: Tool Use, First Aid

     

    Fast on Feet: (?)

    Good Con: (?)

    Thick Skin: (?)

    Strong Will: (?)

  8. EDIT: Okay, maybe there aren't any missing smile Well, here's the list anyway.

     

    Nephil: Bows, Throws, Gymnastics

    Slith: Pole

    Elite Warrior: Parry, Blademaster

    Divinely Touched: Blademaster, Magery, Sharpshooter

    Natural Mage: Mage Spells, Magic Efficiency

    Pure Spirit: Priest Spells, Magic Efficiency

    Deadeye: Sharpshooter

    Nimber Fingers: Tool Use, First Aid

     

    Fast on Feet: (?)

    Good Con: (?)

    Thick Skin: (?)

    Strong Will: (?)

  9. I just did some quick testing involving 3 freshly created nephils: one with the Fast on Feet trait, one with 5 points in Quick Strike, and one with both. I did 20 rounds of combat, with the following results:

     

    Fast on Feet:

    AP 8: 10/20

    AP 9: 10/20

    Average: +0.5 AP

     

    Quick Strike 5:

    AP 8: 12/20

    AP 9: 4/20

    AP10: 4/20

    Average: +0.6 AP

     

    Both:

    AP 8: 3/20

    AP 9: 10/20

    AP10: 6/20

    AP11: 1/20

    Average: +1.25 AP

     

    However, I have no idea if the effect of Fast on Feet increases with level like the other traits. Can anyone confirm or deny this?

     

    My other question concerns Divinely Touched. The trait description claims it makes you "very resistant to damage." Is that true? Is it just a hidden parry bonus, or what? How useful is the bonus?

     

    Basically, it now seems that there are at least three traits in competition for each of my PCs:

     

    Fast on Feet

    Divinely Touched

    Elite Warrior / Deadeye / Natural Mage / Pure Spirit

     

    Fast on Feet + Quick Strike seems useful for any character, really, but even moreso when every character can easily get something out of a bow. Quick Strike might be a stretch for mages, but FoF still has potential if combined with +AP items. On the other hand, if I am making a tank, Elite Warrior and Divinely Touched both claim to provide defensive bonuses. Or do I just go all out with gymnastics?

     

    While I'm at it, how significant is the armor use effect from Natural Mage?

  10. I just did some quick testing involving 3 freshly created nephils: one with the Fast on Feet trait, one with 5 points in Quick Strike, and one with both. I did 20 rounds of combat, with the following results:

     

    Fast on Feet:

    AP 8: 10/20

    AP 9: 10/20

    Average: +0.5 AP

     

    Quick Strike 5:

    AP 8: 12/20

    AP 9: 4/20

    AP10: 4/20

    Average: +0.6 AP

     

    Both:

    AP 8: 3/20

    AP 9: 10/20

    AP10: 6/20

    AP11: 1/20

    Average: +1.25 AP

     

    However, I have no idea if the effect of Fast on Feet increases with level like the other traits. Can anyone confirm or deny this?

     

    My other question concerns Divinely Touched. The trait description claims it makes you "very resistant to damage." Is that true? Is it just a hidden parry bonus, or what? How useful is the bonus?

     

    Basically, it now seems that there are at least three traits in competition for each of my PCs:

     

    Fast on Feet

    Divinely Touched

    Elite Warrior / Deadeye / Natural Mage / Pure Spirit

     

    Fast on Feet + Quick Strike seems useful for any character, really, but even moreso when every character can easily get something out of a bow. Quick Strike might be a stretch for mages, but FoF still has potential if combined with +AP items. On the other hand, if I am making a tank, Elite Warrior and Divinely Touched both claim to provide defensive bonuses. Or do I just go all out with gymnastics?

     

    While I'm at it, how significant is the armor use effect from Natural Mage?

  11. Hmm. So pole weapons are good. I'm a little reluctant to make one of my fighters a halberdier, though, if it involves giving up a shield AND the nephil gymnastics bonus. I smell a slith priest...

     

    Vlish: Do you mean Quick Strike? What's the difference between that and Quick Action anyway?

     

    I have to say, I love the new First Aid implementation. It brings back the idea of strategizing in order to survive attrition over the course of an entire dungeon, something that Ex/Av never really had, and something I have rarely seen in rpgs since, oh, the late 80's.

  12. So I hear there is a First Aid trainer early on. What other skills have trainers (at reasonable points in the game)? Skills like First Aid which are secondary but still useful are especially nice to pick up that way, and are a nice thing to know about when you build characters.

  13. Hiya folks. Nice to see so many familiar helpful faces in the new game's forum yet again!

     

    So I read most of the forum posts while waiting for A4 to download, and I've been playing just for a few hours now. A few things struck me almost immediately (especially after reading tasty vlish et al.) and I'm wondering what you guys think, before I restart with a new party, as I probably will soon.

     

    1. Archery. Archery is really, really good. This is not so much because of the unlimited arrows and better skill/trait support -- though that helps -- but because of the new combat system. Ranged attacks become a tactical JEWEL when attacking reduces the amount you can move by more than half (give or take a haste). The fact that archery is strong, and never runs out, makes my archer feel (and play) rather like an Agent. Except better, because unlike Firebolt, archery seems to work when you are one square away from the enemy -- no need to train an archer in any melee weapons at all.

     

    So then I read about how there are four super duper special bows, and I ask myself: is there -any- reason not to give EVERY pc points in archery? I haven't played on Torment yet, so perhaps the damage is less impressive there.

     

    2. Races. Since experience is gained relative to level, as it has always been in the Spidwebverse, and the races and advantages give bonuses that are greater than the equivalent of a few levels of skill points (especially at very high levels) there is very little reason to avoid expensive traits, or races. (That's sort of annoying -- while humans have no advantages, they have 8 icons to the sliths' and nephils' 2.) I can't see any str/dex/int bonuses -- perhaps they are hidden or only show up at higher levels? -- but given the visible or implied bonuses of polearms + resist fire for sliths, and of bows + throws + traps + gymnastics for nephils... I am finding it very hard not make all of my pcs nephils. Bows are wonderful, and I have seen no reason to doubt the utility of gymnastics, either. Certainly it seems better than resist fire, and the polearm bonus, while good, seems less useful than the bows bonus, given that polearms seem to have, once again, just barely failed to be competitive with swords.

     

    Will I be running an all-cat party, rrrrrrr?

     

    Thanks for your thoughts. --slartucker

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