Jump to content

ex post slarto

Global Moderator
  • Posts

    15,831
  • Joined

Posts posted by ex post slarto

  1. None of these things are related to the version change, they are just how it's always been

     

    1 is just how XP works, usually it's just based on level but some enemies appear to have level adjusted in a way that doesn't affect XP.

     

    2 is normal, tier 4 creations have extra mental resist

     

    3 is normal, percentile bonuses to duration are applied in a way that is random

     

    4 is normal AFAIK

  2. Okay, well I'm glad we finally agree, lol.  AoE is the whole point of drayks (and fire shaping in general).  If you only care about ST, there are better options.  They just aren't "better enough" to matter given that most fights (and especially most difficult fights) have numerous enemies in them.

     

    Regarding Overload: you say "a ton of damage" but it's not a ton of damage, it's just 15% of Max HP.  I never cast Regeneration, I just threw a Group Heal once very couple of rounds.  You also don't get 7 rounds of Overload, so Overload will not normally kill your drayks (or fyoras, or rots) unless something else damages them as well.  So if you kill things swiftly enough, one Group Heal covers everything.  On higher difficulty, if things don't die immediately, you're probably healing most turns anyway.

     

    And you don't have to use Overload every encounter, it's there for when you need it.  So it's really not a chore to Group Heal once in a while.

  3. 43 minutes ago, alhoon said:

    The points I try (and fail) to make is that a Drakon costs more but if you have the essence to spare, it is a better creation

    For an Ur-Drakon, I agree, albeit that if you have the essence to spare for that big guy, you're losing out on enough creation levels that it's probably an issue.

     

    For a Drakon, again, the non-Overload comparison (since you don't like Overload) is that you pay almost 50% more essence (38 vs 26) to do slightly less damage, but have more HP.

     

    There might be a good argument for the very very endgame when you naturally have extra essence (from those very endgame points of EM) to run , as you suggest, maybe a pair of Ur-Drakons (or Drakons, bleah) to have a sturdier front line and then fill the party out with Drayks.  I think you have a good point there.  But this is truly a very late game option, if you don't want to sacrifice creation levels for it.

     

    Regarding your qualifiers of "on normal"... normal is a great way to play.  The reason most strategy analysis does not focus on normal is because almost any strategy will work on normal.  It's that simple.  So here we have you saying Overload isn't worth bothering with, someone else was saying status effects aren't worth bothering with.  And that's fair enough, but it doesn't make those things bad or weak, even on Normal.  However, I do appreciate you actually stating that you're just talking about Normal, that is very helpful context to give.

  4. Whoops.  You are totally correct!  Hah, no wonder what I said didn't make sense.

     

    The lack of Innate Haste still holds them back, and picking that augment makes the essence cost comparison worse for them.  At that point it's 38 essence for a Drakon that can spam Chain Lightning, versus 26 essence for a Drayk that can spam fire breath (and also has Innate Haste).  Even without Overload, the Drakon doesn't actually do more damage per turn (on average).  So you're paying close to 50% more essence entirely for the drakon being a bit sturdier.

     

    Ur-Drakons will do more damage than a non-Overload Drayk (though less than an Overload Drayk).  An Ur-Drakons who can spam AoE costs 56 essence, more than twice as much as the Drayk!  That is admittedly a great option if you're up to 400 essence, but getting that high means sacrificing creation levels.  I don't think the Ur-Drakon is worth it.  Still, this is an interesting point.

  5. Not sure how that could have happened.

     

    On the encumbrance thing... oh wow.  

     

    I always figured the dropped items some entities have, were just generated when you kill them.  Nope.  Apparently they are generated when the entity is created... and the game actually gives that entity all the stats from them, and even tracks encumbrance!

     

    This is amazing!  This may actually open up a few opportunities to do some other fun things with creation types.  This is going to result in a v1.0.21 for sure.  For now, sorry about Zora's encumbrance.  And thank you, these were the most fruitful bug reports ever!

  6. 13 hours ago, alhoon said:

    I don't understand the 2nd part to be honest. What do you mean once ever 4-6 attacks? I spam the chain lighting if the enemy is still alive.

    Chain Lightning has a cooldown.  Drayks have the augment that cancels cooldowns, Drakons don't.  That means they can use it once every 3 turns, which is once every 4 to 6 attacks.  Drayks can breathe every single attack, which is now (with the innate haste upgrade) about 1.67 attacks per turn on average.

     

    Yes, if you can kill everything with 1 cast per creation the cooldown isn't relevant, but the point is that Drayks reach that point much, much sooner than Drakons do.

  7. Well, that's slightly embarassing.  Guess I had some placeholder text get left in in the dialogue.  Thanks for the report Lorn, I'll work on a fix!

     

    Re Zora, I'm not sure what would cause that and I don't see anything I've touched that possibly could.  I will keep looking and see if I can duplicate it.

     

    For Leadership, you don't yet have the ability to do that.  Shanti explained this, the codex does as well.

  8. The sword isn't "nerfed" at all.  It is delayed.  The maximum power is the same, it just needs 20 canisters to get there now instead of 10.  There are a kazillion canisters in the game, and no character actually cares about all of them.

     

    Why delay it?  Because it's the strongest raw damage weapon in the game, and you could get it to max power crazy early.  It single-handedly made most other melee weapons irrelevant for actual melee characters for the bulk of the game.  IMO, variety is good; but one thing being better than everything else is bad.

  9. alhoon, you completely ignored the second half of the quote.  You're comparing an attack you get to use once every 4 to 6 attacks with an attack you get to use every single attack.

     

    EDIT: Also, I forgot how meh the Drakon's AoE attack was.  With Overload active, one shot of the Drayk's AoE does nearly double what the Drakon's does.  (Even the Ur-Drakon's does less than the Drayk's with Overload active.)

  10. 10 hours ago, Genernumlover said:

    The thing I like about Battle Alphas is that they can completely freeze a line of turrets, shrubs, or spinecores, by hitting them with a charge that stuns them. Just one move on their part and they can reach and stop enemy acid or AoE emplacements from attacking. It also gets them closer to the spinecore itself and makes those battles quicker and easier.

    Yeah, this does not really seem like a scenario that speaks in favor of Battle Alphas, since other creation types can deal with it better.  If anything this is a scenario where needing to leap rather than breathe is a disadvantage, since often turrets or spinecores (especially spinecores) are spread out over a wide area, and leaping means you will be attacked that round by other spinecores further away, where your ranged attackers would not be in their range yet.

×
×
  • Create New...