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ex post slarto

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  1. Update:

    Base chance for an enemy to hit you is 50% + 5% per level of the enemy.

     

    By the end of the game, most enemies are about level 30, it looks like; the most powerful are levels 35-40. That means they have base chances to hit of 200% - 250%. (Unless this bonus also follows the half after 10 rule, or has its own ceiling, but that seems unlikely.)

     

    10 points each in Dex, Gymnastics, Defense, and Luck will improve your dodging ability by 150%. So the most powerful enemies will still hit you 99% of the time, and weaker ones will hit you half the time... and that's after an investment of 240 skill points (not counting the 4 points of Strength to get to Gymnastics, although those coincidentally cost the same as the 4 points of Gymnastics a level 30 Nephil wouldn't have to buy), which is about all one character is likely to have at the end of the game. Even a dedicated tank will be hard pressed to spend that much skill on these skills.

     

    So maybe Gymnastics isn't quite as killer as we thought. Vlish, how's your tank doing?

  2. Okay, that DT thing was the result of REALLY poor observational skills on my part. Here's what's really going on:

     

    Half your Armor rating is added to Fire Cold and Elec resists.

     

    That makes good armor a lot better, since it also reduces damage from magic! It also makes me suspect that Hardiness, Resistance, and Luck all secretly increase your armor rating, which the hardiness description suggests anyway.

     

    Also, the 10 and 20 caps on skill gains apply to some Luck bonuses (Stun, Mental, Poison and Acid) but not to Fire/Elec/Cold. Weird!

  3. Okay, that DT thing was the result of REALLY poor observational skills on my part. Here's what's really going on:

     

    Half your Armor rating is added to Fire Cold and Elec resists.

     

    That makes good armor a lot better, since it also reduces damage from magic! It also makes me suspect that Hardiness, Resistance, and Luck all secretly increase your armor rating, which the hardiness description suggests anyway.

     

    Also, the 10 and 20 caps on skill gains apply to some Luck bonuses (Stun, Mental, Poison and Acid) but not to Fire/Elec/Cold. Weird!

  4. Another suspicion, though I haven't checked this one out:

    To-hit gets an additional bonus equal to 5% per level of your equipped weapon. This is a hidden stat, but it can be guessed based on the "base damage" of the weapon, which is the base damage for that weapon type times the weapon's level.

     

    Monsters get a bonus to hit which I am guessing is dependent on monster level. Perhaps also 5%? They may get a level-based dodge bonus, but it must be a lot smaller if they do. Base chance for a monster to hit is 50%, I think? Base chance for a PC to hit is 35%?

     

    (Need to check: do these numbers change on different difficulty settings.)

  5. Another suspicion, though I haven't checked this one out:

    To-hit gets an additional bonus equal to 5% per level of your equipped weapon. This is a hidden stat, but it can be guessed based on the "base damage" of the weapon, which is the base damage for that weapon type times the weapon's level.

     

    Monsters get a bonus to hit which I am guessing is dependent on monster level. Perhaps also 5%? They may get a level-based dodge bonus, but it must be a lot smaller if they do. Base chance for a monster to hit is 50%, I think? Base chance for a PC to hit is 35%?

     

    (Need to check: do these numbers change on different difficulty settings.)

  6. I did some testing on hostile effect resistances as well as to-hit and to-dodge. We've been making some bad assumptions! Here's a summary of the effects of skills on these important numbers:

     

    ARMOR

    +1 per Luck

     

    TO-HIT

    +5% per Str / Dex

    +5% per Melee or Pole / Bows or Throws

    +5% per Blademaster / Sharpshooter

    +2% per Luck

     

    TO-DODGE

    +5% per Dex

    +5% per Gymnastics

    +3% per Defense

    +2% per Luck

    +10% (fixed) if Fast on Feet

     

    FIRE, COLD, and ELECTRICITY

    +2% per Hardiness

    +4% per Resistance

    +1% per Luck

    +1% per 2 points of Armor rating from equipment (NOT from Luck)

    +10% to fire only (fixed) if Slith

     

    STUN

    +5% per Strength

    +3% per Luck

     

    MENTAL

    +3% per Intelligence

    +1% per Luck

     

    POISON and ACID

    +5% per Endurance

    +3% per Luck

     

    One other important consideration: for all of these numbers, after getting to 10 in a given skill, you need to buy 2 points of the skill to get another step of the bonus. I assume that once you get to 20, you have to buy 3 points. This is the system Geneforge 1 used for all skills (it had fixed skill point prices). However, it seems many skills in A4 have their own formulas and ignore the 10 skill ceiling - Int, Magery, Tool Use, and Quick Strike, for example.

     

    Also, Parry is not 7.5% per point as somebody reported. It's a base of 5% for all characters + 5% per point of Parry (I believe this does follow the 10 and 20 ceilings). Those are the melee numbers, anyway, I haven't tried to figure out the numbers vs archery or whatnot.

     

    Also, Elite Warrior seems to give the additional +1 bonus every 8 levels, not every 6 levels as I originally stated. Not sure how I goofed that, if anyone wants to see if that matches their savefiles, not a bad idea.

     

    Implication of all this: Luck is really, really good.

     

    Question: Does anyone know if the % sign in all of the resistance stats is at all relevant, or if it's basically decorative?

  7. I did some testing on hostile effect resistances as well as to-hit and to-dodge. We've been making some bad assumptions! Here's a summary of the effects of skills on these important numbers:

     

    ARMOR

    +1 per Luck

     

    TO-HIT

    +5% per Str / Dex

    +5% per Melee or Pole / Bows or Throws

    +5% per Blademaster / Sharpshooter

    +2% per Luck

     

    TO-DODGE

    +5% per Dex

    +5% per Gymnastics

    +3% per Defense

    +2% per Luck

    +10% (fixed) if Fast on Feet

     

    FIRE, COLD, and ELECTRICITY

    +2% per Hardiness

    +4% per Resistance

    +1% per Luck

    +1% per 2 points of Armor rating from equipment (NOT from Luck)

    +10% to fire only (fixed) if Slith

     

    STUN

    +5% per Strength

    +3% per Luck

     

    MENTAL

    +3% per Intelligence

    +1% per Luck

     

    POISON and ACID

    +5% per Endurance

    +3% per Luck

     

    One other important consideration: for all of these numbers, after getting to 10 in a given skill, you need to buy 2 points of the skill to get another step of the bonus. I assume that once you get to 20, you have to buy 3 points. This is the system Geneforge 1 used for all skills (it had fixed skill point prices). However, it seems many skills in A4 have their own formulas and ignore the 10 skill ceiling - Int, Magery, Tool Use, and Quick Strike, for example.

     

    Also, Parry is not 7.5% per point as somebody reported. It's a base of 5% for all characters + 5% per point of Parry (I believe this does follow the 10 and 20 ceilings). Those are the melee numbers, anyway, I haven't tried to figure out the numbers vs archery or whatnot.

     

    Also, Elite Warrior seems to give the additional +1 bonus every 8 levels, not every 6 levels as I originally stated. Not sure how I goofed that, if anyone wants to see if that matches their savefiles, not a bad idea.

     

    Implication of all this: Luck is really, really good.

     

    Question: Does anyone know if the % sign in all of the resistance stats is at all relevant, or if it's basically decorative?

  8. Kitties are in the Eastern Gallery and have cleared out the eastern half. It's been remarkably easy going. I haven't even found my tank to be necessary at all, although I have been blessing constantly and ambushing enemy archers wherever possible. I've also been pretty generous with healing.

     

    Slartucker was given me years ago after a comparison to Slartibartfast; my real name is Tucker.

  9. Kitties are in the Eastern Gallery and have cleared out the eastern half. It's been remarkably easy going. I haven't even found my tank to be necessary at all, although I have been blessing constantly and ambushing enemy archers wherever possible. I've also been pretty generous with healing.

     

    Slartucker was given me years ago after a comparison to Slartibartfast; my real name is Tucker.

  10. Are even the medium-level priest spells really necessary? You can use potions for armor where you need to, and nothing else looks too important, really. That would save a lot of dear, dear skill points. A singleton MUST be played as a tank, really, and every point of Dex, Gymnastics, Defense, Parry, Endurance, Luck, Resistance, etc. really counts.

  11. Are even the medium-level priest spells really necessary? You can use potions for armor where you need to, and nothing else looks too important, really. That would save a lot of dear, dear skill points. A singleton MUST be played as a tank, really, and every point of Dex, Gymnastics, Defense, Parry, Endurance, Luck, Resistance, etc. really counts.

  12. (goes up levels) (ahead of everyone else)

    not

    (goes up) ((levels ahead) of everyone else)

     

    He's only 500 or 600 XP up, right now; each level he gets about a 50 XP lead on the others, which makes sense given that he gets 50% of normal experience and the others get 45% of it.

  13. (goes up levels) (ahead of everyone else)

    not

    (goes up) ((levels ahead) of everyone else)

     

    He's only 500 or 600 XP up, right now; each level he gets about a 50 XP lead on the others, which makes sense given that he gets 50% of normal experience and the others get 45% of it.

  14. Heh. I may try a singleton in a bit, but I'm not going to just yet.

     

    Synergy -- what difficulty level are you using?

     

    Clearly, Arcane Lore is a lost cause. It would cost 110 points to raise either one to 20. Spells will have to be bought. Or are the highest level spells not sold by anyone? That would be annoying. Nature Lore I'm not sure about -- if there is a lot of Graymold and Mandrake hidden in dirt piles, it might be worth investing in in order to get more Knowledge Brew. Prolly not, but there are so many dirt piles I've yet to dig in! laugh *rolls eyes*

     

    I'm a little bit worried, Synergy, about what will happen at higher levels. Given the necessary investment into magic and tools, I don't think you'll have the skill points to develop both a good defense and a good attack. I suppose you could use magic and bows to attack, and rely a lot on energy potions; but I'm not sure that's feasable, and even if it is it sounds pretty annoying.

  15. Heh. I may try a singleton in a bit, but I'm not going to just yet.

     

    Synergy -- what difficulty level are you using?

     

    Clearly, Arcane Lore is a lost cause. It would cost 110 points to raise either one to 20. Spells will have to be bought. Or are the highest level spells not sold by anyone? That would be annoying. Nature Lore I'm not sure about -- if there is a lot of Graymold and Mandrake hidden in dirt piles, it might be worth investing in in order to get more Knowledge Brew. Prolly not, but there are so many dirt piles I've yet to dig in! laugh *rolls eyes*

     

    I'm a little bit worried, Synergy, about what will happen at higher levels. Given the necessary investment into magic and tools, I don't think you'll have the skill points to develop both a good defense and a good attack. I suppose you could use magic and bows to attack, and rely a lot on energy potions; but I'm not sure that's feasable, and even if it is it sounds pretty annoying.

  16. Symbiosis would have been a potentially REALLY useful spell, if it had actually worked well.

     

    The cool thing about the spells in Exile (2 and 3, really) is that they were willing to break the rules in balanced ways. Experienced game designers often avoid doing that because they are aware of how easy it is to mess up and ruin game balance when you break rules. But in Exile they were done very well. The field-creating spells in particular expanded strategy by a lot; and Mindduel, Envenom, Shockwave, Stealth... so many ways to attack. I think it's telling that the most powerful magic was often to Simulacrum a Null Bug.

  17. Symbiosis would have been a potentially REALLY useful spell, if it had actually worked well.

     

    The cool thing about the spells in Exile (2 and 3, really) is that they were willing to break the rules in balanced ways. Experienced game designers often avoid doing that because they are aware of how easy it is to mess up and ruin game balance when you break rules. But in Exile they were done very well. The field-creating spells in particular expanded strategy by a lot; and Mindduel, Envenom, Shockwave, Stealth... so many ways to attack. I think it's telling that the most powerful magic was often to Simulacrum a Null Bug.

  18. 1. I am quickly concluding that the worst thing about Deadeye is that it ONLY penalizes 10% rather than 15%. Now my archer goes up levels ahead of everyone else, thereby reducing the amount of experience everyone else gets! Very annoying.

     

    2. Luck has a very small effect, but it has a very small effect on a number of different things. It definitely affects hostile effect resistance and item drops. I'm pretty sure it affects hitting, dodging, and damage as well. (If past games are any guide, Luck will give +1% where most skills give +5%.) I imagine it affects saving throws for charm and such, and there are probably other effects. So it's a very good value, it's just unfocused.

  19. 1. I am quickly concluding that the worst thing about Deadeye is that it ONLY penalizes 10% rather than 15%. Now my archer goes up levels ahead of everyone else, thereby reducing the amount of experience everyone else gets! Very annoying.

     

    2. Luck has a very small effect, but it has a very small effect on a number of different things. It definitely affects hostile effect resistance and item drops. I'm pretty sure it affects hitting, dodging, and damage as well. (If past games are any guide, Luck will give +1% where most skills give +5%.) I imagine it affects saving throws for charm and such, and there are probably other effects. So it's a very good value, it's just unfocused.

  20. Clearly I need to attempt this challenge. On Easy, of course. And I am sympathetic to Jeff's unsympathy. Unlike in Exile there's nothing more 'convenient' about playing singleton.

     

    Nephil, Divinely Touched, Elite Warrior. There's going to be no avoiding melee combat and the parry bonus will be very helpful. NO skills will be bought before they are trainable. That means going back for herbs and spellbooks at some point, but that's fine. Hmm. I suppose putting off Tool Use is a little masochistic, though...

  21. Clearly I need to attempt this challenge. On Easy, of course. And I am sympathetic to Jeff's unsympathy. Unlike in Exile there's nothing more 'convenient' about playing singleton.

     

    Nephil, Divinely Touched, Elite Warrior. There's going to be no avoiding melee combat and the parry bonus will be very helpful. NO skills will be bought before they are trainable. That means going back for herbs and spellbooks at some point, but that's fine. Hmm. I suppose putting off Tool Use is a little masochistic, though...

  22. Well, I happened to raise a whole bunch of luck at once, and noticed I was suddenly getting more items. Then I recalled that luck had a huge impact on item drops in Geneforge, and voila. Since the item and creature scripting appears to be lifted unchanged from Geneforge, it makes sense that's the same. So I'm pretty sure.

  23. Well, I happened to raise a whole bunch of luck at once, and noticed I was suddenly getting more items. Then I recalled that luck had a huge impact on item drops in Geneforge, and voila. Since the item and creature scripting appears to be lifted unchanged from Geneforge, it makes sense that's the same. So I'm pretty sure.

  24. I have heard a few comments as to the difficulty and/or impossibility of running a singleton party in A4. Certainly it seems like it would be much harder than the cake walk it was in older games. I'm not about to try it (not yet anyway) but I'm curious, how would you attempt to go about it?

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