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Slawbug

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Posts posted by Slawbug

  1. Yeah, G1 was very unbalanced with regard to creation strength and how your stats impacted that. The levels creations gained from experience gave them, essentially, half as much power as the levels they gained from your shaping skill when you created them.

     

    The nice thing about that is that it made this kind of "disposable creations" model worthwhile to play.

  2. You can actually continue to change your mind up until practically the end of the third (and biggest) island, so don't worry about it yet.

     

    In G1, it is generally agreed the Awakened were presented as the most rational and humane (though there are plenty of reasons to choose the other sects). G3 on the other hand is clearly intended to force a choice between two bad options. More people seem to side with the Shapers, probably because some of them, like Khyryk, seem a little more reasonable and less crazed.

  3. The longer you keep a creation with you, the stronger it will end up being. In G2 and G3, the intensity of this effect outweighs having a very high shaping skill. The result is that it's usually beneficial to create the creations you want as soon as you have the essence and skill. You can pump their INT later, when you have extra essence, but spending a few levels on perm AI is a small price to pay for having your creations be at a permanently higher level, by those several levels.

     

    As for make inactive: I use it whenever I have creations in tow and enter one of the damaging atmosphere zones (at least, the ones where the entrance is a safe area).

  4. I would be somewhat skeptical that Luck works differently for different kinds of items. It just doesn't fit with the way the engine is put together, with everything possible scripted and as little hardcoding as possible.

     

    I would love to see the results of a controlled test such as the following:

    - Pick a creature with multiple drops (look in the scripts - basic nephils and goblins might qualify)

    - Kill five of them (exact same creature, no variations whatsoever) 10 times each (the same five of them, save and reload) for three scenarios: All PCs with zero luck, three with zero and one (the killer) with 10, and all PCs with 10 luck.

     

    I had no idea that Luck affected drops in Exile. That's interesting, actually, given the randomness of the Exile drops.

  5. It's hard to interpret those results since you have mixed in a totally indeterminate number of creatures of various types. Also, a significant number of encounters are activated along your path -- perhaps Luck affects the number of Nephils that appear at some point? It just doesn't sound like a very controlled environment.

     

    Anyway, it is a pretty well established fact that Luck *does* affect drop rates. How much is a good question, but if your data shows no change, I question the data's integrity.

  6. I'm going to attempt to put together a file on game mechanics and other useful information, which I expect will take a couple weeks at the most for a first draft. Every time I play one of these big RPGs, I make lots of notes, the equivalent of 3/4 of a FAQ minus the walkthrough section, but I never do much to share them. I've decided I really ought to change that.

  7. I'm not sure anyone has tested that. However, since some of luck's effects are only individual, and it's cheap, you may as well spread some around.

     

    My guess would be that it's an individual check, but I'm not sure, as in Geneforge series (same engine) increasing PC luck seems to affect creation-kill drops.

     

    You could test it yourself. Give one PC maxxed out luck, have the other one kill things, and see how often they drop compared to PCs with no luck at all.

  8. Each creature has a list of things it can drop (though many have an empty list or just one item). For each item on the list, there is a default percentage chance the creature will drop that item when it dies. There is a seperate roll made for each item, so one enemy could always (in theory) drop everything. As far as I can tell, luck affects each of these rolls. I haven't tested it, but an increase of 1% per point of luck (possibly with the 10- and 20-caps we know and love) would make sense, given how drastically luck changes the possibility of a drop, and that this effect is more noticeable with drops that rarely happen without luck.

  9. Huh?

     

    Since when were priest spells underpowered? Even if you discount Divine Retribution as being late-game, healing is absurdly cheap in A4, and priests have a variety of useful support spells. The only thing mages really have going for them are Haste, Slow, and Dispel Barrier.

  10. In addition to what *i mentioned, Luck affects EVERY roll to-hit or to-dodge by 2% -- melee, missiles and magic alike.

     

    I'm not clear if it actually increases your resistances, or just displays that on the status screen. The status screen resistance info is inaccurate anyway (since the resistances are cumulative by multiplication, not addition) and when I tested, I was unable to find any damage taken difference between the same character with 0 and 30 luck. (Maybe that was just armor and not elemental resistances... I did this testing a year ago.)

  11. The Empire never went out of their way to kill sliths on the surface because of the lack of sliths there. They did, however, devote significant efforts to killing the Darkling sliths in Exile, during the Empire-Avernum War, as documented in E/A 2.

  12. Also, since no one else has pointed it out, never having to move to use your attack is really significant in an AP system. This isn't usually a big deal when you have 8 AP, but if you equip two AP boosting items, you can *always* get two strikes with a bow, or three with Haste, whereas melee fighters will only get as many attacks if they are always standing next to the enemy they want to strike -- which may often be the case, but certainly not all the time.

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