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Slawbug

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Posts posted by Slawbug

  1. The thing you have to remember about the skills is that each one is only good for certain things. That may sound obvious, but that's the thing people seem to not realize.

     

    Strength is really only useful if you're using melee attacks, for example. (You need a lot of it to wear enough armor to make a difference, and every character will want more encumbrance at a lot of points in the game.) Similarly, if you aren't using missiles, you can ignore Dexterity completely.

     

    There is one big exception, and that is Luck. Luck is one of the most potent and versatile skills. It starts out really cheap, and increasing luck adds to your chance to hit with ANY kind of attack, as well as your chance to dodge any attack. (Buying 3 points of Luck for 4 gives you +6% to hit, compared to 1 point of Strength for 4 giving you +5%. Luck doesn't boost damage, but on higher difficulty you'll want the boost to hit!) It also makes enemies drop more items, which is occasionally useful -- and the cash boost that provides, which can be substantial, is great for missile users.

     

    Also, certain skills will get more useful with every point -- Strength and Spellcraft, for example, which boost damage output -- while others have a threshhold of usefulness. Quick Action and Shaping skills become twice as expensive for the same effect once you hit 10, while it's not very helpful to pump Blessing Magic above the minimum for spell requirements.

  2. Quote:
    Originally written by Spidweb:
    By popular request, I have put Khyryk into the game.

    Also, items in your pack no longer contribute to weight. Items you wear do.
    I just saw this thread, and I am once again excited about G4. Hallelujah for good design decisions!

    This game is going to be great, and I look forward to having many inane, nitpicky conversations about character builds on this board.
  3. In the long run, it's a disadvantage to have high Leadership. There are a ton of items that provide leadership boosts (Infiltrator vest, cloak, charm, and ring, and shining shield, for a total of +6). There's also the Charisma spell, which with spell skill boosting items even a Guardian can access without much trouble.

     

    There are almost no spots in the game where having more than 8 leadership is helpful. Beyond 10 leadership, you don't get anything terribly useful -- you can just skip quests, and really, who wants to skip quests? There are about 3 places where 13 leadership makes a difference and there is exactly one where 15 leadership makes a difference -- with Litalia.

     

    So boosting leadership much beyond 6 or 8, while it may be useful in the short term, is pretty much throwing away skill points in the long term. The experience you get for it early on is pretty much meaningless in the long run.

  4. The problem with Parry is that it will rarely let you block missile (= magical) attacks -- it only gives a 1% block rate against them. That was the bigger change from G2, in which high Parry would block all of almost anything. It is still worth investing in for the damage reduction, but it's no longer the most critical skill.

  5. The Fort Kentia worms were a huge hassle for me as a missile agent. I cast Daze countless times, and still had to do a few reloads. On Torment, of course. They had been much easier as a regular, spellslinging agent, because Daze lasted longer and one hit from a spell would take out any worm. I suppose I could have been less stingy with my Icy Crystals, but neh...

  6. At first this indeed seems like a good strategy -- but it has a flaw.

     

    As a Shaper, it is to your advantage to create creatures at the earliest level you can. This is because of the experience your creations will gain. When you are at a lower level, your experience gained scales more advantageously, of course, and therefore your creations gain more levels. A single chance for seven creations to get an extra level up permanently is better than a single level gain for a PC, since by the end of the game that will have eroded into a small fraction of a level's worth of XP.

     

    The exception of course is if the skill points a level up will net you will give you points in a Shaping skill up to 10. However, even when your Shaping skills are not optimized yet, it is still to your advantage to keep lots of creations around. Reducing the experience you gain slightly means that better creations become available when you are at a lower level, and therefore they will be more powerful for the entire game.

  7. One of the main problems with killing NPCs -- like Aiglos -- is that if they are tied to a quest reward, you have to talk to them to clear the quest from your quest list and get the experience (and items, if applicable) as a reward.

     

    Jeff's way of having NPCs be attackable is yet another holdover from the Ultima games, in which you could typically kill Lord Brittish without any consequences to the game world whatsoever.

  8. The text suggests the body does not much postdate the evacuation, and these kinds of picayune continuity snafus are not uncommon in Jeff's games. I agree with Dikiyoba. Better to stretch science in a game that already does so heavily than to stretch the writing and the designer's intentions.

  9. I'd argue magic strengthening canisters make a MUCH bigger difference for Guardians, who are hard pressed to put very many points in magic skills. An Agent with Battle Magic and Spellcraft skills of 15 each is barely going to notice an extra point in Ice Spray or Kill, and extra points to Blessing spells are practically useless.

     

    Shapers, of course, get their creations at higher levels permanently if they use canisters, a much more significant gain.

     

    ...Now, if we are talking about isolated unskilled shapers trapped on Sucia Island, it's a different story, but there has only been one (Goetz wasn't an apprentice, was he?), so that's hardly relevant.

  10. Again, we haven't met that many Agents at all -- something like four or five, total? -- and we've met relatively few Shapers and Guardians gorged on canisters, certainly less than 1 in 4, so it could just be random chance.

     

    Agents, presumably, desire a significant amount of self-control, given their solitary tactics and lifestyle. Canisters risk having that taken away, without providing any significant benefits to an Agent.

  11. Tactically, it's a perfectly fine idea. Typical Agent tactics rely on making your one character unassailable through a combination of hit-and-run tactics, brute speed, and buffing spells. Shapers, meanwhile, can make creations that are significantly more powerful than Alwan and Greta, for minimal essence, and can do so fairly early. Arguably, Artila go in that category. Vlish certainly do.

  12. I would be very cautious about adding new ability or creature or item definitions. Modifying already existing ones is pretty safe, but we have no idea how Jeff stores the definitions in memory. It may not be set up to handle more than a certain number of abilities, or abilities that are not numbered a certain way. It's probably safe, but if it does cause an error, it could be an icky one. This goes without saying, but test that on a copy of the game folder and not the original.

     

    Also, starting out with 10 AP *and* a baton *is* overpowered, way way way moreso than an acid baton would be. Plated Bugs don't have missile attacks, so their bonus AP isn't so hot. The 10 AP thing should be an upgrade, probably the last upgrade.

     

    Also, starting out with 25% resistance to everything doesn't make sense either. That's a reasonable upgrade at some point, but to begin with non-armor resistances ought to be lower. Standard armor gives you half its armor value as resistance to energy, fire, and ice. Poison and acid resists deserve to be low, and mental effects certainly should be low or nonexistant given the quality of Alwan's reasoning :p

     

    resistances:

    0 physical

    1 energy

    2 fire

    3 disruption (resistance is handled entirely by creature_type)

    4 poison

    5 acid

    6 ice

    7 mental

     

    I'm not sure how stun is resisted by creations (if at all).

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