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Slawbug

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Posts posted by Slawbug

  1. I never said a flexible strategy was doomed, just that it was less desirable than picking one end or the other. A dedicated Shaper should not have any problem with bosses and a properly supported Agent should not have any problem with swarms. Picking creations wisely, and using Daze wisely, hardly count as abusing the game engine.

     

    The thing is that well-supported creations do not have significantly lower chances to hit than comparable PCs. At the moment, Vlish-Thsss is about a third of the way through Dhonal's. He has a team of seven Vlish, who -- simply by putting 10 points in Magic Shaping and creating the Vlish as soon as he could -- are now at level 29. That gives them a base Strength of 14, increased to 19 from equipment effects (Claymore, belt, etc). Their missile attack has a base attack bonus of +3, and a base hit chance of 70%. Altogether, that gives them a hit chance of 180% before applying enemy dodge. A Guardian with 10 Strength and 10 Melee Weapons and the Claymore will have a hit chance of 210% before dodge. Bobby's pimped out Guardian, for comparison, has a base hit chance of 271% before dodge. Add another 8 Strength from a conservative 15 levels gained, 3 Strength from the Shroud, and 4 very reasonably priced points from essence, and the Vlish are up to a 255% hit chance before dodge.

     

    These are not big differences. Heck, throw in the 20% bonus from War Blessing, and even the 180% Vlish have a 99% hit rate against anything with less than 21 Dex. At 30 Dex, they are down to 50%, but I'd rather have seven 50% attacks than one 80% attack. The Bound One isn't going to be a problem.

     

    Quote:
    Perhaps the key to guarding the three classes' separate patches of turf would be to change how steeply their skill point costs rise with level, instead of just (or even, just instead of) their initial costs. That would keep Guardians ahead in combat for damn sure, no?
    Yes, and this is an important point. The classes were balanced for G1, when skill point costs were static and not increasing. The change was insignificant for most skills, but not for Quick Action and Anatomy/Parry, which went from being insanely cheap for Guardians to being just average. This was a real advantage down the drain.
  2. Those classes don't really add anything. In my mind, adding breadth without adding meaningful content is bad. The defining element of a class is really the skills that it has trouble accessing; this just xeroxes the others. So a Champion is basically just a Melee Agent, a Constructor is just a crappy version of a Shaper, and an Infiltrator is actually a very nice version of a Shaper -- if you just push one type of creation, you get a lot more skill point wise out of cheap magic skills than cheap shaping skills.

     

    Anyway, we already know there's gonna be an option to play as a servile (hallelujah). So I wouldn't count on anything this bland.

  3. About Torment. Torment is much harder than Normal. This has affects strategy a lot. Generally, there are a wide variety of strategies that work in Normal. In Torment, only the most efficient strategies are going to be successful.

     

    People who don't play Torment can definitely have good things to say. Usually, though, it's somebody saying "I gave my guardian stats x y and z and it worked great I don't know what you are talking about." Just don't say that. You can do fine in Normal with any mildly intelligent strategy. So, successes in Normal have very little bearing on discussions of what strategies work best... because everything works in Normal.

     

    SoT: And I, too, sympathize with the desire to acknowledge ambiguity rather than accepting convenient polarizations. But in this case I don't buy it smile

     

    > Against boss monsters, you need at least one strong offense to be in the game at all, and this means an Agent or Guardian, or some third or fourth tier creations.

     

    I don't buy this. ALL damage reduction in Geneforge is handled on a percentage basis, every last bit of it; so unless your team is so weak that they are missing a lot, several lower tier creations are going to do just as much damage as one strong one -- often, more.

     

    > But the intermediate route, of having one hard-hitter plus three or four decent back-up creations, is a flexible strategy that mixes offensive and defensive modes, and lets you cope with everything the game throws at you without having to resort to dubious tricks.

     

    I guess you can run a disposable creations model, running solo by default and recruiting helpers when they seem helpful. The problem is that you're worse off with the creations, as you can't offer them proper support from spells; and you're worse off without them as well, since your skills are so spread out. There are few areas that are really tough solo or really tough with creations, but when push comes to shove, you have to be stronger than the enemy.

     

    Anyway, full on offensive and defensive teams don't all resort to dubious tricks :p

  4. Hmm. Now that's an interesting idea. One Shaper, one creation.

     

    Get a creation up to the mid 20's in level (easy), pump Dex to the max, wear some Dex boosting items, should be easy to get it to 30 Dex. I assume the stats are still capped at 30 for creations as well as PCs, though haven't had occasion to test this since G1... hmm, if they are still capped, this would actually work best with a Thahd Shade, after all.

     

    So you get 150% from Dex, 20% from Nimbleness, and then your PC can focus on pumping Blessing Magic and Spellcraft for a big Essence Armor boost. Hmm. Not bad.

     

    Unfortunately, if your Thahd does get hit, your Shaper is too far way to heal it. Either that, or your Shaper is right there and thus the point of an unstrikable Thahd is defeated, anyway.

     

    Neat idea though.

  5. I'm going to buy two levels of missiles pronto when I get to San Ru. Other than that, I think I have to stick to pumping Dex and Luck. High Luck means I don't have to worry about missing anyway, and the goal is not to make myself have 50% dodge and a killer attack; it's to get 99% dodge and a decent attack. Dex pumps dodge and missiles. Missiles just pumps missiles. Dex wins.

     

    The thorn batons would kill in two shots, but the one round of HP generation seems to be just enough to keep stuff alive. I'm still on Greenwood. Once I get to Harmony and get Speed that should make things a lot better.

     

    Daze is a lifesaver as always, though not pumping Int or Mental Magic or Spellcraft (not yet, anyway) is annoying.

     

    I'm not putting points into Strength unless I absolutely must. If I get the dodge high enough, I don't have to worry about heavy armor, especially once I get the armor spells.

     

    Of course the agent will rule with missiles! It is a step down from spells, but it is a step up from a guardian with missiles. laugh

  6. *sigh*

     

    Okay, here is why creations don't work well with Guardians:

     

    In any kind of game like this, there are two basic strategies: offensive, and defensive. Offensive strategies involve having enough firepower to do relatively more damage to your opponent than they can do to you in each round. Defensive strategies involve preventing most or all of your opponent's attacks in some way, and then picking them off at leisure.

     

    Defensive tactics usually work by minimizing the opportunity for the enemy to hit you -- minimizing the surface area, as it were. When defensive spells and skills have to be cast or built up or equipped for each character individually, the most effective way to produce a strong defense is to just use one character. This allows you to maximize the return you get out of defensive measures. A single piece of armor can reduce damage from all blows, not just one out of eight.

     

    Offensive tactics, of course, desire the reverse -- maximum surface area. The more characters you run, the more attacks you get to make each round. And if you aren't building up anyone's defenses, it doesn't matter too much who gets hit; having more bodies just means each hit you receive counts for a smaller proportion of your total resources.

     

    Defensive PCs will often find it useful to augment their attack and their defense as much as they can. Doubling their attack means they are twice as efficient at dealing with enemies. If you are part of a team of eight, on the other hand, doubling one character's attack isn't going to do much at all.

     

    But if you are running a whole party, if you are running creations, it is purely and simply a waste to spend your resources helping just one of your characters when you have options available that could help the whole party. You could buy a point of Strength -- or you could buy a point of Magic Shaping, which will make up to seven creations one level higher, and half a point better in four statistics! You could buy a point of Strength -- or you could buy a point of Intelligence, probably providing enough essence to add Strength to each of your creations individually!

     

    It's not that Melee + Creations can't be done. It's just a very inefficient strategy that makes poor use of your resources as a PC. You wind up with a weaker offense than an offensive party, without having better defense; and you wind up with a much weaker defense than a defensive singleton, with only a somewhat better offense.

     

    --

     

    As for melee guardians:

    Of course it can be done, and of course it can be done on Torment. Nonetheless Bobby, no offense, but I am a little skeptical that you have played the entire game on Torment. Your comments sound like the things someone who playing on Normal would say. Why don't you post your Guardian's stats, and we can discuss whether it looks able to handle a swarm of Torment Rotdhizon?

     

    Items can substitute for some effects, sure, but there are others that they can't make up for. DAZE is the most important of these. If you are playing on Torment, not all the Glaahk shields in the world will stop you from getting stunned to death; you either need to take out enemies at hyperspeed -- unlikely as a singleton on Torment -- or you need to have some way of incapacitating them.

     

    (Blessing magic is not actually the issue, since you can buy 2 points for money, getting you War Blessing and Protection. Speed is at what, 3? And even getting to 6 or 7 for Steel Skin and Essence Armor is doable, though if you spend those skill points a comparable Agent can reach or exceed your combat skills in the meantime.)

     

    The Missile Guardian build gets around this by using Madness Gems and other such powerhouses, if I remember correctly. The Melee Agent uses Daze and Strong Daze, often repeatedly. The Melee Guardian is helpless.

     

    Whereas Quick Action and Parry drop off rapidly in usefulness after getting to 10, and there are LOTS of good items that boost them both, Mental Magic and Spellcraft need serious attention to make Daze viable, and there are few items that boost them. An Agent can drop 6 points (= 14 skill points, if you buy the first two) into each of those skills and be quite happy with the results. A Guardian who has 28 skill points to spend on magic skills -- let's assume he ignores blessing magic and just uses items wisely -- can get up to a whopping 5 in Mental Magic and 4 in Spellcraft. At that point, there's no reason to bother; Daze won't even work on the enemies you need it to.

     

    A Guardian will, of course, have higher battle stats than an Agent, if that's the only place you put points. Specifically, each stat (Str, Melee, QA, Parry) will be somewhere between 1 and 4 points higher at any given time. I did the math out in the Guardian vs. Agent thread; you can google it. But again, a QA of 13 vs a QA of 10 is not much of a difference at all. Strength is only 1 point higher. HP are higher, but this is more than made up for by Essence Armor and Steel Skin. The Guardian ends up with no real advantages and a disadvantage in available strategy which, on Torment, is crippling.

  7. I've just started it and it's going great.

     

    Well, mostly great. Thorn batons don't kill anything, and I'm very low on javelins. Icy crystals, on the other hand, are AMAZING. Now I know how you felt when you first ran the missile guardian.

     

    I'm up to about 9 Dex and 6 Luck. The only other stat I pumped was a few obligatory points into Mechanics.

     

    Weak enemies rarely hit me. Stronger ones do hit. I do well when I use crystals, or bless and shield. I have problems when I don't. I need more javelins and more wands of fire. (Never thought I'd say that.)

     

    I think the key is going to be being very careful about what order I complete areas in. A difference of 2 levels is HUGE, and I can't go after enemies much stronger than I am -- I have to be patient. I'm not used to that so much.

     

    I'm looking forward to getting some better equipment, maybe on Harmony. That will definitely make things easier.

  8. DeVlish is right. I've already typed reams on this. Look for the Guardian vs. Agent thread. Guardians are only better melee fighters if you are going to ignore magic entirely, and if you do that, you will die, period -- and even then they are only mildly better at melee.

  9. (Goal: Keep enemy hit percentage at 1%.)

     

    Here's another build thought. This came out of my singleton build for A4, which relied on Dex, Gymnastics, Luck, and Enduring Shield to boost my dodge chances to obscene levels.

     

    At first glance, this seems more difficult in Geneforge, since you don't have the Gymnastics or Defense skills, which tended to contribute about 50% and 30% dodge bonuses, respectively, to my A4 build. However, Geneforge offers several advantages.

     

    1) The Dex and Luck bonuses do not go to 50% power after 10 points. (YAY!)

     

    2) Geneforge has the power of the Tiny Orbs of Mist! Used to enhance armor, they give the "Harder to Hit" bonus, which gives you a 5% bonus to dodge. There is also the usual selection of equipment and charms that naturally boost Dex, Luck, and Spellcraft.

     

    3) Unlike in Avernum, the magical shield doesn't get weaker over time (within the same area, of course).

     

    4) Your enemies make very few area of effect attacks. Those can't be dodged, and at the end of A4 there are lots of those.

     

    5) Unlike in Avernum, most magical attacks get a bonus to hit of 10% or 20%. In Avernum, they tended to get a bonus of 40% or greater.

     

    But here's the best part. Since you are putting lots of points into Dex and Spellcraft anyway, you end up being quite good with missiles and at least passable with spells -- so you're not playing a gimpy character at all.

     

    Here's a rundown of dodging bonuses available:

     

    5%/pt Dexterity

    2%/pt Luck

    5%/item with Tiny Orb of Mist enhancement

    10% flat bonus for Protection

    ~10% flat bonus for Essence Shield

    ~18% flat bonus for Essence Armor (not cumulative with Shield)

    ~1-2%/pt Blessing Magic

    ~1-2%/pt Spellcraft

    ~1-2%/pt Essence Shield/Armor

     

    As in Avernum, this is tremendously easy to pull off on lower difficulties -- the enemies are lower level, so they have naturally lower hit percentages -- but I think it can be done on Torment, too.

  10. Again, the Guardian is slightly better than the Agent at melee skills, and purely in terms of skills themselves, he is very mildly better than the Shaper (but not, in fact, the Agent) at missile weapons.

     

    The problem is that spells are invaluable support no matter WHAT your primary offensive strategy is, and the Guardian is left behind rather royally when it comes to accessing spells.

     

    In my mind, the problem isn't that the Guardian is too weak, it's that support spells are too important and too powerful.

  11. Although I think importing characters in Avernum would be an awful idea, it is pretty common among Avernum's closest relatives in the RPG family. Besides Might and Magic, this was a feature of the Wizardry series (cited by Jeff as a major influence) and the AD&D Gold Box games. I want to say the Bard's Tale also did this, but I can't remember.

  12. Guardians got weaker, but it's not as bad as you suggest.

     

    Quote:
    Originally written by Maxmillion:

    In G3, melee was shafted, along with parry, so the hardcore, torment playing people used missiles.

    Average melee damage got reduced from 4.5 per die to 2.5 per die, but almost every magic and missile attack (shaper or creation) got reduced as well, albeit by less. Melee damage is still easier to pump, as you have two stats (Str + Melee) in addition to Quick Action, whereas spells and missile have just the two stats. Plus, high level melee weapons have base damage that adds many dice on. Spells don't -- at all -- and missiles have the drawback of having to carry and stock them. For that matter, spells have the drawback of having to pump Intelligence and keep leftover essence in addition to pumping the spell skills.

     

    Also, note that since ALL melee attacks were weakened, but armor and HP levels were not, this also made it significantly less dangerous for the Guardian to stand out in the front lines, where he is most effective.

     

    Finally, Parry was not shafted, it was just UNbroken. It's still a powerful skill.

     

    Quote:
    Now, as detailed in the deadeye shaper thread, even the shaper is better ultimately in the end at missles than the Gaurdian.
    The Shaper is NOT better at missiles in the end than the Guardian is. Period. The build may be better overall, but that's just because creations are powerful -- and that's part of Geneforge; it's been that way since the beginning.

     

    Quote:
    The creatures that the gaurdian can shape are weak and die easily,
    Uhh... is this a joke? It's true that if you're going to rely on shaping, you may as well be a Shaper. But Guardians are not significantly worse than shapers at it. If you pump one shaping stat, a Guardian will be 1-2 points behind a Shaper for the same investment of skill points. Since the shaping skills became extremely uneconomical once they get to 10, what this means in practice is just that a Guardian will spend 10 skill points more than a shaper would to make the same creations. If he spends those ten extra skill points, his creations will be EXACTLY THE SAME as a Shaper's.

     

    Guardians do get 75% the essence of a Shaper, but since they have trouble accessing spells, they are unlikely to use as much, anyway. Lack of spells makes it harder to support their creations, but that's a separate problem.

     

    The real problem is as follows: Melee + Creations is a much less effective combination than either Spells + Creations or Melee + Spells, and the Shaper and Agent obviously do the latter two better. Since Melee + Creations is the definition of the Guardian, there isn't much to do about this one.

  13. Well, who else is there to use? Litalia's gone either way. Rahul's clearly not mobile, and the drakons are a big load of boring.

     

    Anyway, it seems more reasonable to take the Shaper ending, as that includes less power escalation for either side of the war. The more power escalation there is, the harder it is to come up with any kind of middle ground route.

  14. Quote:
    Originally written by Spidweb:
    Geneforge 4 will have the rebel and Shaper paths, but, farther in, another path appears. It's hard to find and takes sacrifice, but there is an out to the whole situation. But it is not painless.
    *cheering*

    I don't suppose this path is one that you actually have to figure out for yourself, rather than just being directed to do A, B, and C by some kind of Bob figure?

    One of the things that I will always remember about Exile II was the sense of triumph it was repeatedly able to evoke. Seeing Prossis's face light up was meaningful -- after the trauma of going through the Black Waters, being coldly received by the Vahnatai, and being subjected to scrying. And the major quests, those were not simple "go here and fight boss X" quests, they were involved. Completing them required interacting with a diverse number of the people of Exile. It required figuring out what was going on, gathering information, and positioning myself in a key position to do something that could actually have a far-ranging impact. And they had a meaningful impact. I replayed the game for probably the sixth time last year, and reading the ending dialogue STILL made me smile.

    Obviously things are different with the moral ambiguity of Geneforge, which was almost totally absent from Exile. But G1 and G2 both managed to maintain some of this sense. The problem with G3, for me, was not that there was no "right" way to act. That's refreshingly realistic. The problem was that there was no really successful way to act. Sacrifice is good and well, but it should have a point to it. Deciding to destroy or repair the spawners in the cave at the end of the island several islands in a row and then assassinating one leader or another, without having much effect on the war... it's just not a rewarding play experience for me.

    Anyway, this was not intended to be a criticism of G3, so much as an exhortation to make the player's actions interesting and meaningful, as well as painful.
  15. The poison attack isn't that powerful. The poisoning is comparable to a Venom Baton, and the attack itself is comparable to a regular Vlish attack -- except it doesn't slow.

     

    The real problem is that Terror Vlish cost three times as much as regular Vlish. They are a few levels higher, but they also have a reduced attack bonus, so they aren't really any more powerful.

     

    The one thing they have going for them, IMHO, is that their attack does poison-elemental damage -- it's not just a physical attack that also poisons. This is useful against a few enemies, like mages and gazers, that resist most forms of attack, but not poison.

  16. Quote:
    Originally written by Last Flowers xx:
    the Shaper has the potential to be as good as an Agent in terms of magic.
    This is simply not true. An Agent will always be a few points ahead of a Shaper (given the same skill point investment) in each spell skill AND in spellcraft -- about 4-5 points ahead total once you've plugged a few levels in. Agents also get 50% more spell energy, which helps with the upper level spells.
  17. The formulas for damage and hit rate for ANY type of attack made by any character are very simple.

     

    Base hit rate is determined by type of attack and has mostly stayed the same throughout G1-3. Basic rule of thumb: 60% physical, 60% fire, 70% magic/acid, 80% ice. Then add 5% per point of attack bonus. Enemy ability to dodge can affect this, I believe reducing it by 5% per point of Dexterity -- not sure.

     

    Base damage is attack specific, with an additional amount per level of attack bonus. In G3, Firebolt has a base of 1-4 and gets an additional 1-3 per level of attack bonus. The enemy's armor or resistance is then applied to the total amount rolled.

     

    To get your attack bonus:

     

    PC Melee attacks:

    Bonus = Strength + Melee Weapons + Level of equipped weapon

     

    PC Missile attacks:

    Bonus = Dexterity + Missile Weapons + Level of item used

     

    PC Magic attacks:

    Bonus = Spellcraft + Battle Magic + Spell Skill

     

    Creation attacks (melee OR missile):

    Bonus = Strength + Appropriate attack Skill

     

    Attack skill is a hidden stat, but it is generally in line with creation power level. Not always, though -- Fyoras have a better melee attack skill than Plated Bugs do.

     

    Note that the descriptions for many of the stats involved are inaccurate in both the manual and the game. Strength and Dexterity come to mind.

     

    Also, note that the attractive thing about missile weapons is that they tend to have higher base levels compared to spell skill. They won't be scaled back anytime soon, though. They are -- at best -- mildly more powerful than magic, but they have the huge restriction of being limited to what items you collect and save. Reapers are nice, but even they are typically weaker than a Gazer.

  18. So, after being inspired to start up another G3 game, I was poking around the scripts, looking at how the game balance has changed. I didn't realize just how widespread the changes have been. It's not just melee weapons that were weakened. Here's a list of damage per level across games:

    Code:
    G1    G2    G31-6   1-4   1-3   Firebolt, Fiery Wand (Fyora)1-6   1-6   1-6   (Drayk)1-7   1-5   1-4   Searer (Artila/Roamer)1-5   1-6   1-5   Ice Spray, Icy Crystal (Cryoa/Cryodrayk)1-8   1-4   1-5   Searing Orbs, Spray Crystal (Drakon)1-8   1-6   1-6   Diamond Spray, Swarm Crystal, Jeweled Wand (Ur-Drakon)1-5   1-5   1-5   (Vlish)      1-12  1-10  Kill (Gazer)      1-12  1-10  Aura of Flames (Eyebeast)1-8   1-8   1-4   Regular melee attack1-3   1-5   1-4   Vlish melee attack            1-5   Alwan's melee attack1-5   1-6   1-3   Thorn Baton1-6   1-6   1-3   Venom Baton1-8   1-5   1-3   Acid Baton1-10  1-7   1-3   Submission Baton1-14  1-10  1-12  Reaper Baton1-6   1-5   1-4   Javelin1-16  1-12  1-8   Discipline Wand1-5   1-4   1-4   Terror Wand1-5   1-4   1-4   Ensnaring Crystal, Null Wand
    Spells and creation attacks were also weakened (especially compared to G1), though melee weapons took the worst hit.

     

    This brings up a few interesting points. For one thing, whatever effect the weakening of melee has had on guardians, it's completely nerfed most battle creations. If you look at their stats, Clawbugs and Battle Alphas are pretty much complete crap next to comparable Magic and Fire creations, despite being more expensive -- and that was much less true when physical attacks hit harder. Thahds get a HP bonus that's noticeable early and Rotghroths get bonuses to strength and quick action, though they still don't impress me.

     

    This also reveals just how Vlish became so overpowered. Originally, all their attacks were noticably weaker than those of a Fyora of comparable level; that was to make up for the powerful slowing effect. Now their melee attack is on par with a Clawbug's, while their missile attack is stronger than a Roamer's, and as good as Ice Spray with a more consistent crippling effect. Drayks have also gotten somewhat better.

     

    Reapers are spectacularly good in G3. I knew that, I just didn't realize how good.

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