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Slariton

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  1. Update: Perhaps I should have named this thread "bum luck." Luck does not seem to increase resistance to any kind of magical attack, either. Sheesh! All the other stats and protective spells function about as expected against magical attacks. Resistance is very effective. Prismatic shield seems to vary randomly against each individual attack; I got results ranging pretty much from 0% ro 50%. Steel Skin and Protection were both a solid 25%. This was with a combined spell stat of 30.
  2. And amen to that. "Dynamic persistent worlds" my butt.
  3. So I ran some testing with a fresh character. OK, not quite fresh; I maxxed out his experience at 60,000, for level 61. I doubt that would have any effect on this, but it's worth taking into account. These tests involved the guards in Ft Monastery attacking me. (Edit: he was naked, of course.) Average damage, rounded (% reduction) -- stats improved 35 (00%) -- none 29 (17%) -- 10 Hardiness 23 (34%) -- 30 Hardiness 36 (-3%) -- 10 Luck 35 (00%) -- 30 Luck 28 (20%) -- 10 Hardiness, 10 Resistance 29 (16%) -- 10 Hardiness, 30 Resistance 7 (80%) -- 10 Parry 5 (86%) -- 30 Parry Conclusions: • Luck and Resistance don't reduce physical damage at all. This is very strange for Luck, since Luck increases your Armor rating! • Hardiness probably acts as 2% armor per point, with the regular 10- and 20- skill effect ceilings. • Parry is truly gross. Parry also did some *really* weird things with dodge rate. Parry rate maxxes out at 50% (at 9 points, I believe) and this was the highest parry rate I ever observed, or saw displayed. The guards had a displayed hit rate of 67%. However, with 10 Parry, they hit me only four times out of the first ~40 attacks. With 30 Parry, they hit me only twice out of the first ~40 attacks. (Yes, I am taking into account the Dex and Defense I had to buy to access Parry.) I also ended up observing some magic attack damage thanks to a sometimes nosy Lark. I didn't see this for the Hardiness or Resistance tests, unfortunately. But Parry *does* reduce magic attack damage (at least for single target spells). 10 Parry reduced damage by ~10%, and 30 reduced it by ~22%. Not a huge reduction, but it's something. The actual parry rate against targetted magical attacks appears to be 1% per effective point of Parry, maxxing out therefore at 18% with 29 or 30 Parry.
  4. So I ran some testing with a fresh character. OK, not quite fresh; I maxxed out his experience at 60,000, for level 61. I doubt that would have any effect on this, but it's worth taking into account. These tests involved the guards in Ft Monastery attacking me. (Edit: he was naked, of course.) Average damage, rounded (% reduction) -- stats improved 35 (00%) -- none 29 (17%) -- 10 Hardiness 23 (34%) -- 30 Hardiness 36 (-3%) -- 10 Luck 35 (00%) -- 30 Luck 28 (20%) -- 10 Hardiness, 10 Resistance 29 (16%) -- 10 Hardiness, 30 Resistance 7 (80%) -- 10 Parry 5 (86%) -- 30 Parry Conclusions: • Luck and Resistance don't reduce physical damage at all. This is very strange for Luck, since Luck increases your Armor rating! • Hardiness probably acts as 2% armor per point, with the regular 10- and 20- skill effect ceilings. • Parry is truly gross. Parry also did some *really* weird things with dodge rate. Parry rate maxxes out at 50% (at 9 points, I believe) and this was the highest parry rate I ever observed, or saw displayed. The guards had a displayed hit rate of 67%. However, with 10 Parry, they hit me only four times out of the first ~40 attacks. With 30 Parry, they hit me only twice out of the first ~40 attacks. (Yes, I am taking into account the Dex and Defense I had to buy to access Parry.) I also ended up observing some magic attack damage thanks to a sometimes nosy Lark. I didn't see this for the Hardiness or Resistance tests, unfortunately. But Parry *does* reduce magic attack damage (at least for single target spells). 10 Parry reduced damage by ~10%, and 30 reduced it by ~22%. Not a huge reduction, but it's something. The actual parry rate against targetted magical attacks appears to be 1% per effective point of Parry, maxxing out therefore at 18% with 29 or 30 Parry.
  5. The scripts agree with Thuryl. Until you get the special bows, even a Javelin has a bigger multiplier than a Longbow. You will certainly see a difference with Razordisks, as they have a 1-5 multiplier, compared to 1-2 or 1-3 for all bows save the Heartstriker. Alo, some queer parry test results coming in a new thread.
  6. Dodging is definitely harder on Torment, since the enemies are higher level. At the moment, my singleton is still at 1% when I switch to Torment; I doubt that will be true at the end of the game, though. However, with a party of four, you could definitely accomplish it for one or two characters. You just have a front-liner pump all the dodge stats, while a dedicated priest pumps his magic stats. Shield the front-liner and voila.
  7. Hmm. Parry didn't reduce damage consistently when I tested... perhaps I should try some more. Does it also reduce missile damage? And more relevantly, does it reduce magic damage? If it does, then perhaps we really have been underrating it...
  8. Some clarifications on Thuryl's post. First of all, Gymnastics does exactly the same thing as Dexterity (except it doesn't boost missile attacks as well). Defense and Luck also add to this dodge stat, as do the Enduring Shield/Armor spells. At Normal difficulty, you pretty much have to pump all of these stats to become "almost immune" to physical attacks. Parry protects against melee attacks at 5% plus 5% per point of Parry up to 10 points. After that it's 5% every 2 points, and after 20 it's 5% every 3 points. So this is good protection, but you won't get the kind of 99% immunity that a good dodge stat will provide, not even late game. Also, Parry provides very poor protection against missile attacks (this includes bows and thrown weapons as well as most magic attacks). Neither Parry nor dodging protects against area of effect spells.
  9. Right, I was getting my crappy legal-police dramas mixed up. I suppose CSI: Avernum would be more like Avernum 3. All that evidence to analyze... and you certainly collect enough assorted monster limbs.
  10. Right, I was getting my crappy legal-police dramas mixed up. I suppose CSI: Avernum would be more like Avernum 3. All that evidence to analyze... and you certainly collect enough assorted monster limbs.
  11. "If you talk to him enough times, he eventually attacks you of his own accord, in which case you can at least claim self-defence." What is this, CSI: Avernum? "Let's psychologically manipulate the culprit until he goes crazy and takes a swing at us. That's totally ethical."
  12. "If you talk to him enough times, he eventually attacks you of his own accord, in which case you can at least claim self-defence." What is this, CSI: Avernum? "Let's psychologically manipulate the culprit until he goes crazy and takes a swing at us. That's totally ethical."
  13. "*what is with barely being able to move during fight mode?" Huh? In previous games, you could move four squares or move three and attack. In Avernum 4, you can move eight squares or move three and attack. How is that less mobility? I guess there is the 'slowing' effect, but that's only significantly worse than the free attack your enemies got in previous games if you are significantly stronger than your enemies, in which case, who care.s
  14. The third one is the castle you're trying to get into. It sounds like you've already dealt with Hanvar (the old fort west of Draco) and Kelda (just north of Hanvar). I believe the Iron key, which opens the castle, is in Kelda's lair somewhere, in a pot or a box.
  15. You're sure you didn't neglect buying a level for your mage? You can indeed always buy 2 levels. If no one has ever been unconscious, there's no other way to end up with different levels on different PCs.
  16. Suitably vague hint: There are at least three bandit leaders in that part of the Eastern Gallery. It may be easier to deal with them in a certain order. Alternately, you can use Unlock Doors to get a big boost to your Tool Use, if you made your thief a mage.
  17. To be fair, Efram (with the fake Demonslayer) has had parties of adventurers waving the real blade in his face since the beginning of the series.
  18. Update: Well, I discovered one roadblock (Nociduas) and the one element of the game which pumping dodge a lot doesn't make very easy: area effect spells! You can't dodge 'em at all. This may become frustrating later in the game. It is making me glad that I cut off Dex and Defense at 8 and 6 respectively, as the priest points give me more power for Steel Skin. I *am* starting to wish (pre-emptively) that I could access Prismatic Shield. Hmm. If I'm going to get Dispel Barrier *anyway*... oh geez. Vlish, I don't know what the Tower Colony encounter is that you were so worried about, as I've finished that area and nothing was any trouble. The nasty upstairs was annoying, but not too hard to take down.
  19. Update: Well, I discovered one roadblock (Nociduas) and the one element of the game which pumping dodge a lot doesn't make very easy: area effect spells! You can't dodge 'em at all. This may become frustrating later in the game. It is making me glad that I cut off Dex and Defense at 8 and 6 respectively, as the priest points give me more power for Steel Skin. I *am* starting to wish (pre-emptively) that I could access Prismatic Shield. Hmm. If I'm going to get Dispel Barrier *anyway*... oh geez. Vlish, I don't know what the Tower Colony encounter is that you were so worried about, as I've finished that area and nothing was any trouble. The nasty upstairs was annoying, but not too hard to take down.
  20. It's not torture, Alorael, it's beautiful love-making. Now, where did I put that apostrophe? Oh, oh my!
  21. Hmm. Khyryk and Sharon, perhaps, if they decided to grow spines. You're probably right, though. So, barring a minotaur invasion or a truly horrendous Avernum crossover, that suggests either the Sholai or a regular joe. I suppose Jeff could surprise us by replacing the shaping mechanic with something else. I'd sure be surprised...
  22. I dunno, Bless and Protection are up in a snap for me -- they don't even make it through a single protracted fight. I've also always found that very annoying. While the Enduring spells are very good on this count, they DO decay over time -- the dodge bonus does, anyway. First Aid, combined with the typical relative ease of clicking five times to get back to town and instantly heal up, make running out of spell points less of a big deal, though.
  23. There are lots of examples of serviles who didn't follow those paths. Most productively, the G2 Awakened. If they could modify themselves to use magic, shaping doesn't seem like it would be so out of the question. The Awakened may be gone, but it does seem that Jeff will have to invent some kind of third element, some "other" (much like the Vahnatai in Ex/Av) in order for the story to really progress at all. The war is too massive, the powers involved too great, for anything interesting to happen otherwise. I suppose this could be the Sholai's cue to return.
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