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Hume

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Everything posted by Hume

  1. Every level of parry gives 5% to parry, to a max of 50%. Can parry melee and most ranged attacks, with a notable exception of the spell Kill. Every level of parry above 4 gives a 5% chance to deflect, which will reduce damage taken to about 1/4. Can deflect melee and ranged. Also capped at 50%, when parry is at level 14 Every level of parry above 8 also gives 5% chance to reposte, works only with melee attacks. Capped at 50%, when parry is at level 18 So at 14 you can have 50% parry, 50% deflect, 30 reposte. Any more points will only boost reposte, which only work for melee, and by that time, the skill parry is too expensive to boost.
  2. Dikiyoba In GF1, the engine allows move after attack. So the basic tactic of agent is hit and run. It is much easier to beat the game on torment with an agent than a guardian.
  3. Yes and no. You can only gain experience if that creation killed has gone rogue. I never bothered to do that myself. It is usually a better idea to use higer tier creations in late game, but this is least true in GF1. Since GF3, creations will have resistance, and higher tier ones will have a great advantage in that. Tier 4 and 5 have a large bonus in attack strength. But neither played a role in GF1. ---
  4. Two duel wielding tanks plus a dedicated mage and a dedicated priest works well most of the cases. I have passed the game with such a party on torment. Unfortunately, a few tough bosses harms the attacker when they are struck in melee, like charm or damage. At which time this party will be painful. The two tanks will have to resort to archery, which they are not good at in addition to weak in the first place. The priest will be busy healing, and the mage will be the only one doing decent damage. So another candidate best party is, one duel wield tank, plus two mage and a priest.
  5. Yes, a limb will do. There is a limb nearby in a pot of the nephil camp.
  6. http://appshopper.com/games/avernum-6-hd At 6.99 USD
  7. What about higher difficulties? Do you simply remove them or let people play at their own peril?
  8. Training cost remains the same before and after you read a spell book, no matter of version. Actually, you can get a max of 2 levels of spell from trainers, and a max of 1 from dungeons. They are independent when considering acquiring, and add up when considering casting effects.
  9. From a power gamer's prospective, your party is simply awful. Your bow-brandishing sorceress will be MUCH more deadly if she give up the bow-brandishing thing. So is everone else in your party. I am surprised you managed to go this far in torment with this crappy party.
  10. Change battle formation may help, which means let your shaper stands in the rear, so he/she will less likely to be attacked. Otherwise, you can either increase your endurance, making you able to withstand one hit. Or increase your dex/quick action to act before your enemies do, so that be able to move to somewhere safe and cast speed.
  11. Originally Posted By: Randomizer I think this is the revision where training costs for the second level stays the same instead of doubling like in the Windows version. That sentence is ambiguous. About whether in the Windows version training cost doubles for the second level.
  12. As for Geneforge 1, difficulty level only affect monster damage and chance to hit. Monsters does twice damage in torment than normal. As armor in GF1 and GF2 reduces damage by a fix amount, which will result more than twice damage taken. As for chance to hit, just don't try to do anything to reduce your chance of being hit or torment, for it is a waste. Dikiyoba is talking about Geneforge 5. Up to GF4 (not sure about that one), difficulty level does not affect monster health.
  13. You should also get at least 2 levels in luck. Every level of luck gets you 2% chance to hit, in addition to 1% in resisting everything.
  14. It seems to me that all of you are too polite to mention that Jack is not bright in the investment of his skill points. High blessing magic is a bad idea. Sword skill, strength, quick action... why don't you play as a servile?
  15. This cap does not affect bonus from item or traits. If you put all your stat point into one stat, you will get it to 40 by level 29. If you put two into endurance, you will not waste a point until you are level 38 or above.
  16. Right, creation strength affects both damage and chance to hit. Usually the 4th tier and 5th tier creations have no difficulty in hitting, but the first three tiers need extra strength to hit tougher foes.
  17. This bug has also been tested to exist in Geneforge 1. Jeff seem to have used the same script. It is likely creation strength boosting items have never worked.
  18. Well, it is not 20% more energy, only 8 points more. The difference will not change later. And that is entirely useless. A shaper/lifecrafter should never run out of energy. On the other hand, the resistance bonus of shaper is vital.
  19. Pefectly sure. Equipting empathy blade (the sword from the boss of the first island, which give 1 creation str and 1 creation dex) reduce their chance to hit each other by 5%. Boosting creation strength by essence by 2 of that fyroa almost doubled its damage. This bug is very disappointing for shapers. Because creation strength is by far the most important stat of creations. The best equipments for shapers are best largely because of its bonus in creation strength.
  20. Very disappointed to see that + creation strength items don't work. Creations get neither chance to hit or damage bonus. A fyroa does less than 10 damage with a native str of 2, and 5 from items. I have reported this bug to Jeff years ago, and he promised to fix it in the next release. Now I am playing the Gog version and it is still there. Haven't tested if this bus also exists in there Geneforge games.
  21. Great to know. Just bought that. At this price, it is worth buying Geneforge series all over again. The set price is $15 and is now on sale at $10.
  22. I find drayk and crydrayk disappointing. They are only slightly better than artila/vlish of the same level. I am quite sure they are not worth the essense cost. Okay, even if you get 2 fire shaping levels for free, by raising it to 20, you need 18*4=72 points, while magic cost 20*3=60, still a lot cheaper.
  23. 3 out of 4 battle skills do not work for missle guardian. Does he do anything better than the agent?
  24. Armor In the original Geneforge, armor reduce damage by amount, not by percentage. This amplifies the differences of difficulties. For exampe, if your opponent with a damage of 100 attacks you, while your armor can obsorb 50. On normal, you will take 50. On torment, it will do twice damage, which is 200, your armor still obsorb the same 50, and you will take 150, which is three times that of normal. the armor of NPCs, including creations are negligible. Since GF3, armor is percentage based. High level creations have quite decent armor and resistences. Consequeces: Torment difficulty is easier because armor retain its importance on higher difficulties. Higher tier creations are much more desirable since GF3, because their much greater survivability. Melee damage dice In GF1 and GF2, melee damage is D8 (the tooltip of GF1 says D7, but someone said the script says otherwise), which is better than most magic damage. Remember that melee has quick action skill, making them more deadly. In later GFs, this is reduced to D4 or D5. Consequences: melee damage are weaker in GF3-GF5 than the first two. This makes relatively weak battle creations in GF1 and GF2 ridiculous in GF3 and GF4 - they do not only have worse range, but also worse damage as well. AP system In the first three GFs, it take 5 skill points to attack or other major actions. You can't attack with less than 5, and you can attack three times if you have 15 AP. In GF4 and GF5, an attack takes 9 or all the remaining AP. Consequences: This is probably good news for melee fighters, as they can move a longer distance and attack. But for others. Level You finish GF1 around level 20, while over 40 in GF2 to GF5. One level in GF1 weighs twice as much as in its sequals. This weakens shaping skills greatly. Though your creations get as much bonus levels from your shaping skills and shaping familarity, they only means half as much by GF1 standard. In GF1, newly created bottom tier creations can be around level 20, which is good enough for the final battle. In later GFs, they are mere cannon fodder. Consequences: Shaping is greatly nerfed for dedicated shaper. On the other hand, others will find shaping more useful, if they want little investment in shaping skills. Haste For a quite long time, haste remains the most important spell in the GF series. Haste is a must-have. Beating the game without ever hasting yourself on normal is more difficult than beating the game on torment. Jeff finally decided to nerf it in GF5. Consequences: GF5 is a lot more difficult than the other 4. Parry Parry will not be made to this list, if it has not broken in GF2. GF1 has no parry. Then cames GF2, in which parry is in fact three skills: parry, deflect and reposte. Each capped at 50%, and one skill investment in parry increase the chance of all three by 5%. That sounds outrageous, doesn't it? GF1: Shaper: most powerful class. Invest 20 points in magic shaping. Shape an army, haste them and sweep the floor. Torment is a walk in the park. Agents: In GF1, mental spells aren't good, but at least you can hit and run. Guardian: you kill everything real fast. The bad news is, at least on torment, you are killed as fast. Because you have to engage in melee, you often have no choice but get yourself crowded by enemies. GF2: Guardian: because the power of parry, guardian rocks. They have good defence as well as good offence. Just be careful parry does not work on all your foes. Shaper: Once you can shape drayks, its about time to absorb your earlier creations. When you have excess essence with an army of drayks, replace some with gazers. GF3: Agents: like the guardian, the agent benefits a lot from the new armor system. She is much tougher. Unlike the guardian, her skils are not nerfed. In fact, because she can do many different types of damage, she is the best at overcoming armor and resistance of foes. Also mental spells becomes quite effective since GF3. If you want to play a powerful agent, GF3 is your best choice. GF4: Servile: magic is a better supplymentary skill than shaping. So a servile is better than the guardian/warrior. Because the new AP system benefits melee fighters, servile is the most powerful solo class in this game.
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