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Everything posted by ShieTar
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Originally Posted By: HOUSE of S I am a little surprised that there is not more reaction to the suggestion of getting rid of them. Well, you didn't suggest what you would replace them with. As it is now, the cloaks tend to give a 20% or so bonus on overall party damage, since hardly anybody seems to go for 4 members with the same damage type. If you replace them with spells that are equally usefull, but more interesting, I doubt anybody will really complain. But if you replace them with 3 Spells that won't be used because stronger spells already exist, you just make the game harder.
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Questions on Weapon Damage
ShieTar replied to Timmy, Power Gamer's topic in Avernum Trilogy (2011-2018 remake versions)
That is not how I understand his Note: Originally Posted By: Timmy, Power Gamer To clarify, these are all in respect to my warrior equipping these weapons and the numbers I'm listing are the stated damage for each weapon. -
Questions on Weapon Damage
ShieTar replied to Timmy, Power Gamer's topic in Avernum Trilogy (2011-2018 remake versions)
Actually, to still test it he would have to go and remove his 10 points in dual wielding with the editor. Edit: Just tested myself, and that is not the explanation for his confusion. A character with no SW skill will still display the same damage for a weapon, regardless if he is dual-wielding or not. Everything acting as a percentage on damage is not considered by the tool-tip. -
I havn't seen it in the Windows version. Only the general behaviour, that the cog wheel will vanish on the overland map.
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Originally Posted By: HOUSE of S Also: I just tried to see if I could make the "Cloak" spells target one ally, because I realized that they have a deleterious effect on party construction, by rewarding LACK of diversity. Unfortunately, I can't: if one ally gets the status, the game is hardcoded to apply it to everyone. Soooo.... what would the reaction be if I ELIMINATED the Cloak spells entirely, and replaced them with something else? I am not sure I am likely to do this, but I had the idea and am curious what you all think. (I don't think I can change the fountains, so that could be another problem, although not an insurmountable one.) I agree with the basic comment, my current party uses 4 bows (and 4 summons), because the bonus from the cloak is pretty great. But to make the cloaks more interesting, could you just change the effects that the cloaks give to be more general? Like a generic to-hit modifier, a Crit-Chance Bonus, 1 or 2 AP bonus?
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Questions on Weapon Damage
ShieTar replied to Timmy, Power Gamer's topic in Avernum Trilogy (2011-2018 remake versions)
Are you sure you are looking at the right numbers? The Broadsword should tell you two damage-ranges, the second one is only valid for the cleave-target. Both Short-Swords and Broad-Swords should be 1d4, and get the same Boni from STR and Melee Skill, so there is no reason for the behaviour you describe. -
A:EftP - Magic Barrier
ShieTar replied to Abdulla AlBinali's topic in Avernum Trilogy (2011-2018 remake versions)
I just today and learned Level 1 and 2 from Mairwen. So at least in the Windows version she does teach level 2. -
Character Editor and Medals
ShieTar replied to Fhoenix's topic in Avernum Trilogy (2011-2018 remake versions)
The way I understand the concept of achievements, you will probably get one for successfully using the editor ;-) -
A-EftP - Spell-acquisition mechanics.
ShieTar replied to rabbit's topic in Avernum Trilogy (2011-2018 remake versions)
The mechanics should be consistent. I think the Spellbook in the Slith Fort west of Fort Dranlon will improve your Cure, not your Mass Cure. -
Respawning Dungeons
ShieTar replied to Morpheus's topic in Avernum Trilogy (2011-2018 remake versions)
Originally Posted By: Morpheus AND IF THE MERCHANTS WOULD QUIT TAKING ALL THE INNS UP IN AVERNUM! haha. Course that would defeat the purpose of the healing upon entering a town thing. Personally i think its' more practical to pay for an inn. I heal and become rested when i sleep, but not when i immediately drive to town to go to the store. What actually happens there is that the town guards always kill anybody that approaches the town, and just revive the good guys after checking their passports. They also magically remove your memories of the killing, to stop you from complaining. It is really a rather efficient way of watching the gates, and the guards get a lot of target practice out of it. -
A:EftP - Flaming negative critique
ShieTar replied to lukematt's topic in Avernum Trilogy (2011-2018 remake versions)
Originally Posted By: Kinsume I just want to see 6 party member slots added back in. I do usually prefer 6 member partys over 4 member ones, but they only really make sense if you have at least 6 "classes", or playing styles, available. With the rules as they are today, two more members would be mostly copies of already existing members, just a little more powerfull since you can split Tool Use, Cavern Lore and First Aid among two more PCs. Thus, in this case with the current rules as they are, I have to say I prefer 4 members. -
Jeff had originally included a list of spells, but the empire censored it on account of magics being illegal.
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At what resolution do you play Avernum?
ShieTar replied to Gabriel's topic in Avernum Trilogy (2011-2018 remake versions)
1. 1280x800 2. No visibility problems at the above resolution, at resolutions of 1920x1200 or higher tiles and texts get too tiny to decipher for me. 3. 2560x1600 4. Running exactly at half resolution. 1680x1050 would still give me a good sizing, but my monitors resampling algorithm is a lousy bilinear, and thus everything gets blurry. 5. PC, Steam Version. I get about 40 or so resolutions to choose at the start of the game. -
Critical Hits
ShieTar replied to Punctuation rains from the heavens's topic in Avernum Trilogy (2011-2018 remake versions)
The most important reason not to pick any secondary stats would still remain the hit chance impact. Even if you hand out 1% crit chance for every point of DEX, your melee fighter would, for the harder fights, give up 50% hit chance by the 10 STR. Nobody can afford that. -
Critical Hits
ShieTar replied to Punctuation rains from the heavens's topic in Avernum Trilogy (2011-2018 remake versions)
I did a similar test yesterday, and I got 4/100 Baseline and 52/100 with 10 Lethal Blow. Didn't test for luck. So I assumed it was 5% base + 5% per LB (after already reading your guess that the effect seems to be higher than 3%), but your final results look higher still. I did it with L1 characters and the 3 Nephalim in the first cave in the starter-dungeon. Maybe the Level of the NPC target can play a role? What I did test additionally was 40 STR, 40 DEX and 40 Melee, without LB. That resulted in 1 or 2 crits over 40 attacks each, so clearly no improvement over the Baseline. Edit: What I also did afterwards was cast a lot of Fireballs with and without 10 LB, and they definitly got the same ~50% critical hit rate due to LB. A pity that LB is so expensive for mages. -
Yeah, I have to say I like the size of the UI. It actually gets too small for my taste if I crank up the resolution to full HD or beyond. But the game graphics get too small to, and there is already a lot of overview at 1280x800, so I really don't mind.
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Not the OP, but I think I understand his logic, so: Originally Posted By: neofit In the 2 fighters + 1 mage + 1 priest party, I am still confused as to why are the warriors get so little weapons/mitigation stuff and so much magic, and a similar (but if course, opposite) thing happening to the two casters. Kinsume asked the same and got two different answers. So which is it? Everybody gets 15 points in any weapon just to be able to use Adrenaline Rush, which is very powerfull (3 additional actions, every 8 turns). From a DPS point of view 19 attacks instead of 16 per 8 turns (+19%) might be slightly less than what you get for 10-15 points in Spell Power, but being able to get all buffs up in your first turn, maybe summoning a little, and dazing, fearing or outright killing the spellcasting part of the enemy group makes much more of a difference than annother 20% bonus damage. Originally Posted By: neofit Why is the main tank using 25 pts (12.5 levels worth) in Priest-y skills, for the Resistences? Wouldn't those be better put to use into Endurance and HP skills in the Melee tab? For the main tank going for resistance makes sense, because he has already maxed parry and hardiness (10 points from skills is all you are allowed to put in there). And there simply are no other defensive (Endurance or HP) skills in the weapons tab. Gymnastics is useless without max dex, and all the other skills are fully offensive. And getting annother caster capable of mass healing and mass curing is a reasonable trade-off for the ~20% bonus damage he is giving up in weapons skills. Originally Posted By: neofit Why do you put 1 pt in poles, bows and thrown instead of +3 to Melee? OK, I *sometimes* need to use a ranged weapon to harass the enemy when the toon is blocked or too far, yet shoudn't it be better put to use into a skill I am using way more often, like Melee Weapons? The way you have to read the skills is, that everything before a "+" is skill points from levels, but everything after the "+" is bought from a trainer. You buy the three in the other categories in order to get your 15 points in weapon skills in order to activate Adrenaline rush. You can not buy annother 3 points in melee weapons, +2 is the maximum you get. Note that +1 in all makes sense for the Macintosh versions, where the second point would be more expensive than the first one.
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Playing at high resolutions
ShieTar replied to Moorkh's topic in Avernum Trilogy (2011-2018 remake versions)
Yeah, I have been playing half resolution (1280x800) since the very beginning. I don't know if your eyes are much better than mine, but in 2560x1600 I just had no chance in hell to spot objects like swords etc. lying on the ground. 1680x1050 looked like the perfect size for ground objects, but sadly my old WFP3007 does a lousy job of interpolations, so everything ends up rather blurry. -
Never seen a fail either. I just went and used the editor to set my L12 Mage to 1 Int, 3 Mage Spells, 2 points in haste and no traits, and started casting Haste. Never failed in about 50 casts, even though according to the above formula the power level should be 11 or 12, so the chance should be no more than 60%. This is from the Windows/Steam Version.
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+% magical damage
ShieTar replied to Matchstk's topic in Avernum Trilogy (2011-2018 remake versions)
Estimated physical damage does not go up when you raise the Weapon-Skills or Blademaster either. I think there is no bug, it just is not shown in the tooltip.
