Tenderfoot Thahd Wulfhen Posted January 15, 2009 Share Posted January 15, 2009 Is anyone aware if Riposte and Parry are two seperate chances, or if one has to Parry a blow before there is a chance to Riposte it. Also curious if there is a cap to Riposte, and if it is just a flat 3% chance per level. Curious to the amount of damage reflected. Is it a percentage? A flat amount? Does it increase with level? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted January 15, 2009 Share Posted January 15, 2009 Riposte is tested first and then if riposte fails there is a test for parry. I don't think anyone bothered to raise riposte enough to see a cap, but the damage amount isn't that high. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted January 15, 2009 Share Posted January 15, 2009 Actually, we are pretty unsure how Riposte and Parry interact. Thuryl and I attempted to test this a year or two ago and got pretty inconclusive results. Riposte damage I believe is an approximate percent of the original attack's power and has nothing to do with Riposte skill. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Wulfhen Posted January 15, 2009 Author Share Posted January 15, 2009 Wondering due to a purely defensive measure. If both are checked, Riposte becomes a decent skill for a high level warrior on torment just for having another flat % chance of evading melee attacks. The extra damage is just a bonus. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 15, 2009 Share Posted January 15, 2009 There are two problems with Riposte: 1) High prerequisites (although both of the prerequisites are useful skills in themselves) 2) Only effective against melee attacks. It's still a decent defensive skill, but actually investing skill points in it should wait until at least after Muck, when your fighter has more skill points than he knows what to do with. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Wulfhen Posted January 15, 2009 Author Share Posted January 15, 2009 Was mainly thinking of instances of doing a Duo/Trio. Skillpoints are a little more freely available at that point, especially with Muck. And yes, the melee only is a problem but I usually have the fighter run in and grab aggro. The less hits he takes, the less he needs to be healed, which means the more the mage/priest can layeth the aoe smackdown. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Feo Takahari Posted January 16, 2009 Share Posted January 16, 2009 The cap is 36% for ranged, 50% for melee, according to another topic. Riposte gets +1% per point, parry gets +3%. The same topic figured that riposte is checked first. (I think they also concluded that there were some irregularities in the way the information was displayed--for instance, I seem to recall that a riposte is displayed as a parry if it doesn't do any damage.) Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 16, 2009 Share Posted January 16, 2009 Originally Posted By: feo takahari The cap is 36% for ranged, 50% for melee, according to another topic. Riposte gets +1% per point, parry gets +3%. The same topic figured that riposte is checked first. (I think they also concluded that there were some irregularities in the way the information was displayed--for instance, I seem to recall that a riposte is displayed as a parry if it doesn't do any damage.) Wait, what? This is all wrong. Parry and Riposte are both 3% per point for melee, and Parry is also 2% per point for missiles and single-target spells. The cap is 50% in all cases, although it's very unlikely that you'll actually be able to hit the cap for anything except Parry and melee attacks. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted January 16, 2009 Share Posted January 16, 2009 You know, part of the confusion regarding Parry, Riposte, and Quick Action is that they have been implemented differently in nearly every single game they've been in. Sigh! Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 16, 2009 Share Posted January 16, 2009 Well, a lot of those changes needed to be made for balance reasons. Parry was sickeningly overpowered in Avernum 4, since even if it didn't block an attack completely, it reduced melee damage to almost nothing. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted January 16, 2009 Share Posted January 16, 2009 Yes, and let's not even talk about Geneforge 2. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Feo Takahari Posted January 16, 2009 Share Posted January 16, 2009 Originally Posted By: Thuryl Originally Posted By: feo takahari The cap is 36% for ranged, 50% for melee, according to another topic. Riposte gets +1% per point, parry gets +3%. The same topic figured that riposte is checked first. (I think they also concluded that there were some irregularities in the way the information was displayed--for instance, I seem to recall that a riposte is displayed as a parry if it doesn't do any damage.) Wait, what? This is all wrong. Parry and Riposte are both 3% per point for melee, and Parry is also 2% per point for missiles and single-target spells. The cap is 50% in all cases, although it's very unlikely that you'll actually be able to hit the cap for anything except Parry and melee attacks. Hmm . . . Where did I get this from, anyways? It was written in the style typically used by topics Strategy Central links to, but I'm not sure it was actually linked to from there. Quote Link to comment Share on other sites More sharing options...
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