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skills question

Posted: Fri Oct 25, 2013 11:56 am
by Blackmore
I'm trying to decide the skills that will get me the most benefit fastest. The only mob I have yet to kill is the hira'zinn, so all I care about is getting strong enough to kill it.

Specialization: Weapon and Shield says it increases AC of the weapon by 50% and AD by 20%. For Flagstone's pride, the base damage is 1-6, so is it really going to make it 1.2 - 7.2? I assume it would effectively make it 1-7 instead of 1-6. If that's the case I'm better off using +AD and +AC on levels and spend the skill point on Dodge. Across 4 levels I could gain +15AC +1AD and +9 BC (or 10/2 instead of 15/1). I don't see a different combination of skills and level bonuses matching that.

Re: skills question

Posted: Fri Oct 25, 2013 2:58 pm
by rijackson741
Blackmore wrote:Specialization: Weapon and Shield says it increases AC of the weapon by 50% and AD by 20%. For Flagstone's pride, the base damage is 1-6, so is it really going to make it 1.2 - 7.2? I assume it would effectively make it 1-7 instead of 1-6.
Correct. But the Hira'zinn is immune to critical hits, so the best one handed weapon is the Balanced steel sword, AC 32%, AD 3-7. So the skill would get you +16 AC and AD 3-8.

Re: skills question

Posted: Fri Oct 25, 2013 4:09 pm
by sorrow
Or u hit and run

Re: skills question

Posted: Fri Oct 25, 2013 4:30 pm
by Blackmore
Thanks for the tip on the sword, I'll have to go find it.

I try to avoid hit and run. It's not how combat is meant to work. In my opinion, being able to hit, flee, come back, hit flee, etc. is a bug in the game (even if it is like that on purpose, I consider it a bug).

Re: skills question

Posted: Fri Oct 25, 2013 4:37 pm
by ionsedfisheads
Why not charge in with a big axe?
Or a hammer...

You not tried hitting him with a wet tuna fish, either?
But anyway, bigger AD weapon might be good.

Re: skills question

Posted: Mon Oct 28, 2013 4:28 am
by Fel
Blackmore wrote: In my opinion, being able to hit, flee, come back, hit flee, etc. is a bug in the game (even if it is like that on purpose, I consider it a bug).
This is more of an exploit than a bug.

So, why not give bosses the ability to deal actor condition w/c renders the player unable to flee for 'x' rounds? i.e "False Bravery".
Or greatly lower player's chance of fleeing when battling bosses.

Re: skills question

Posted: Mon Oct 28, 2013 4:52 am
by Pyrizzle
Fel wrote:So, why not give bosses the ability to deal actor condition w/c renders the player unable to flee for 'x' rounds? i.e "False Bravery".
Or greatly lower player's chance of fleeing when battling bosses.
+1! LOVE IT!!!

Re: skills question

Posted: Mon Oct 28, 2013 12:17 pm
by fiernaq
-1! HATE IT!!!

j/k :lol:

It would certainly make me have to reconsider my character build. Anything low level I could still easily handle but there are plenty of monsters out there with vast amounts of HP and/or DR that I just can't take out in one round and my current build is designed around hit-n-run as a plan B. Lowered chances of flee I could understand (provided Evasion still raised chances) but making a player unable to flee regardless of points in Evasion sounds a bit ugly.

Re: skills question

Posted: Mon Oct 28, 2013 12:52 pm
by Zukero
Actually I'd vote for it. The rock-paper-scissors mantra of game design fits perfectly for what the game's trying to achieve : no build is ultimately stronger, every type of build is stronger for something, weaker for others. Crits are great, until you meet crit immunes. High BC, high AP tanks are great, until you meet high-regen NPCs. We need something to counter the hit'n'run tactics sometimes.
I think we need rough spots for every type of build. The kind that make you reconsider your build. The kind that make you think that you need 20+ levels over what another build type requires for the same area/NPC.

Re: skills question

Posted: Tue Oct 29, 2013 4:50 am
by Blackmore
I do like the idea, but I still disagree with a skill that allows you to avoid getting attacked by any mob that doesn't have a certain special ability. Also, I'm not sure it would work well to create a build that works well against any mob except for the hardest ones.

The other option I'm familiar with is separating the checks when a mob is full vs injured. Basically once you hit them, they're watching for you and aren't going to get caught unaware.