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Re: Let's talk combat

Posted: Wed May 07, 2014 12:35 pm
by jack1974
Watching the movie carefully, the misses were because of hide in shadows, forgot about it :)

Re: Let's talk combat

Posted: Wed May 07, 2014 12:37 pm
by yayswords
Yeah I play the combat at double speed, but obviously I had mad defense with pimped out gear + Hide in Shadows and on a few turns I even had Defend thrown in.

But yes you could buff nightmare a little.

And Vaelis doesn't heal after the goblin fortress waves but the twins do, in case you missed that :P

Re: Let's talk combat

Posted: Wed May 07, 2014 1:24 pm
by jack1974
I think the twins heal because they level up, because if I call the "group heal" then also Vaelis should :)
Good though, on next update will raise difficulty just a little and then I'm going on Act 2. The new tilesets for Dingirra should be ready soon and I'll have some work to do. Luckily is more fun than doing this difficulty optimization! :wink:

Re: Let's talk combat

Posted: Wed May 07, 2014 1:30 pm
by yayswords
It's not because of level up. It happens consistently. In this video, it is the first fight I take on since the goblin fortress, and Shea dings 6 AFTER the battle, so he cannot possibly have just dinged 5 off the goblins, yet he is at full health/mana at the start and Vaelis is crippled.

I don't think the heal happens "after the last battle". I think it happens "at the beginning of chapter 3", when Vaelis is not a party member :)

Re: Let's talk combat

Posted: Wed May 07, 2014 1:45 pm
by jack1974
Yes it's there indeed! Will make sure he is healed too :) thanks

Re: Let's talk combat

Posted: Wed May 07, 2014 2:55 pm
by yayswords
I still don't understand Strike Through, or maybe it's crits I don't understand.

Normal attack: 48-55
Strike Through: 53-62

How much bonus damage is a crit? This is on the primary target BTW.

Also the melee damage penalty from the backrow seems kinda low. Like 10% max. Makes it a bit too easy for a wounded character to retreat back and let someone else tank without losing much damage at all.

Vaelis' Recover says it should give 10 SP per turn but gives 5. Also if possible I would like it to restore mana from attacking instead of just from passing a round... because I can manadance with that :P

Also... I don't think I ever want to play without a hunter again. And this time I haven't taken IP! I just love the versatility.

Nice job fixing the bonus xp for completing 8 quests (has to be the explanation), my twins dinged 7 just before the season ended :P I also tried soloing a wave of Dingirrans with the hunter but you'll be happy to hear it didn't happen :P

Re: Let's talk combat

Posted: Wed May 07, 2014 3:41 pm
by jack1974
yayswords wrote: How much bonus damage is a crit? This is on the primary target BTW.
Oops forgot to set a flag :oops:
Now on my test does:
normal 43-50
strikethrough 58-66
SLIGHTLY more powerful! :lol:
yayswords wrote: Also the melee damage penalty from the backrow seems kinda low. Like 10% max. Makes it a bit too easy for a wounded character to retreat back and let someone else tank without losing much damage at all.
Yep, I can lower that more indeed, will do.
yayswords wrote: Vaelis' Recover says it should give 10 SP per turn but gives 5. Also if possible I would like it to restore mana from attacking instead of just from passing a round... because I can manadance with that :P
Ah is a mistake of the text, though I'm not sure if 5SP a turn would be enough or perhaps too low?
yayswords wrote: Nice job fixing the bonus xp for completing 8 quests (has to be the explanation), my twins dinged 7 just before the season ended :P I also tried soloing a wave of Dingirrans with the hunter but you'll be happy to hear it didn't happen :P
Good, you had me worried for a moment! :)

Re: Let's talk combat

Posted: Wed May 07, 2014 3:43 pm
by yayswords
At a 15 SP cost and 5 SP a turn it takes 4 turns before it's even given me SP. And after 7 turns I can afford one ability. Not very exciting :)

I am pretty sure I suggested the increase already actually... think you thought you could fool me by just changing the tooltip eh? :P

Re: Let's talk combat

Posted: Wed May 07, 2014 3:51 pm
by jack1974
Damn you discovered me!! :mrgreen:
Yeah probably I changed the text, and then forgot to change the code. I've also lowered the cost to 10, so after 2 rounds is profitable.

About the "manadance", a solution would be to increase the cost of moving on the battlefield to the same as a basic melee attack :wink: not sure if could have any bigger repercussion though. Would make the push attacks more powerful because the pushed character has to spend time to regain position...

Re: Let's talk combat

Posted: Wed May 07, 2014 4:19 pm
by yayswords
Well I can still dance at the end of a battle with one mob alive then, but yeah, it's still an idea. You could solve the Push issue by making Push itself give a 1 turn speed boost to the character that ends up in front. Though that might defeat the issue of Push :P

BTW manadance becomes less effective once you have a 6 man party, because as far as I can tell, switching positions with another character gives both of them the 3 delay.