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Re: Let's talk combat
Posted: Thu May 08, 2014 6:27 am
by Anima_
Speed has two effects, determining who acts first and alteration of action delay. For every 15 points above 100 the action delay is reduced by one (to a minimum of a third). It works the other way as well for every 15 points below 100 the delay increases by one. It starts at 100 to prevent negative values.
Agility is fine, the problem are the multitude of armour slots. Thanks to them the defence value becomes inflated in comparison to the other values.
Re: Let's talk combat
Posted: Thu May 08, 2014 6:47 am
by yayswords
I see, I thought it was still like in Loren. That's a smarter speed system. However shouldn't the reaction be percentile rather than flat? This favors short actions.
Re: Let's talk combat
Posted: Thu May 08, 2014 6:47 am
by Troyen
How is the initial order determined? Seems to be a bit random to allow for some variance, but I've rarely been able to go before mobs, even if I have a higher speed (albeit not by much).
I also was debating proposing that speed be scaled down so it has a more noticeable effect, but I was worried about the consequences late-game. Someone with +60 speed would just be incredibly powerful over other characters if the base speed was 10 instead of 100. Still, it is one of the least desirable stats - at least in Act 1. Maybe better gear in later acts will prove this wrong.
Skill has a secondary effect of offering + % Physical Resistance. Is the amount resisted calculated before or after the damage reduction from defense?
Re: Let's talk combat
Posted: Thu May 08, 2014 6:51 am
by yayswords
I'm 99% sure physical resistance means resistance to the physical ailments: weakened, scared, slowed, tired, and maybe paralyzed.
As far as I can tell, attack and defense are both hit/miss chance and damage increase/reduction.
Re: Let's talk combat
Posted: Thu May 08, 2014 6:58 am
by Anima_
yayswords wrote:I see, I thought it was still like in Loren. That's a smarter speed system. However shouldn't the reaction be percentile rather than flat? This favors short actions.
It's the same system Loren had. It works both ways though since short actions are impacted by low speed more. A percentile system has other issues though. Calculating the percentage isn't quite as trivial as it appears at first glance.
Troyen wrote:How is the initial order determined? Seems to be a bit random to allow for some variance, but I've rarely been able to go before mobs, even if I have a higher speed (albeit not by much).
Solely by speed.
I also was debating proposing that speed be scaled down so it has a more noticeable effect, but I was worried about the consequences late-game. Someone with +60 speed would just be incredibly powerful over other characters if the base speed was 10 instead of 100. Still, it is one of the least desirable stats - at least in Act 1. Maybe better gear in later acts will prove this wrong.
I wouldn't be too sure about that. It helps getting the first attack in and makes your turn come up more often.
Skill has a secondary effect of offering + % Physical Resistance. Is the amount resisted calculated before or after the damage reduction from defense?
This is resistance to physical effects, not attacks.
Re: Let's talk combat
Posted: Thu May 08, 2014 7:03 am
by jack1974
yayswords wrote:I'm 99% sure physical resistance means resistance to the physical ailments: weakened, scared, slowed, tired, and maybe paralyzed.
As far as I can tell, attack and defense are both hit/miss chance and damage increase/reduction.
Yes is correct

As for speed I'm really reluctant to change it, because it really changes EVERYTHING. If I increase the Nightmare global values of enemies speed by 3%, some battles are impossible because all enemies act first

Skill could give a higher defense, but then with a full plate armor+high skill I think a player could become a bit too powerful, so need to be careful with it too.
The impact of speed on the combat can be changed overall, the amount of reduction it does to the actions, and indeed I've changed it in this game as Anima said, perhaps instead of reducing by 1 every 15, could be reducing by 1 every 10. This way the starting order wouldn't change, but the delay on skills yes.
Re: Let's talk combat
Posted: Thu May 08, 2014 7:04 am
by Troyen
Anima_ wrote:Skill has a secondary effect of offering + % Physical Resistance. Is the amount resisted calculated before or after the damage reduction from defense?This is resistance to physical effects, not attacks.
I see. The detailed skill explanation on the party screen explains this but the initial "pick your stats" screen doesn't and I think it's misleading.
Anima_ wrote:Solely by speed.
So if I ever go later than a mob with a lower speed on the very first turn, it's a bug?
Re: Let's talk combat
Posted: Thu May 08, 2014 7:06 am
by Anima_
Troyen wrote:Anima_ wrote:Solely by speed.
So if I ever go later than a mob with a lower speed on the very first turn, it's a bug?
Yes it is.
Re: Let's talk combat
Posted: Thu May 08, 2014 7:20 am
by jack1974
Troyen wrote:
I see. The detailed skill explanation on the party screen explains this but the initial "pick your stats" screen doesn't and I think it's misleading.
Well is written, if you click on Skill, it says that "increase you Physical Resistances by +1% to a maximum of 50%". Maybe will reduce the font size and make a list of them too? otherwise not sure how to fit that in
beside at that point the player doesn't know what those resistances are, even if I listed them..."weakened","scared",etc. I think is a bit normal with RPGs to do a few attempts, and anyway during creation you put only a few points so is not like if that initial decision can compromise the whole game

Re: Let's talk combat
Posted: Thu May 08, 2014 7:28 am
by Troyen
I would say Physical Effect Resistances if only that didn't change the name of the skill, to clarify it's not increasing Physical Damage Resistance. The details of weakened, scared, etc are less important. But, it's certainly not an easy fix, since a three word attribute would not be ideal. I'll see if I can think of a different suggestion.