SOTW 0.8.9 - First Act Beta preview!
- jack1974
- Pack leader
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Re: SOTW 0.8.7g - First Act Beta preview!
The smith's name is Black
Mr. Black Smith.
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renke_
- Elder Druid
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Re: SOTW 0.8.7g - First Act Beta preview!
crap? hey, this is high-quality loot - I even remove all the dried blood!11!yayswords wrote:she will buy all your crap
how boring :Pjack1974 wrote:The smith's name is Black :mrgreen: Mr. Black Smith.
nah, I believe she's build like a battle ship and called Maria. Say a soprano aible to pull through Wagner's Ring cycle in one take, with a physique like Caballe
----------- addition, more on topic ------------
with the new restistance model it would be appropriate to edit some skill description not "<condition> for n rounds" but "for up to n rounds"
----------- 2nd addition ------------
resistance calculation seems to be fishy: The skeleton mage has dark resistance of 80 % and Vaelis' dark sword still made 30 or so damage, not significantly less as against other foes with lower tolerance
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was the attack system changed? According to my "Attribute" overview page the attack value of all my party members is identical to the base value, though all are equipped with weapons giving attack bonux
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an unconscious party member can be the speaker of the "yes, we won" line at the end of a battle
----------- 5th addition ------------
I think the item in the watchtower of the camp is fixed to level 1 - why not create an item on party level?
- jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!
1) yes will change the descriptions
2) I think in Loren's time we agreed that the resistance worked with spells mostly, otherwise if you had a "wrong" item equipped you would do very low damage against enemies. I don't think I need to change this, but will do some tests
3) no I didn't touch that, the number in parenthesis should be the final value including the weapons, while the other is the base value from attributes
4) at end of fight, all members are automatically healed (by a low HP though). So there isn't any unconscious party member at end of each battle
5) yes that's a quick change, no problems
2) I think in Loren's time we agreed that the resistance worked with spells mostly, otherwise if you had a "wrong" item equipped you would do very low damage against enemies. I don't think I need to change this, but will do some tests
3) no I didn't touch that, the number in parenthesis should be the final value including the weapons, while the other is the base value from attributes
4) at end of fight, all members are automatically healed (by a low HP though). So there isn't any unconscious party member at end of each battle
5) yes that's a quick change, no problems
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renke_
- Elder Druid
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- Joined: Sat Feb 22, 2014 1:26 pm
Re: SOTW 0.8.7g - First Act Beta preview!
Loren was before my time ;) okay, feels a little bit weird but I can live with it: After all, it's ME doing more damagejack1974 wrote:2) I think in Loren's time we agreed that the resistance worked with spells mostly, otherwise if you had a "wrong" item equipped you would do very low damage against enemies. I don't think I need to change this, but will do some tests
I thought in former releases the final attack value displayed in the attributes page is base attack + weapons attack bonus - but I remembered incorrectly, my old saves show also not this direct link between weapon stats and attack. So if there's a bug it's an old one ^^jack1974 wrote:3) no I didn't touch that, the number in parenthesis should be the final value including the weapons, while the other is the base value from attributes
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renke_
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Re: SOTW 0.8.7g - First Act Beta preview!
I think in Loren the resistence was more perceivable, there's a reason why I have two pages of weapons in my saves and reequipped all the time.renke_ wrote:Loren was before my time ;) okay, feels a little bit weird but I can live with it: After all, it's ME doing more damagejack1974 wrote:2) I think in Loren's time we agreed that the resistance worked with spells mostly, otherwise if you had a "wrong" item equipped you would do very low damage against enemies. I don't think I need to change this, but will do some tests
Ranged weapon vs some daemon:
dark - resist - 25-28
air - critc 50-57
normal - n/a - 49-56
The low bonus of air compared to normal damage is shocking (never noticed this while playing ;)) but the dark crossbow was not at all effective compared to the air bow (all weapons have 22 dmg)
- jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!
About the attack displayed in char screen: is correct because only displays the BASE attack. But since you can use a melee OR ranged weapon, it doesn't consider that. Indeed using your save, I had 26 (28) for Althea. 26 is the base attack, then I had two jewelry that gave me +2 attack in total. In the battle the calculation works correctly of course. I need to change the help text though 
Regarding resistances, still using your save that sent me, I tested and:
Air weapon 14 base damage:
Enemy with 05% Air resistance and 44 Defense = 20-26
Enemy with 87% Air resistance and 42 Defense = 15-20
It's fine. We don't want to have players frustrated because enemy wit 90% air resistance makes your weapon less worthwhile than using bare hands
Regarding resistances, still using your save that sent me, I tested and:
Air weapon 14 base damage:
Enemy with 05% Air resistance and 44 Defense = 20-26
Enemy with 87% Air resistance and 42 Defense = 15-20
It's fine. We don't want to have players frustrated because enemy wit 90% air resistance makes your weapon less worthwhile than using bare hands
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renke_
- Elder Druid
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Re: SOTW 0.8.7g - First Act Beta preview!
hey, this is untrue! One time I inadvertently unequipped the only weapon and couldn't attack at all ;) [was funny though: Throw axe even without damage made the enemies mad at Vaelis]jack1974 wrote:makes your weapon less worthwhile than using bare hands :lol:
But I see sense in your reasoning, let's forget my inquiry.
- yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!
Error, happens every time it's the skellymage's turn.
Also: I damage cap at 65 against like everything in the world except Mormont's mage, where it caps at 47. Intended?
(I don't cap at all against Mormont himself but not expecting to
)
Another error, same fight, think it was mage's turn. This one I could not ignore past; it repeated on me. I think he was missing enough mana to cast anything (he had 23 I believe).
And the skeleton mage is in fact mr. Black Smith! No but really I think you broke this single mob in more ways than stat derivation broke hunters :D
Spoiler:
(I don't cap at all against Mormont himself but not expecting to
Another error, same fight, think it was mage's turn. This one I could not ignore past; it repeated on me. I think he was missing enough mana to cast anything (he had 23 I believe).
Spoiler:
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
- Elder Druid
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Re: SOTW 0.8.7g - First Act Beta preview!
hmm, with my test-run yesterday (new game) the mage was able to perform his voodoo without errors. Maybe compatibility for older saves is b0rken again?yayswords wrote:Error, happens every time it's the skellymage's turn.
- yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!
It's not an old save 
If at first try it doesn't explode, it ain't Jack who wrote the code.
