SOTW 0.8.9 - First Act Beta preview!
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.7h - First Act Beta preview!
Nono. If I am not seeing a damage variance, I understand it as being multiplier capped (more +magic won't help me). That's how it was explained. I'm not trying to nuke Mormont himself, just his minions.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7h - First Act Beta preview!
No the problem is that I also tweaked the elemental damage, probably now is too low.
In practice (simplified) before:
elemental damage: damage + damage/resistance
now:
elemental damage: damage/2 + damage/resistance
so I'll put this back as before. So Mages do same damage as normal melee+extra damage based on the resistance. So they will do at minimum the skill damage, at maximum twice. This is how was before, I made that change but didn't consider that Mages use mana to do each spell
In practice (simplified) before:
elemental damage: damage + damage/resistance
now:
elemental damage: damage/2 + damage/resistance
so I'll put this back as before. So Mages do same damage as normal melee+extra damage based on the resistance. So they will do at minimum the skill damage, at maximum twice. This is how was before, I made that change but didn't consider that Mages use mana to do each spell
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7h - First Act Beta preview!
Also I had to lower slightly the overall damage of all attacks to balance the fact that I don't have the "damage reduction trick" (49+dmg*3) anymore. So seeing lower damages is normal now, but even enemies will do less, of all classes (once I do the fix for elemental damage).yayswords wrote:Nono. If I am not seeing a damage variance, I understand it as being multiplier capped (more +magic won't help me). That's how it was explained. I'm not trying to nuke Mormont himself, just his minions.
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.7h - First Act Beta preview!
Yes I think the skellymage was doing less damage too. It was unusually easy to survive. Maybe if we all had more mana and fighters did less damage it would even be a better system 
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7h - First Act Beta preview!
Nah I just tried with your save, restoring the base damage+elemental like was before, I could oneshot the archer and almost the Mage too. I also try every time with the second act battles when I do such changes, and there works well. So I'll keep as it is now (uploading 0.8.7i with just 1 line changed, but well
)
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.7i - First Act Beta preview!
You don't have my current save though 
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7i - First Act Beta preview!
Well if you want send it to me
but I suspect will be even more powerful than the one I'm using, so...
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.7i - First Act Beta preview!
No need I guess. Have you considered the system I posted though. This is "fine" again but only because the mage has just about low enough health. My druid is beginning to feel in equal measure easy, cheap and pointless to equip 
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7i - First Act Beta preview!
You mean this?
So the only way is to raise enemy defenses, since I don't want to raise too much HP: is weird to see your party with tanks with just 120HP and enemies with 200HP. I mean it CAN happen but shouldn't be the norm. The norm should be that enemies have better defenses
I'm going to wait until full Act2 is finished before doing other tweaks. For example now (I'm talking about Act2) Mages are so powerful that I had to buff up some enemies Magic. When you kill with one shot an enemy every time (I'm using a save from renke, druid magic is 52) the battles even in Nightmare are a bit too easy. In general the previous system with damage reduction was working well because prevented exaggerated damage. I don't like long battles, but now they last just a few turns with mages being so overpowered!yayswords wrote:Yes I think the skellymage was doing less damage too. It was unusually easy to survive. Maybe if we all had more mana and fighters did less damage it would even be a better system
So the only way is to raise enemy defenses, since I don't want to raise too much HP: is weird to see your party with tanks with just 120HP and enemies with 200HP. I mean it CAN happen but shouldn't be the norm. The norm should be that enemies have better defenses
- fabulaparva
- Elder Druid
- Posts: 761
- Joined: Sun May 04, 2014 9:58 pm
Re: SOTW 0.8.7i - First Act Beta preview!
Not sure if this has been reported before:
Description on heavy bombs says: "Does 75HP of damage to a single target in front row..."
With my hunter in the back row, I nuked a mage in the back row with it. Is the description wrong or the function wrong?
Description on heavy bombs says: "Does 75HP of damage to a single target in front row..."
With my hunter in the back row, I nuked a mage in the back row with it. Is the description wrong or the function wrong?
