SOTW 0.8.9 - First Act Beta preview!

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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jack1974
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Re: SOTW 0.8.7j - First Act Beta preview!

Post by jack1974 »

yayswords wrote:Bear in mind though that +magic for a druid is everywhere, whereas a warrior with as much as +10 attack from gear would probably be considered insanely well geared. There's just jewelry and the weapon. The magic vs. magic ratio is always gonna be much more favorable than the attack vs. defense one.
Yes true... even if with attributes you can still increase attack. Well it could be like in other games where the magic users starts a bit lower than other classes but then excel at higher levels :) Will do some tests and see what is better, I might just leave Quarterstaff as it is now and add a fixed dmg value bonus to Mages. Need to do some tests.
yayswords wrote: Oh also. You can open inventory in the battle setup screen but after like 20 builds you still can't use the hotkey for it :P FIX!
Is because the "screen" associated with the i key is hidden, but I can change it.
yayswords wrote: (P.S. You sure about no cap? I've seen Vaelis' damage variance be 80-102 and 100-102 and I think even a flat 102 once. Plateaus?)
Yes the only cap is the damage multiplier, but that's not a DAMAGE cap. Damage cap would mean that above value X I do some reduction so you can't do higher than that. In this case if you level up and keep adding attack/magic, damage will always become more and more powerful.
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yayswords
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Re: SOTW 0.8.7j - First Act Beta preview!

Post by yayswords »

Might be setting yourself up for headache though. Wouldn't it be easier to just make it equally difficult/easy to increase magic and attack?

As for increasing them with attributes. My current plan for druids is to get a few attributes to 25 (arcane, skill, probably agility) for traits and then go mad con/will. Or well, gradually get to that anyway. 2 attribute points for +1 magic feels very expensive when I can get it so easily from items. For a hunter on the other hand I would feel quite compelled to go very heavy strength because +attack is so rare.
If at first try it doesn't explode, it ain't Jack who wrote the code.
Troyen
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Re: SOTW 0.8.7j - First Act Beta preview!

Post by Troyen »

yayswords wrote:Bear in mind though that +magic for a druid is everywhere, whereas a warrior with as much as +10 attack from gear would probably be considered insanely well geared.
You sure about that? Thought I've seen at least helm, shoulders, boots with +attack and maybe bracers/gloves. (Of course, I just wiped all my saves, so I can't confirm, but it's one of the armor stats I prioritized.)
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jack1974
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Re: SOTW 0.8.7j - First Act Beta preview!

Post by jack1974 »

yayswords wrote:Might be setting yourself up for headache though. Wouldn't it be easier to just make it equally difficult/easy to increase magic and attack?
I think if attack is a bit more difficult is fair, since as you said you can always use melee that is a fast attack and consumes 0 SP. While for mages you must use SP to do damage (the magic bolt isn't really that powerful).
Troyen wrote: You sure about that? Thought I've seen at least helm, shoulders, boots with +attack and maybe bracers/gloves. (Of course, I just wiped all my saves, so I can't confirm, but it's one of the armor stats I prioritized.)
It was like that in a previous build but was a display mistake, armors won't increase attack.

However thinking about what yaysword said, a solution would be to re-add attack for armors and also display the threshold value (the one that influences stagger). HP/SP regen should be very rare, so doesn't make much sense to display it for all the armor slots if then is going to happen only with jewelry... so yes I might do that.

I uploaded 8.8.8 which now has the attack/magic value balanced, reduced a bit the melee since was clearly overpowered vs Mages. But I might still do that gear change above, I need to do some tests creating a full high level equipment and raise characters to level 30 to see what values they could have first :)
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Re: SOTW 0.8.7j - First Act Beta preview!

Post by renke_ »

jack1974 wrote:This is basically impossible :mrgreen: I think you've been playing too much the first act.
I cannot prove it.

But I do have a save of shortly before the shop visit (ranger ownes a poison crossbow) and in the shop, ranger equipped with a air crossbow, a second air crossbow in the inventory and no poison crossbow to see (neither shop nor party inventar). And still 2 of the air crossbows for sell - this makes 4 of them, afaik shops create up to 3 pieces of an item.
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yayswords
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Re: SOTW 0.8.8 - First Act Beta preview!

Post by yayswords »

Why can't the magic bolt be comparable to a normal attack for damage then?

If mages do more damage with abilities and less without I think you're just risking they suck early and own late.
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Re: SOTW 0.8.8 - First Act Beta preview!

Post by jack1974 »

yayswords wrote:Why can't the magic bolt be comparable to a normal attack for damage then?

If mages do more damage with abilities and less without I think you're just risking they suck early and own late.
Because the Quarterstaff have low damage compared to the other weapons as said before.
Late won't be a problem, as always will depend on how I define enemies. I am just going to have a solid base to start and after the armor item change, I won't touch ever again the damage calculations. I've spent more time on this than making whole Loren game :lol: (and besides, now is OK).
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yayswords
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Re: SOTW 0.8.8 - First Act Beta preview!

Post by yayswords »

I mean why does it have to be that way, can't caster and melee weapons do like same damage and +magic and +attack be as common/rare? :)
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jack1974
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Re: SOTW 0.8.8 - First Act Beta preview!

Post by jack1974 »

I have experimented and defined the base quarterstaff as 8 damage: using your save, now the mage does 21 dmg with magicbolt and vaelis 29-33 with melee. So I'll keep this for now.
As for attack, I'm adding that to armor but is rare, because the armor have a lot of slots and should be used more for defense.

To your question is hard to answer because in theory their base damage is the same, but then there are 3120983021 calculations, resistances, position, etc so... I have no clue :lol:
But after next update things are working really good :)
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Re: SOTW 0.8.8 - First Act Beta preview!

Post by jack1974 »

Image
voilà, Vaelis level 30 with all rare items armors :o
Since it won't be easy to get ALL armor slot filled with a level 30 Rare item (if not impossible I think) those are the maximum values obtainable through attributes and gears.
The druid without any specific gear was 89 Magic and still had a decent amount of HP (490 something). Making those tests were useful to understand the progression that the character will have through the game.
Did also some test fights and everything seemed balanced. I might still make some occasional mistake in specific battles of course. But I REALLY think that I don't need to touch anymore the damage calculations, gears, leveling up, and so on (finally!! :lol:).
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