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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 5:27 am
by jack1974
It doesn't influence damage but influences the "to hit ratio". Is hard to miss so doesn't have a BIG impact, but it have. I tried once magic bolt on an enemy using a buff with very high defense (past 150!) and was missing much more. So better keep it

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 7:13 am
by Anima_
It's magic against defense for spells, not attack.
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 7:20 am
by yayswords
For magic bolt too?
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 7:26 am
by jack1974
In the original Loren yes. Now I added block/dodge chances
As said it has very little impact since dodge/block doesn't happen often, but was an excuse to make Attack somewhat useful also for mages

is one of the 31098053 gazillion micro changes I did to Loren's base engine. Tsk and some people even dared to say that the amount of changes vs Loren was small!

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 1:56 pm
by Jaeger
Ranger
Hawkeye: Small gain in crit chance seems like a waste of SP and a turn to me.
Ward: How much elemental resistance does it gain? Like Loren Before it, defensive buffs wear out sooner with faster characters and I prefer having a party that can act more often.
Healing Prayer: Healing is always useful since the party will take damage.
Strike Through: A good way to reach those pesky back row enemies. While back row foes can be hit with bow at no SP, regular shots won't inflict much damage and aimed shots have long delay.
Hunter
Take Aim: It looks useful at first until I found out it depends on the the enemy's turn rather than the character. Faster enemies will be act two or more times, thus the hunter would be lucky just to get two shots in.
Krimm
Rage: Low delay and exceptionally low SP cost. The best thing about it is it gives her an ability to regain her SP.
Fury: The delay is very low, but I don't want to spend the SP for small gain in attack and crit chance while suffering a defense penalty.
Ralkor's Blood: It doesn't a replace dedicated healer, but at this point, but may help her keep fighting in drawn-out battles where she is taking the brunt of the damage. It doesn't seem to work all that well against enemies with high defense though.
Mighty Blow: It inflicts good damage and easy to use since it doesn't require staggering. Rage makes the high SP cost more bearable.
Chalassa
No Chances: I'm confused about the wording in the description . It has a long delay but it seems to hit all front row enemies for a lot of damage.
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 3:00 pm
by fabulaparva
Jaeger wrote:
Hunter
Take Aim: It looks useful at first until I found out it depends on the the enemy's turn rather than the character. Faster enemies will be act two or more times, thus the hunter would be lucky just to get two shots in.
Yup. Not so good on fast enemies. But if it would be faster, it might be overpowered when used with Barrage.

I've tried to get more shots in by using both Riley's energize and druid's eagle's grace on the hunter. Then Barrage and simple or aimed shots. Depending on the enemy, the damage is or is not worth using 2 other fighters' skills and turns on top of the SP deduction from hunter.
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 5:04 pm
by yayswords
I realize I myself pushed for the current resistance system but it's made paralysis resistance rather meaningless. Under the global timer system it's gonna be great, but right now...
I could have a character with 99% resistance get hit by a Pinning Shot. Since the minimum duration is 2, that's what I'm gonna get. I could live with that, but then what if more paralysis effects are added? Yeah each is gonna add a minimum of 1 turn, or is it a minimum of 2? Either way the super-resistant character still gets paralyzed for a long time because of the minimum duration mechanics combined with multiple sources of paralysis. Still I don't know how it could be done better without the global timer system.
Just consider that the huge resistance on the Band of Bloodspeed is rather unexciting, since 34% is enough to take a 3 turn paralysis down to the minimum of 2, and Chalassa is gonna have some innate resistance herself too so maybe 30% would practically be the same as those 75%. Unless we're dealing with paralysis effects with a max duration of 4+ turns or multiple castings of shorter ones.
Perhaps paralysis could be like stagger - once you are affected by it, nothing in the world can add to its duration. Still though that doesn't do much about the problem that more than 30% resistance from items is largely wasted. Another solution would be longer paralysis effects but lol, I don't want that just to make the resistance more valuable
Other resistances feel meaningful. I don't know what I wanna do about paralysis though except wait for Loren 2. Ideas?
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 5:10 pm
by jack1974
Well a simpler solution could be to have paralysis resistance decrease to a minimum of even 0... is a bit of a particular debuff since is the most powerful one, so resistances can work differently in that case.
But yes a global timer would be much better

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 5:33 pm
by yayswords
Yeah, but I don't think the game needs more special rules. If you go with that solution though you need to make paralysis resistance a lot less abundant (not harder to find, but you find it in smaller amounts), so much that someone who has been paying attention through acts 1 and 2 and noticed its scarcity will immediately fall in love with the Band of Bloodspeed.
I played with the thought of resisting paralysis turns it into slow. Maybe turns it into Riley's Slumber spell. Still though, it'd be another special rule.
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Wed Jul 23, 2014 5:45 pm
by renke_
the core problem is imho the effect removal at the begin of a turn and the reason for the 2 turns minimum of paralyze - most likely not solvable in sotw (and all RPGs based on the current framwork Jack uses).
stupid idea to work around this issue: paralyze has for all announced turns a debuff effect, but damped according to the resistence. say an attack with paralyze condition has always the upper turns of debuff, and the resistence is used for calculation the ratio between the Real Thing (Paralyzed) and some softer form (Slowed comes to mind). e.g. an attack with up to 3 turns paralyze, resistence of 33 %: 2 turns paralyzed, 1 turn slowed. For 66 % resistence the paralyze effect is useless (1 turn, this is also the minimum), but the 2 turns of slowed are a given.