@MorganReed So stats can now go over 25 ?
Posts made by asspirin
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RE: CON is way too overpowered for Warriors.
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RE: Damage bonus: it could be so easy
@MorganReed that 100% bonus will surely be increased as str 25 (reachable by bearkin and hellfire) will give 110% melee dmg by itself - well hopefully at least for some races
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RE: Damage bonus: it could be so easy
@Blectorn Imo STR should affect light melee weapons as well -> irl it does. This way rogues could still neglect STR, but if they wished, they could invest some points into STR to hit harder and get some "raw" survivability as bonus (or go INT way and get magical survivability...the more choices the better ).
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RE: Stuns should give stun immunity
Doesn´t resolve give enough immunity? Unless wiki is wrong one needs like 23 CON to get 0,2s cooldown on Resolve (which is archiveable on human and easily archievable on bearkin/hellfire demon)...unless CD starts upon end of Resolve effect.
Even then Im glad stuns are ingame. One can still mass Fortify and Luck to negate stuns (not sure if this applies to passive stun from blunt weapons or if its guaranteed stun - then all one needs is Block, so no problem. With high CON char one can archieve 2s block CD, quite enough imo. Toss in some Slowing effect and not many stunning hits should get through).to Rocandill:
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Tanks stun a cluster of enemies ---> they need accuracy and high luck to even to even hit (and stun) enemy who can still use Resolve; sure it´s doable, but to reach guaranteed 100% stun chance on stunning ability one needs to lower enemies Fortify save and such ability has yet not been presented).
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DPS drop AoE on the cluster ----> aoe dps also need accuracy (not all of them, but I hope stronger nukes WILL need good accuracy, otherwise abilities aren´t balanced well = high damage ability either must have saves thus giving chance to resist dmg from ranged mages or some drawback for caster like neccessity to be close to enemy (risk of being hit - Ice spikes) or casting time (sitting duck waiting for focus fire and interrupting stun/paralyze/silence/whatever - Deep freeze))
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Hit defensive abilities and retreat until CDs reset ---> enemy will also "hit defensive ability"= resolve+relocate for example; stun is not all winning effect (tho high Evasion chars will have hard time) and unlike in Albion online Hit / CC is not guaranteed
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Repeat ----> same for enemy
Im glad stun is in game and is kept without CD like in Eldes Scrolls online. If CCs had X-seconds immunity, one could have 6 CON and still use Ability like Resolve to max potential --->CD reductions from stats (CON in case of Resolve) would´t matter (ane everyine would just need 1 ability with stun because any other would just not be necessary.
Everyone will probably have Resolve for "get out of stun/stunlock", but same applies in every pvp game ever because in PvP CC is king, so why would this be problem. Imo if someone specialises in Stuns, he should be allowed to use them, "passive immunity" has nothing to do in PVP (in Path of exile for examle you either pick 1 passive Nod or equip necklace for stun immunity...so the game basically doesn´t have stuns). Lets hope no Protection to fire, Protection to poison (be it via Talent from CON or ability) or Protection from damage make it to final game in current state. -
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RE: Crawling Horror - Skills, Abilities, Location - Bestiary
@MrObrazZz Good sir, Your videos are great and should imo appear on wikipedia to illustrate all the foes one can meet (seeing them in action is better than to see their stats alone).
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RE: Importance of saves vs resists
@spoletta well yes, but considering long cooldowns (lets say 10-15 seconds - in fight which may take like 5 seconds its a lot) and fact that accuracy is the only way to reliably apply CC (except Luck, but it depends on ... well, luck ), accuracy sure is important but as you say there is low difference between 6-16 PER. Luckily one has so many points that four natural twenties in stats are possible and min maxing is king, co lets rather count with natural 20 PER (500 accuracy).
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RE: Bear - Skills, Abilities, Location - Bestiary
@MrObrazZz ...dat oneshot tho
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RE: "PARTY MEMBER DOWN!" Messages in Chat
And maybe add Diablo II approach - each number on num keyboard was voiced simple message:
0 - Player's character says "Help."
1 - Player's character says "Follow me."
2 - Player's character says "For you."
3 - Player's character says "Thanks."
4 - Player's character says "Sorry."
5 - Player's character says "Bye."
6 - Player's character says "Die."Ofc these could be different and maybe some text might appear above head of one talking (as in Planescape Torment / fallout) to identify the talker (at least inside the group).
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Importance of saves vs resists
I mean from gameplays it seems Accuracy will be most important stat for CC builds while for regular non crit builds (so far mainly magic spells) it´s better to increase survivability (block, resists) and maximize damage (magic damage, fire damage...) than accuracy as there are spells that are not affected by saves (unless their description is wrong) - Acid breath, Ice spikes, Deep freeze, totems and skillshots,
Absence of saves is paid by: necessity to stand still as easy target (channelling spells like Deep freeze that are also harder to cast due to possibility of being stunned --->Resolve a must), being close to enemy and thus risking melee punishment (Ice spikes) or both (Acid breath, Static discharge), but it doesn´t matter, Poison totem still offers slow going through saves.Shouldn´t abilities with saves have either more damage (to make up for saved spells), lower CD (same reason), or some fracture of crit damage (like 50% of regular crit damage of something) or is it planned this way (so one could either go tanky caster with maxed spell damage, abilities to reduce enemy resists and no CC or CC heavy build but with defendable spells)? If there are abilities that have guaranteed hit ability and abilities that grant immunity to CC, it makes sense to max damage and resists. Hope there will be unpurgable CC abilities, with CON 25 one can have almost permanent stun immunity (only 2s window during which one can get stunned, but for this there is shield on 2s CD) and Enrage giving complete immunity against mages so CC builds would be toasted..
A mage maxing saves, health and resists would probably be way safer way to go as caster because there are also spells that reliably negate CC even if the spell was not resisted aka second layer of protection against accuracy based abilities. Moreso because if enemy goes supersayan with enrage one can use Disrupting strike which also doesn´t need accuracy to work.
Same problem would apply to melees - I´ve seen videos with fighter with PER 6 doing well - but unlike spells weapon damage can CRIT so high PER crit melee build is just as viable as non-PER brute max melee dmg max STR+CON in heavy armour, melee damage has way bigger scaling.
Magic damage has its ceiling as it scales from INT, magic/element damage (in some cases there are immunities, so far fire and poison) and thats it, no further increase (except lower resists, but weapon have it too...even passive on weapons --->spear and dagger).Couldn´t PER give spells some bonus for example in form of resist reduction on enemy - aka "with higher perception you can see weaknesses of enemy and aim your magic better" so that using magical abilities dependant on accuracy is worth it?
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RE: Week 148 - Weekly Drawing Winners
Great, thanx a lot and congratulation to all others !
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RE: (Canceled) Tournament at Coal City on Saturday 8pm EST! Prizes included!
@Prometheus Well Mage armour looks like nice way (as long as it stacks with bonuses from STR and talents) to make mages little more durable, yet In most games there are three archetypes - warriors whos defense consists of high mitigation, high healthpools and blocks for resistance/immunity to attack (get hit but take it as a man), then rogues who rely on their speed to completely or partially dodge damage (dont get hit) and finally mages who rely on magical absorbs or other means of aggro management - pets/summons (get hit but let something else take the damage). Adding more procentual reduction (get hit but take it as a man) seems like warrior way of defense.
For example Diablo II:
STR Barb + Paladin = huge healthpools and armour + block (Barb´s passives and Paladin´s holy shield)
DEX Amazon + Assassin = means to completelly nullify incoming damage (Ama´s dodges and evasions, Assns´ claw block blocking even spells)
INT Druid + Necromancer + Sorceress (Dudu´s Cyclone armour + pets, Necromancer´s Bone armour + pets and Soso´s Energy shield and magical armours).So far ingame we have Absorb = absorb of magical damage---> basically Dudu´s Cyclone armour. Yet if a mage doesn´t want to get KO´d by random glasscannon ganker from invis with huge 2h axe using critting Heavy blow (and crit will happen thanks to T6 Talent from perception), having buckler is only way to go.
Can mages expect some kind of physical protection( for example anything from ADaD like Stoneskin which would absorb few attack depending on INT for example) or "Shieldblock-like ability" for spell casters or some kind of "Mana shield" which would use mana as health pool reducing mana instead of health?
Thank you.
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RE: Easy to trick caster enemies // totem seems indestructible
Or either make their life depend on caster in some way or make them healable (don´t know if they´re healable already). Btw are there planned more totems (rest of elements and some "healing" totem or "aggroing one", maybe stunning one)?
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RE: (Canceled) Tournament at Coal City on Saturday 8pm EST! Prizes included!
Great news, looking forward to it. Hope there will be melees using Resolve and some dexterity dependant classes (rogues / archers).
And one question: is the Enrage ability allowed (not banned in rulebook)? Because once the mage uses his Relocate and enemy uses Enrage (CC immunity), the mage is just three hits from death ... unless he goes invisible, has like 1000 evasion and is lucky or uses Disrupting strike. Wish there was stoneskin ability.
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Ability to get ouf of magical debuff effect as well?
So far we got "stun break" which is awesome. The Resolve ability removes physical debuff like stun (not sure if dmg from for example Concussive strike is debuff or just damage ....or if DOTs generally are ment as health debuff - bleeds and poisons). Are there planned also Dexterity and Inteligence CC breaks?
Problem is simple. STR+CON guys depend on high health pools, high mitigation (armour, resists), dedicated tanks on block. INT gusy have active mean of defence - CC and ability to evaporate enemy before they get attacked and surely also absorb shields (tho until now mage vs warrior with stun break and Enrage can only delay his death with teleport and then get two hitted...some kind of ultimate defense comparable to shield block, just INT themed would be great, Id mention Baldurs Gate and ADaD generally, demiliches have monster protections, it would either take cheesy tactics (undead immunity scroll) or whole team to take down).
Dexterity on the other hand depends on speed and ability to nuke enemy down (and to some extend CC, but from melee range). Evasion gives either full imunity to attack (enemy misses) or you eat whole dmg (enemy hits/crits). Whats more there are Stun effects that aim at Fortify so one moment you have 1000 evasion and evade 75% of attacks, then you get stunned and are just sitting duck. Too bad Dex only gives you move and attack speed...but Frenzy gives you the same while being dependant on CON - attritube that also increases your survivability (massive fortify + shield block + reduced CD on stun break + some resists and health). Con can work without DEX, but DEX without CON (or resolve) will probably suck. Will DEX builds get "block ability" aswell - maybe like dual wield parry or something?
Agile characters are always unlucky in this manner - In Path of Exile you can pick "dodge 30% of everything" --->but it affexts your block and armour. Same in diablo II and "III" ---> you dont get mitigation like STR and INT heroes, either no dmg at all or all the damage. Couldnt Dexterity also offer same as it does with Fireball - aka lower damage in case of save --> in case of melee, maybe high dex guys could get second chance for lower damage (glancing strike) if they dont evade. Or maybe dex could offer something more ( CD to go with "outspamming the enemy with speed" theme or some kind od passive CC reduction - only rogue archetypes will go DEX, other fighters using heavy armour would have no use for Evasion and there is no synergy between mages and DEX while Constitution and Inteligence are usable for literalyl everyone.Also as there is "Stun ability attacking Fortify= no Evasion for moment", will there also be "Fear" ability attacking any other save than Willpower = no Willpower during effect" (or will for example [Paralyze](https://fractured.gamepedia.com/Paralyzing_Touch have no counter except save and then 10s immunity window?) and same for Fortify? From balance point of view it makes sense and as long as there is also "magical debuff effects breaker" everything is balanced imo.
And sorry for grammar, writing in hurry at work
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RE: [Build] What would you suggest?
@Kuroi well so far bear kin seems fine for such thing - Frenzy gives attack/move speed fron CON and bear can reach 25 Constitution, so he can leave DEX at 6 and max PER while having nearly maxed fortify save and resolve most of time activated (stun immunity), not even talking about Shield block on 2s CD .
But it seems more like PvE build, noone will voluntarily stand and wait for you to rape them, lot damage in one swing is why slow weapons are better suited for pvp. Unless you go heavy CC assassin ... who is also able to take the beating from melee....or who can pick their target (aka leave warriors alone and rape casters :D). Or one that will use Slow + shield block on 2s cd--> 2h melees will land nearly no attack on you.
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RE: Forest Troll - Skills, Abilities, Location - Bestiary
@Megalodon Thank you for clips good sir. Do you plan to show all the abilities as well (like wiki on videos)?
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RE: [Build] What would you suggest?
@Ostaff However going dagger way gives you more dmg nodes on talent tree (dagger damage has more procentual damage increase than others + light weapons damage increase ... and I guess "melee damage bonuses" from STR branch also counts, as daggers are melee).
Also like spear the dagger should negate 40% or armour which is imo great and talent giving 25% chance to completely negate armour is huge. Against enemy with 50% damage resist from armour it basicly means +25% chance to double damage further multiplicative with crit if crit occures. Not sure if wiki is correct about Heavy blow for example, but atm it states the ability can be used with melee weapons - so probably also dagger.So it´s bonus from STR, then 32% dmg from STR nodes, 56% dmg from DEX nodes, 60% increase from Death mark...if one has 20 PER and dagger user should.
So far 148% increase + 10% chance to crit for double (with PER 20) + 25% chance to ignore armour (and 100% chance to nullify 40% armour). If heavy blow works with dagger, it´s +200% weapon damage if it´s additive or x2 if multiplicative.
And ofc +110% with STR 25 (or 80% with 20 which ise reachable with most races).Dagger should also be more usable against shields as it´s 2x faster than heavy 2h weapons and 1/3 faster than medium.
Problem is one would have to stay immobile, but then dagger should have way bigger dps than any other weapon and gap would increase with opponents armour. So yes, nukes are best with slower big weapons, but daggers have more stable dps and one miss with dagger doesn´t hurt as much as with half slower weapon.
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RE: [Build] What would you suggest?
In videos Ive seen chars with PER 6 doing well. Depends who you want to attack (high evade rogues / fortify wars / willpower mages) and how (max dmg vs max crits vs max both). Also there are "guarantee hit" attacks. Accuracy is there mainly for CC.
And stats are there just to calculate damage and cooldown, everything else is gainable from items/enchants. -
RE: Shouldn´t added damage to attacks be dps instead of dmg?
@maze It sure does make sense, but quite limits the usage of those abilities. However as bigger weapons have attacks that better use their big damage numbers (Concussive strikes), so do light weapons (many attacks have tag "only usable with light weapons"...still Assassination and Warfare schools would use some kind of "charging attack" that would increase in potency with amount of landed strikes - aka attack best used with superfast weapons).
But original thought was about autoattacks not benefiting from added damage....unless that "bonus added damage" is treated as "basic weapons damage" and is multiplied in crits and added damage in abilities (as in Heavy blow). Then it would make sense.
Thanks