Question about damage of pets / tamed monsters: they sure will be affected by passives ( for example Udoadra pack bonuses) and team buff abilities (like Inspire skill). But do bonuses increasing damage of the caster like Death mark do also apply (as it more looks like a debuff on enemy that multiplies damage, because you "put a mark on a creature")?

Posts made by asspirin
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RE: Upgradable Pets
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Attacks speeds depending on armor ?
Just few questions concerning attack speed -
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will it be only depending on your dexterity and buffing abilities /potions, or will higher types of armor (chainmail / plate / full plate etc.) slow your attack / move / cast speed as well (like in for example Pillars of Eternity)? Will armors have same special passives like helmets do, or will they differ only in resistances they offer and increased casting costs?
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Will attack speed of autoattacks be always the same? Considering we have 8 slots for abilities, for melee they would probably be: 2 skills slots for persistent defensive auras, 1-2 skills for heals / purges of debuffs, 1-2 skills are distance reducting skills (leap, charge etc.) at least one should be slow / stun on low cd, so tthis would leave just few active skill positions left for actual attack abilities, which means melees depend heavily on autoattacks. In alpha melee fight is fine, but with exception of animation cancel (orb walking) theres not much to do and you just watch your char to the same attack repeatedly (in PvM). What if the system of autoattacks would be like in moba SMITE (autoattacks in sequence of fast+ low dmg attack ->fast + low dmg attack -> slow + high damage effect ), it would make autoattacks probably more interesting, particularly for builds not going crit dmg route (if there will be any). Or maybe some effects depending on weapon (so far there is passive stun on blunts, couldn´t it be made less random? I mean crit bonus on axe is persistent and for high crit build probably neccessity and while random stun is nice for everyone, its just that - random. Lets make it "after x damage received, next attack stuns because youre enraged" or "every x-th attack stuns"...anything than just RNG. And while i know crits are RNG as well, you can increase crit chance, but can stun chance be increased? ).
And last thing - will weapons of the same tier have more versions? I mean for example in Diablo II -polearms: Cryptic axe - slow, high damage, big range , Giant Thresher - fast, lower damage, best range, Ogre axe - medium speed, medium damage, medium range. So lets say you could make Primitive 2H axe, Primitive 2H axe +25% dmg, -25% attack speed and Primitive 2H axe -25% dmg, +25% attack speed. While the same DPS, certain builds would sure enjoy more customability of weapon stats (weapons wouldnt be better, just different, which is imo horizontal way). Btw you´re not planning "faster hit recovery" as in Diablo / Path of Exile, right (ministun after being hit for X% of max hp in one hit)?
Thanks for your opinions / answer.
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RE: Fog of War
Or maybe atleast make obstacles real obstacles - you can´t see behind them - do you remember old arpg NOX? It had quite nice pvp and "fog of war" was well implemented ( see what i mean: https://www.mobygames.com/images/shots/l/10904-nox-windows-screenshot-exploring-the-mage-temple-with-a-demonic.jpg https://www.mobygames.com/images/shots/l/10934-nox-windows-screenshot-nox-quest-sweeping-the-mines-your-first.jpg ) . Or in Diablo II (which had only half FoW and only works in dungeons and night probably for the sake of proper dark atmosphere - https://i.ytimg.com/vi/UzKkuDlH9FU/maxresdefault.jpg ; would it be too disadvantageous?
However as the game is going to have full stealth, FoW will probably be obsolete from the gameplay´s point of view. -
Healing (spells / potions) with casting time?
Just a question about healing - especially during pvp.
Will healing spells and health potions have some "casting time" - like will it take at least half a second to drink it, so enemy has chance to disrupt it ? In Guild wars 2 you had heal on low cd, but it had casting time, so you could be dazed / stunned etc. and the disrupted skill got few seconds of cd, so you could finish the opponent.
I know it´s just alpha, but in streams i saw duel of two guys with spears in hide armor who merely scratched each other and with uninterruptable bottles they could continue fighting until one got out of health potions; i´m sure numbers (damage / defence) will be tweaked, but how much time do you expect duels to take? One hit kills doesn´t seem fun, but neither does fight of two restoration druids in WoW. Thank you. -
RE: Critical strikes
@kellewic Also I hope number bonuses on items will be slightly changed or at least we´ll have chance to check item / skill bonuses in some "online builder / database" before creating character because making 21 int caster and later getting +5 int necklace in game with cap of 25 will be wasting stats.
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RE: Critical strikes
@Znirf The stats table I´ve seen somewhere in this forum must be out of date then
Thanks a lot for info !
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RE: Critical strikes
@kellewic Typically they do, but for example Pillars of Eternity offered passives that granted better defence through conversion of crit->hit->graze->miss and passives are in Fractured as well, only called "talents". But youre probably right.
I know, just was curious, because people generally dislike the fact that passive block would reduce incoming dmg to 0 just as with "saves mechanic" from ADaD (its RNG not skill). Evading is basically the same complete nullification of dmg. Active evade (moving from spot where you expect hard hit or some kind of jumping / charging out of the way of attack or skill that offers like 1 second of blocking / absorb) would take skill and timing, passive one seems either useless or OP (depending on RNG).
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RE: Critical strikes
@Jetah "can't crit if you can't hit
that's my response when people ask if it's better to stat for hit or crit" - so far both crits and accuracy are gained through Perception, so you stat for both, right. I would rather ask, whether dodge mechanic can "weaken attack roll" like "Crit becomes hit, hit becomes graze, graze becomes miss" like in Pillars of Eternity / Grim dawn, or whether its just 100% mitigation of damage on succesfull dodge. -
Critical strikes
Just have some question regarding crits.
So far Dexterity gives some minor bonus to crit chance and perception gives up to 4% (on per 18).
Will we get crit chance based on equipment (so far I´ve only seen crit damage on jewellery and helmet), through passive talents or buffs (spells / potions)? Or will skills offer +X% to crit chance to crit / will every skill have its own chance to crit?Also will there be way to reduce opponent´s chance to crit me ? It was stated, that dexterity should help, but in tables i´ve only seen bonus to evade. Will luck be involved in both crit chance and crit resist ?
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RE: Casting speed of spells / attacks
@Znirf Thanks a lot for clarification.
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RE: Lootable Corpse?
@Farlander only your aligment persist. You are marked for 24 or 48 irl hours depending on crime (stealing / murder).
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RE: Human passives
@Pwnstar Znif said "... they will be able to stay longer with less debuffs" - so they still get penalties, just not as severe. They dont get bonus, just penalties
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RE: Lootable Corpse?
@Tuoni You will be marked as murderer if you execute, not defeat, or im i wrong?
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Casting speed of spells / attacks
Simple question - will all the attacks (except channeled ones) be instant? I mean for example in WoW you channel some spell before you can cast it (and could be interrupted)...in ADaD as well, in Albion you channel for example Heavy cleave. These are not "channeled spells" like frost ray we´ve seen in one of your videos, rather attacks/spells that have casting time. Will these appear in Fractured too? It could lead to nice combos - high risk high reward, because while hitting like a truck, they could be easily evaded / interrupted.
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RE: Future armor ideas
I liked the idea of Tattoos in Planescape torment. On character it would be like if the avatar was wearing no armor at all, but would be in "war paint" like celts, native americans or african tribe warriors (and while offering literarily no defence at all, it might give serious offence bonuses).
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RE: Human passives
@Xzoviac The fact they have more stats just gives them versatility, but with this logic beastmen are also versatile - you want tank? Go bear. Caster ? Deer. Dps? Tiger or wolf. And beastmen will probably have passives to even widen the gap. Does human race have any advantage then? Im not arguing, it only seems to me that human race will not be very versatile, just allaround lacking.
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RE: Human passives
So no passives, right. Will those guns give something to humas that will be completely different to bow and unobtainable by other races? Or will firearms be only bows with different skin and maybe bigger dmg numbers (and huge reload times)? Same for "technology" - will it be different to magic? Or is it going to be just "spells with steam"?
I hoped for example more talent points to compensate absence of other race passive bonuses (just as they have more stats with no stat affinity). -
Human passives
Hi,
just wondering whether humans have some planned passives just as other races - according to wiki all beastmen have some form of shapeshift skill that gives them offensive / defensive abilities and demons have situational offensive and defensive buffs, human race has nothing so far, right?