Hi @Jamie!
Best posts made by Znirf
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RE: Ingame Glossary?
@Farlander said in Ingame Glossary?:
I was wondering if there is an ingame glossary or wiki style system to access? It would be nice as you learn stuff on your character that information is stored that allows you to access it while ingame.
Probably already from the next test we will add a section dedicated to explanations and guides.
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RE: Are we going to know the town locations in advance?
@Razvan said in Are we going to know the town locations in advance?:
@Znirf Anyway, will there be warehouses in towns? Does anything happen to them after a siege? If not, and we can only store materials in chests from our houses, are these house plots safe spaces? (on demon planet I mean). I read that people can walk on your plot, but nothing about PVP/PK rules (demon planet again) and frankly it would be quite frustrating to get killed on your plot while crafting.
Yes, certainly there will be banks and warehouses for storing resources but we still don't have a detailed design for this kind of mechanics since it's something that we will implement later. If you want to take a look, here we already discussed about sieges and city attacks.
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RE: Is there any lowest chance to hit ?
@asspirin said in Is there any lowest chance to hit ?:
Im reffering to GRIM DAWN, with system offence vs defence --> if your defence way WAY higher than your enemyΒ΄s, you would literally never got critted, chance to hit you might be as low as 4% and even then the damage would be severely reduced. So in later patch this was changed, so that the lowest possible chance to hit would be 60% (and reduced damage). Im asking this because in older videos guys with dagger had problems hitting enemy with dagger. - I know it has beel already solved and skill Death mark got nice bonus to aim, but Im curious as there is still large amount of skills we dont know (so far not even 8% of abilities have been revealed and all will have 3 variants).
Lets say we have Chadra / Shadow with natural dex 20 (300 evasion + unknown amount of evasion thanks to natural 20), natural charisma 20 (with active Inspire 240 evasion + all resists) and better rolls to evade due to high luck + Fox tail amulet + 80 evade = at least 620 evasion.
Then we have Martial arts - school probably heavily specialised to evading (just like monks in ADaD). And Marksmenship - even harder to hit as itΒ΄s ranged school. And maybe there will be abilities reducing the aim of enemy, who knows.
So if there is opponent with Perception 6, how much chance will he have against such build? Will he have some guaranteed chance to hit even against some build specialised on dodges, or is it necessary to put 100% of bonuses from equipment and armour to aim?
Hello asspirin! With the maximum cap of evasion (that is 1000), you have an 80% chance to evade an attack from a player with 0 Accuracy or 44% from one with 1000 Accuracy.
As you can understand, it's impossible to reach 100% of Evasion, but of course, there will be abilities that allow you to evade attacks for an amount of time (or a certain number of attacks).Martial Arts will have several dodge/block-based spells, but most likely, it will be one of the last classes that we will implement since among others, it will have an enormous number of special animations.
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RE: Fractured Content Pills - Week 22, 2019
@Jetah said in Fractured Content Pills - Week 22, 2019:
Will this be bypassed by Pay for Convenience?
No, you won't be able to pay for speeding up processes in Fractured.
@Xzoviac said in Fractured Content Pills - Week 22, 2019:
Will players be able to skin humans/npcs beastman, and demons, to make leather armour
That's a morbid idea! We'll see in the future, anyway, right now it is not possible.
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RE: Is there any lowest chance to hit ?
@asspirin said in Is there any lowest chance to hit ?:
@Znirf Cool, so mages will - instead of wearing armour - simply go monk way and block / evade all the things (as unarmed is also "caster weapon"). Thanks for reply !
P.S.: Does it also mean you have to have at lest 2x the amount of accuracy to reliably have chance to hit same amount of defence (evade, will, fortify) ? Looks like accuracy is more important for casters as they can mostly contribute to fight with skills on CD and if the spell is saved, they cant do much until CD is off (unless there are ranged caster weapons or theyΒ΄re melee / ranged hybrids) and melee guys have abilities that cannot miss.If your accuracy is twice your opponent evasion then you would have approximately around 85% chance to hit him. You can better understand how the evasion rate works from the table below:
πΈπ£ππ πππ πΆβππππ = πΈπ£ππ πππ/(π΄πππ’ππππ¦+πΎ)
Where K is the armor needed to always evade an attack performed with 0 accuracy. You can use the same formula also to calculate Willpower vs Accuracy or Fortitude vs Accuracy (just exchanging the evasion value with either willpower or fortitude).
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RE: Fractured Content Pills - Week 25, 2019
@Logain said in Fractured Content Pills - Week 25, 2019:
Do you need other tools as well, or just a weaving station to weave magical tunics?
You will need other work stations to create clothes, suits and decorations.
@Aurellas said in Fractured Content Pills - Week 25, 2019:
Not sure if this has been said before, but will we be able to craft dyes as well? And will there be a possibility of multiple layers of dyeing? Like primary dye, with a lining dye and an emblem dye for example?
If I wanted to dye my cape (if there are) black, then add a silver or gold lining on the outside, and then perhaps add a silver or gold emblem, will I be able to do something like that?
We are planning something for the future: we'd like to give you the possibility to dye leather and cloth suits. Metal armors will be less customizable because their colour will depend mainly on the types of steel you used to craft them, but there will be smaller parts that you will be able to customize anyway.
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RE: Will the game have seasonal Holidays mixed in with the mythology of the game?
@delexis said in Will the game have seasonal Holidays mixed in with the mythology of the game?:
Something similar to Halloween or Xmas.
Of course there will be the classical seasonal holidays and also some special events and festivals related to our deities!
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RE: Porting Test Weekend & Alpha 2 Update
@Xyzz20 It was good and quite smooth, no relevant technical problems were detected, only some related to login and the launcher. Don't worry, next time there will be a lot of new features to try, we can't wait to show you the Knowledging System!
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RE: Min/Max'ing and crafting/fighting
@Roccandil said in Min/Max'ing and crafting/fighting:
Right now, these are my big min-max questions based on Alpha:
- Will there be attribute caps? (25?)
- If so, can I reliably expect to boost an attribute from 20 to the cap with gear? (in Alpha you could get 5+ INT from gear)
- How do the permanent +2 attribute increases work from knowledge (can I get them for each attribute, or do I choose one attribute to boost, and that's it?)
The practical consideration is that there are nice bonuses for getting an attribute to natural 20, so depending on the answers to the above questions, it may be worthwhile to not push any attribute past natural 20, in favor of getting multiple attributes to 20.
Not every race work the same, for example, the humans during the character creation, have more available points, but they can't rise an attribute over 18. The other races have fewer points, but different caps and they always have an affinity for one attribute (meaning that the points for that attribute cost less - You can check this spotlight for a more precise explanation.).
Apart from this, another way to increase your attributes is through talents. There are six branches of them, each of whom can give you a max of +2 bonus (You won't be able to have +2 in each of your attributes).
Then there will also be the bonuses from equipment, but, they will be low and rare to obtain, the same for the ones from foods. The armors that you saw in Alpha were just for a testing purpose. So, don't take those as a benchmark.
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RE: Town Sieges
@Gothix First of all, you have to know that the conquest of a city is a complicated achievement, there will be several steps and battles before it, so, will not happen in a day but it will require a lot of time and effort. In that case, it is up to the guild that conquest the city to decide the fate of the houses and citizens. These could be some examples but remember that is a topic that we will be implemented in the future:
- the guild could decide to expropriate all the enemies' houses; in this case, the citizens will have a certain period to collect a part of their stuff, and then they will be forced to find another dwelling.
- it could decide to levy taxes to all the "foes" that will choose to stay in the city.
Anyway, you have to remember that the concept of possessions loss is different from the other MMO, in Fractured, with its horizontal progression system, everything will be re-obtain in a relatively fast way. The most important things that you will need for in-game progression will be the equipment crafted in the city buildings.
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RE: Dual Wield / Fist Weapons
@Tuoni said in Dual Wield / Fist Weapons:
If I wield dagger and mace, do I have access to dagger and mace specific abilities?
Yes, exactly, you have access to both of them! It doesn't depend on the equipped hand, if the weapon has a special ability you will get that bonus.
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RE: The End of most Sandbox PVP Games-The losing side.
@Roccandil War taxes (there will be amount limits depending on different factors) will be decided before the battle, also allowing a peace levy if one of the sides is weaker.
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RE: Casting speed of spells / attacks
@asspirin said in Casting speed of spells / attacks:
Simple question - will all the attacks (except channeled ones) be instant?
Hello! We will have two different types of non-instant spells:
Active channeling spells that do whatever they do until the player press the hotkey. They will have a gathering time of about 5 seconds that prevents you from spamming them. (for example, beams work this way)
And then, we have also channeled spells, in this case, the casting phase is not instant and both the gathering (in this case you will need just to make another attempt) or the casting process (here you will also lose mana or any other resource and the spell will go on cooldown) can be interrupted, causing the spell to end prematurely.
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RE: Effect from Taming on mainly PvP
@Yitra said in Effect from Taming on mainly PvP:
This might not even been worked out by development, but I was wondering how taming will effect PvP.
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Besides open world PvP, where I expect tamed animals to be availalble, I was wondering if you can have them with you during city raids and/or in arena-like PvP (if that's even becomming a thing in Fractured, not sure)
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Can they travel with you to other planets, or will it be too stressfull for them
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On a PvE aspect, will they be able to go with you into a (instanced) dungeon ?
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Will a tamed beast keep his original stats and "spells" or will they become equalised and for example every spider get a predetermined spell set, so the difference will only be visual.
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And as I understand the maximum amount of pets is determined by the Charisma you have. Will this mean a max of (for example) 3-5 pets (Diablo 2 Druid) or 20+ like in a Diablo 2 Summoner.
Hello everyone,
A player can tame only monsters and animals that are in-game, so there won't be any creature that exists only as a pet. But obviously, not all the existing mobs can be tamed, for example, we will avoid the training of the ones with too much HP or too strong.For the questions 1,2 and 3, the answer is yes since carrying a pet is a core part of the player's build. You can bring your pet out wherever you want; there won't be any restrictions about that.
For 4 and 5. The pet abilities will be the same as the original tamed animal. For the future, maybe we will add the possibility to tame your pets actively, deciding the spells you want or change some of them as you prefer. But we speak about expansions post-release, there is time
Everything concerning pets is related to Charisma. One of the modifiers linked to it will be "Animal Handling" and will determine:- How many pets you will be able to carry with you (The maximum number will be three pets at the same time, also depending on the strength of them).
- If you can control it (For example, the monsters will be challenging to tame, the animals instead will be accessible to everyone)
@Kuroi said in Effect from Taming on mainly PvP:
there are instanced dungeons confirmed for fractured? really?
Yes! There will be public instanced dungeons, so, anyone can enter there at the same time and play together.
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RE: Critical strikes
@asspirin said in Critical strikes:
@Znirf Sorry to bother, but a stupid question came to my mind. I know restorative abilities costing mana will be probably "spells", but will heal abilities be able to crit ?
Hello Asspirin! No bother at all Anyway, almost certainly healings won't have chances to crit.
@asspirin said in Critical strikes:
One more question about critical hits:
are crits full random, or pseudo random like in, for example, DotA2?
Would be bad for me to not crit 10 times in a row with 25% chance to crit...and bad for enemy to get critical 10 times in a row due to luck.Crits won't be full random, our system will be based on a "generic randomness" that should assure consistency of the results.
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RE: How should shields work? WoW vs. Vermintide style
@asspirin said in How should shields work? WoW vs. Vermintide style:
@Znirf But you could not block aoe and dot attacks, right?
No, Dot and AoE attacks can't be blocked with the shield. But again, we are speaking about something that we still need to implement and test.
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RE: Knowledge System Account Wide
@Razvan said in Knowledge System Account Wide:
I read what the devs have to say about this and it just looks like a marketing scheme because a new character is obviously not as powerful as a seasoned one (even leaving the gear aside) since they don't have abilities and talents. Knowledge is basically XP used to unlock the said talents & abilities (which are discovered in an interesting way and can be leveled). Having knowledge gain bonus as a premium account feature tells me that (like any other mmorpg), the game will be a bit grindy.
The Knowledge system will prevent "hierarchic" boundaries. Of course the seasoned characters, with more in-game understandings, experiences and discoveries, will have advantages (I think that it's a core part of the knowledge, also in real life ) but there won't be great disparities between new and older players, giving a usefulness to all of the mobs, places, and abilities.
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RE: Probably can't answer this... but..
Hello @Corben! That's a splendid idea, but unfortunately, we still don't know the exact opening date for A1-T2. It will almost certainly be later than the 19 of June.
A big hello to your class and thanks!