phaze
Exemplar
Posts: 368
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Post by phaze on Oct 7, 2019 10:49:22 GMT -5
Regarding stealth, I always prefer acting first as much as possible possible. Battles that involve ranged enemies that spawn close and go first can readily kill your squishy members. If you are going for a no death game, high stealth is advised.
Regarding the amount of stealth, I've always gone with about one point of stealth per character level as a base through Ep 1. Starting Ep 2 and into 3 there are dungeons where increasing the amount is advised as some enemies have really good spot checking scores. Going over is better as even high stealth is a dice roll and can fail. In Ep 2/Ep 3, I'd recommend into the 30s to have sufficient stealth to nearly always go first for most of the game. After hitting that level, I tend to leave it there for the rest of the game and generally not have any issues.
Thankfully stealth can be raised in a lot of ways. Skills and talents most obviously but many equipment pieces also have stealth bonuses. Boots, stealth armor, bows, and daggers. Sometimes jewelry and cloaks. Check out the crafting thread for a sense of equipment that can be crafted.
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phaze
Exemplar
Posts: 368
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Post by phaze on Oct 7, 2019 10:41:23 GMT -5
Several additions:
Relliat Sabre, EP 4 69-119 dam, 14 acc, 7 parry, 24 ice dam, 8 dodge, 8% sp drain
Long Spines, Ep 2 17-44 dam, 6 acc, 3 parry, 12 ice dam, 4% crit, 4 stealth [
Articulated bone plate, Ep 3 92 armor, -1 evasion, 240 sp, 16 dam, 12 all res, 5% sp drain
Throwing Daggers, Ep 1 19-42 dam, 1- ice, 8 earth, 4% critical, 3 dodge, 4 stealth
Edit, acc for throwing dagger is 7. Parry is 3. Doing it from memory but fairly certain the numbers are correct.
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phaze
Exemplar
Posts: 368
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Post by phaze on Oct 29, 2018 6:56:43 GMT -5
Some combination of increased battle lethality since the enemy is flat footed. Can’t dodge or use armor effectively.
A neat idea though I imagine a tamilin with knives could be fearsome on the first round with added dam and 1 ap attacks.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 22, 2018 20:56:23 GMT -5
Typo. Will edit to 4.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 20, 2018 18:50:34 GMT -5
Act 4
Scale mail (ultua) Armor 154, -11 evasion, -1acc 320 hp, 20 dam, 8 lit dam, 5% drain
Legionnaire shield 13 parry, 5% ab 600 hp, 2% crit, 8 dodge
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 13, 2018 16:42:57 GMT -5
Thanks. Fixing the whole problem is perfect. I just toying with something quick and dirty for the very early game that was incredibly easy to implement.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 13, 2018 15:12:32 GMT -5
Would it be possible to add a walking staff to Vincent’s starting equipment or add one to the intial chest? While staves may be added to shops later on after the main content is done, it is frustrating to never craft one staff for Vincent the entire game.
The starting staff can give some good bonuses to a staff character and it would be nice to get at least one staff to craft.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 4, 2018 5:53:55 GMT -5
This bow is Ep I at rivenfield:
Maw Bow 30-55 dam, 7 acc, 7 range with Druid Cloak (+20 sp) = 35 - 62 dam, 8 acc, 8 range, 10 fire dam, 3% crit, 18% crit dam, 3 stealth
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 23, 2018 8:11:05 GMT -5
One follow up question with the strength change, my party is currently decimating ratkin with the changes. Using infantry maces that have a tight damage band, the characters have damages that exceed the weapon cap and deliver damage above the weapon cap. The character screen shows an updated minimum damage but not the max but the characters definitely deal more than the max weapon damage. Example, Vraes lists 40 to 40 damage but is dealing damage in the upper forties which matches the the damage formula.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 22, 2018 10:32:42 GMT -5
Edited to remove existing items.
New item: Walking staff, Ep 1 5-12 dam, 1 Acc, 2 parry, +1 mp, +20 hp, 2% crit
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 20, 2018 20:50:14 GMT -5
Great idea Matrim! Wholeheartedly agreed on the need to clean up the thread.
To fill in the question marks on the items, the walking staff has 5-14 dam, 2 acc, 2 parry. Traveler's cloak as 14 armor. Edit: I can add to this page in the near future from copying/pasting many of the items from the other crafting page. I'll start with verified Ep 1 items to keep it clean.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 20, 2018 19:02:13 GMT -5
Some added crafts I've collected over time: Walking Staff (beginner item) 5-14 dam, +1 move point, +20 hp, +26 sp, +4% drain Since staff weapons are so hard to craft at the moment, I am happy to get this craft for Kjartan's starting weapon. Of note, I crafted it with a +4 fire dam, +4 fire res item so, the craft may not include a fire damage flavor unlike the lightning version available. However, getting +1 MP for Kjartan so early in the game is simply amazing and gives him so much added flexibility that you may not get until Ep 2 or later. The 4% SP drain is pretty solid too. This staff can take you at least until the druid staff and may still be viable until later if you value the move point. Quilted Overcloak (mage) +6 fire dam, +6 lightning, +3 dodge Pretty meh overall for crafting a cloak. Modest elemental damage and a dodge stat that is marginally useful. Kjartan shouldn't be in range of hitting anyways Traveler's Cloak +6 ice, +3 parry, +3 dodge Good defense stats if one plays a melee vincent perhaps? Armored Overcoat: +60 hp, +2 parry, +4 dodge, 3% drain Armored Overcoat: +40 hp, +8 fire, +4 parry, +2 dodge Bandit's Garb: +50 hp, +40 sp, +2% drain Bone Cuirass (from Granthorn): 78 armor, +220 hp, +60 sp, 2% crit, 4% drain One of my absolute favorite crafts for heavy armor. It is available early in Ep 2 if you beeline for Granthorn and hands-down an amazing set of values that will last you well into Ep 3 and probably into Ep 4. What's not to like? The hp and sp are stellar for Vraes/Fyona, the crit is a nice bonus, and the 4% drain is killer. This item adds to Vraes/Fyona tank capability and addresses any sp issues you might be having. Pit Spear: 37-67, 5 acc, 5 parry, +10 holy, +14 ice, 4% crit, 4% drain Pit Barb: 31-44, 3 acc, 5 parry, +10 lightning, +3 parry, +3 dodge, 2% drain Spear: 33-56, 5 acc, 4 parry, +1 move point, +10 ice, +3 crit, +40 crit dam Leafblade Barb: 27-32, 4 acc, 3 parry, +10 fire, +10 lightning, +3% crit, +3% drain I tried a spear Vraes to at least Brunehorn restocked. Ok results. I like the spears with added parry/dodge and useful crit and drain stats. Often spears get a good damage boost. I didn't quite get the hang of crafting spears and their types at this point in time. What can I say, I always revert back to hammer Vraes for the raw physical damage
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 20, 2018 17:50:27 GMT -5
Just as a comment they are likely pretty rare. I don’t think I have ever seen one over the many games I have played. Leveling would be tough as you would LS need to use a dex bow nearly all game and then respec if you found one. And then face the issue that more powerful dex bows would be available later anyways.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 19, 2018 17:45:07 GMT -5
This update is great! My Vraes thanks you heartily as he thumps even harder now. A simple tweak but adds so much more value to using higher ap weapon.
At the risk of nerfing a good thing, was it intended to work with natural mastery as well? The added strength damage is multiplied along with base strength.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 14, 2018 15:35:03 GMT -5
The shield craft series with +hp and dodge is by far one of my favorite for tank Vraes. And the +sp and drain for Fyona or kyera let’s then rock their talents to full effect. Or make them great secondary tanks with the hp and dodge shields.
I always felt the shield crafts filled a much needed void for that item slot.
With the added bloodstones, I think it might be possible to create a crafting list for most everything in the game.
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