phaze
Exemplar
Posts: 368
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Post by phaze on Aug 23, 2014 7:56:44 GMT -5
What did you choose? Make the fight now or let them go? I chose the fight to impede certain characters, though I do worry about the impact on Episode 3.
With so many story arc decisions, I am always curious about the choices and impact and what other people are choosing and why. Sadly, I do not have enough free time to run multiple parties through on Nightmare difficulty to test the different combinations.
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phaze
Exemplar
Posts: 368
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Post by phaze on Aug 9, 2014 14:16:52 GMT -5
Just to verify a question about negative evasion, does it subtract from the character's Dodge stat linked to dexterity, or does it subtract from the Dodge pool given by buffs/equipment? Just curious if this negative evasion impacts strong dice or standard dice?
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phaze
Exemplar
Posts: 368
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Post by phaze on Aug 9, 2014 14:05:12 GMT -5
Just a quick inquiry to see if this information can be made available? No real rush but it does round out character stat details nicely.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 19, 2014 9:53:29 GMT -5
Yes, but what about items like Weaving Shadow for Mage characters that have stealth on them but have no game impact? It seems odd to design items that have stealth attributes but are effectively meaningless in the game given how stealth works.
Stealth mechanics could be more fun and complex if there was a party stealth consideration. It could take the pressure off of thief/rogue characters in terms of skill and talent points at the expense if equipment slots on other characters. Just some thoughts as I consider equipment drops for my current party.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 18, 2014 20:49:22 GMT -5
If stealth is rolled only for the lead character, I am trying to envision how stealth items for non thief/rogue characters is relevant? The Mage robes adding stealth seem to have no function. You would never lead with a Mage of 2 stealth and expect to win given the stealth mechanics. Tamilin/Selen can't wear Mage armor, so how does this item's function apply to the game?
Could non lead character stealth contribute to stealth success? The party is becoming stealthier, so it makes sense. Additionally, stealth items on non thief/rogue parties takes up valuable equipment slots, so players are sacrificing effects to have stealth, balancing the power.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jul 4, 2014 7:28:50 GMT -5
That helps explain a lot without my need to empirically test each character!
Any chance of providing that info for all characters?
I'm particularly interested in willpower. I suspect resists will be more and more important. Also, for episodes 3 and 4, I am curious as to how to increase attributes strategically after maxing the primary accuracy attribute.
The attribute descriptors suggest the multipliers, but having them confirmed is pretty nifty.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 27, 2014 19:23:49 GMT -5
iPhone 4S version 7.1.1 playing HoS 2.1.51
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 26, 2014 11:37:46 GMT -5
Heading back to town after an exhausting battle in the storerooms at red hill, only to have you path find through an unexplored area and trigger a new battle that you are utterly unprepared for. Fun times if that battle includes a deathkin.
Sometimes being lazy and clicking on stairs from a long distance is detrimental.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 26, 2014 11:28:35 GMT -5
Yes. The armor values return to their uncursed, normal values. Cursing them in that same turn does not reset the armor either. The curses do kick in when I go to the next turn though.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 25, 2014 16:26:58 GMT -5
Just to update on this issue. I am running version 2.1.51 and playing on an iPhone 4S version 7.1.1. In running another party through episode 1, I am think that AP reducing curses are working correctly even when being interrupted with another alert. However, I still find that Choking Ashes can disengage when battle is disrupted. The curse appears to be nonfunctional in this time frame based on damage dealt and accuracy (tested on Arhaive Elites and running 1 AP blades on Vraes and Selen and very sensitive to armor levels).
It seems to be in the same category of error, so I am putting the note in this thread.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 9, 2014 8:51:46 GMT -5
How does the critical damage increase interact with multiple types of damage? Does it only amplify physical?
There are some interesting implications for holy Strickening depending on how the increase is calculated.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 27, 2014 12:32:17 GMT -5
Can the mechanics regarding spell talent accuracy and damage be clarified?
As of 2.1.45, my firestorm talent is not affected by the weapon accuracy. This drives a greater demand for accuracy gear. I swore I saw an improvement upon equipping a new staff on kjartan in act ii, but maybe I just imagined it.
As written, the attacker successes section would lead one to believe that staff accuracy improves talent accuracy as listed under strong dice.
Also, is it the case that weapon damage does not impact spell talent damage?
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phaze
Exemplar
Posts: 368
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Post by phaze on May 22, 2014 20:58:14 GMT -5
Really, really great update! I love seeing the stats like this! Defense was the only thing lacking, but I see this will be covered soon.
One nitpick. Kjartan shows null(0) for his basic weapon attack despite having a 3 skill in pole arms. Is Kjaran's skill being applied (and by connection, his pole arms skill applied to defense)?
Also, I noticed with stacking critical damage gear and skill bonuses (Vrae's Berserk plus off-weapon critical %) that changing equipment affected his critical % similar to the dodge issue. Changing equipment impacts the displayed bonus. Is it a display bug or does it affect the actual in game use? If so, it could good to have a general warning to players about changing equipment and moving on to the next battle.
Selen seems a similar deal with dodge and critical % occurrences. Talent based numbers do not mix well with changing equipment until I hit a refresh point (resting at a campsite or changing game levels).
I am running an iOS iPhone 4S with version 7.1 (11D167) and playing the game 2.1.145 (this has been an outstanding issue with dodge over many versions) on nightmare difficulty.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 21, 2014 12:27:14 GMT -5
V 2.1.41 currently.
Thanks for the responses and effort!
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phaze
Exemplar
Posts: 368
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Post by phaze on May 21, 2014 10:02:36 GMT -5
I saw it in random battles. Not sure I witnessed it fighting big V.
My phone system does not have any modifications, just one outstanding update to do to the latest version.
I typically run 5 curses simultaneously, choking ashes, ethereal anguish, pinning shot, meteoric shockwave (a devastating talent by the way and under appreciated), and punishing blades.
I can't say it was consistent across battles, and I don't have a high n to work with unfortunately. I may not have noticed it with other enemies given that only spider hosts were so visibly threatening and could deliver high damage to catch my attention.
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