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Post by bookworm21 on Mar 9, 2015 12:07:14 GMT -5
As a brand new player of HoS, this guide is very useful, as I realised I have been spending too many points raising empowered attacks rather than buffs - causing major SP shortages.
Thanks!
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sennett
Consul
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Posts: 149
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Post by sennett on Jun 12, 2015 8:06:42 GMT -5
One problem i had as a new player is the abbreviations. It took me about a week of playing and reading threads to decipher these. If there could be one thread with most of the most commonly used ones it would be very helpful.
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Post by fallen on Jun 12, 2015 8:41:40 GMT -5
One problem i had as a new player is the abbreviations. It took me about a week of playing and reading threads to decipher these. If there could be one thread with most of the most commonly used ones it would be very helpful. Are you talking about the abbreviations in the game or abbreviations that forum members are using as shorthand?
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sennett
Consul
[ Patreon ]
Posts: 149
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Post by sennett on Jun 12, 2015 8:50:56 GMT -5
Abbreviations the players are using as shorthand.
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Post by CdrPlatypus on Jun 12, 2015 9:31:48 GMT -5
I volunteer to make an abbreviations thread. Just gimme about an hour
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sennett
Consul
[ Patreon ]
Posts: 149
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Post by sennett on Jun 12, 2015 9:41:11 GMT -5
Thnx
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Post by xalzx on Oct 12, 2015 13:19:23 GMT -5
I'm wondering what's missing from this guide and how I can improve it. I've got one more spot reserved for more content and I was planning on talking about Skill and Attribute Allocation there, but that's pretty boring in my opinion and it's also harder put down simply because it can vary widely between groups and difficulty levels. My second thought was to included a discussion about creating support characters who really don't contribute with attack talents. So what's missing from the "definitive guide to team building"? I would really love feedback from anybody who is a newer player and maybe looking at this with little to no experience playing the game. Is it helpful? What did you find confusing or missing? Great writeup! I guess for me (newbie), milestones or specific examples would be a great roadmap for us newbies to discover 'a' way to do it. Perhaps an example team, and their talents, attributes, skills levels at certain parts of the game (end of episode 1, for example). Others could then comment on what they do different.
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Post by xdesperado on Mar 31, 2016 2:13:07 GMT -5
Just read through this again and thinking that a post about deciding roles for your heroes could be useful. Break down the main archtypes, what is a tank, what is a DPS (I know HoS doesn't exactly fit that title but concept is same) what is a Healer/Support hero. Then after general archetypes show how they can be further refined. You touched on that briefly with regard to Tank/Off-Tank as far as High Armor+HP vs Evasion, but get a bit more detailed. Finally give examples using each of the heroes, what sort of Talents they'd take for that role, how they'd spend their attribute and skill points. What support from other heroes would be most helpful for them in that role. Finally if you still have the energy give them an idea of point allocation at various points in campaign for each of your examples. One thing to recommend an Ability, skill or talent be a certain number in episode 4, harder to decide when to make the investment.
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Post by achilles73 on Dec 19, 2016 13:11:29 GMT -5
This is such a superlative thread, but the forum won't let me give "Exalt" until later in the afternoon
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Post by crimsonking on Jun 8, 2018 13:11:11 GMT -5
I'm wondering what's missing from this guide and how I can improve it. I'd be interested in an estimate of how much accuracy/defense debuff one should have based on the character level to consistently stay beyond 90% hit ratio on nightmare against normal enemies. Likewise it would be interesting to get an estimate on defense/offense debuff one should have to stay out of trouble.
Of course, it would suffice if we knew the scaling of the enemy attack and defense potential per level, if it is linear.
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Post by mydienon on Jul 5, 2020 19:56:05 GMT -5
I came up with a quick method of determining average successes on accuracy and defense rolls, which I haven't seen in the forums. Standard dice have a 30% chance of rolling a success, while strong dice have a 50% chance. Looking at the character sheet or, for attacks, a specific talent, multiply the number of standard dice by 3 and the number of strong dice by 5. Add these two values together, and divide the total by 10. This gives a single number that indicates the number of successes the character will roll on average.
Example: An attack that has an accuracy of 5s + 13 is (25 + 39)/10 = 6.4 successes on average.
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Post by drspendlove on Jul 6, 2020 12:55:28 GMT -5
It's 20% and 40%. Sometimes Andrew isn't the best at "greater than or equal tos".
standard = 9 or 10 on a d10 strong = 7, 8, 9 or 10 on a d10
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Post by mydienon on Jul 6, 2020 22:45:13 GMT -5
It's 20% and 40%. Sometimes Andrew isn't the best at "greater than or equal tos". standard = 9 or 10 on a d10 strong = 7, 8, 9 or 10 on a d10 Wow, seriously? Thanks for letting me know! So the Combat Mechanics thread is incorrect? Or was the game updated after it was posted?
I've been having a lot of fun learning the game. Some of the posts here have been really helpful, but over the years of development some of the threads aren't reliable information on the current version...
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Post by drspendlove on Jul 7, 2020 8:57:27 GMT -5
He clarified in later titles with the same dice mechanics. But yeah.
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