|
Post by fallen on Mar 28, 2016 15:13:47 GMT -5
This week includes a very exciting release in both balancing and in streamlining game play. We've improve the feature of all Buffs that add max HP (Stone Skin, Righteous Fervor) so that they maintain your HP percentage during the casting. Therefore, if you were at 100% health, you'll end the Buff with 100% health. You'l no longer need to quaff a potion or cast a healing spell. A big thanks to the community members who championed this change, it is a great addition and makes certain heroes far less clicky to play. Second, with the massive damage ranges of 2H weapons in the later Episodes, it was simply too good looking to avoid changing the Strength bonus on 2H weapons from 150% to 200%. Now featuring +32 base Dmg, at a smith or treasure chest near your location. Enjoy! Finally, we've updated the in-game display to accurately show -Armor and -Resistance. Your heroes have been able to curse these stats negative forever, but the game was failing to show the values, stopping both of them at 0. The game now displays both, and displays them negative. Keep in mind that -Armor or -Resistance means more Damage on your physical or magical attacks. In bug news, we fixed an issue with Pinning Shot and Torrent of Steel that allowed your cursing attack to take enemies to 0 AP, which would cause them to stand around for the turn and take no action. No curses can reduce an enemy to 0 AP, you can only get as low as 1 AP. Please leave a review to encourage more updates, content and features!v4.2.21 - 3/24/2016 - +HP Buffs (Stone Skin, Righteous Fervor) maintain your HP percentage (reducing need to heal) - For 2-H Strength-based weapons, minimum Damage roll is 200% Strength (up from 150%) - Fixed monster detail display to show -Armor and -Resistance due to over-Cursing - Negative Armor or negative Resistance increases Attack Dmg - Fixed Torrent of Steel, Pinning Shot, Crippling Strikes bug taking enemies to 0 AP
|
|
|
Post by xdesperado on Mar 28, 2016 15:17:58 GMT -5
Great update will be keeping close eye on Google Play to grab it.
|
|
|
Post by Rashar on Mar 28, 2016 15:45:07 GMT -5
"Second, with the change in Attribute maximums from 16 up to 20 as you stretch toward level 40, it was simply too good looking to avoid changing the Strength bonus on 2H weapons from 150% to 200%. Now featuring +40 base Dmg, at a smith or treasure chest near your location. Enjoy!"
Awesome, this a good start!
Keep it up folks, this release update is pure gold!
|
|
|
Post by samopop on Mar 28, 2016 15:56:15 GMT -5
Great release! However, I'm confused about one thing. As of 4.2.19 attributes were still capped at 16 . . . only skills could go up to 18/20. Is the cap increase in attributes a change in 4.2.21?
|
|
matrim
Star Hero
[ Patreon ]
Posts: 708
|
Post by matrim on Mar 28, 2016 16:12:50 GMT -5
I believe the attribute maximum is the same (16), it was probably a typo. I will be able to tell you for sure as my party has just escaped the clutches of CoD and are ready level to 42!
|
|
|
Post by fallen on Mar 28, 2016 16:32:14 GMT -5
Great release! However, I'm confused about one thing. As of 4.2.19 attributes were still capped at 16 . . . only skills could go up to 18/20. Is the cap increase in attributes a change in 4.2.21? Yep, whoops, typo! Lol, silly me.
|
|
|
Post by xdesperado on Mar 28, 2016 17:39:31 GMT -5
Now live on Google Play
|
|
|
Post by CdrPlatypus on Mar 29, 2016 0:36:18 GMT -5
fallen -armor is now possible? Am I reading that right?
|
|
matrim
Star Hero
[ Patreon ]
Posts: 708
|
Post by matrim on Mar 29, 2016 1:11:06 GMT -5
This reminds me, how does -armour/-res work exactly? Is it a die roll from 1 to the number in added damage (so -7 armour is 1-7 more damage)? Does it just add the flat amount of damage? Also for -res does it add the damage for all the different elements+holy (so -3 res would be +3 damage of every element type that is rolled for a total of +15 possible damage)? And lastly how does it work with All resist, does it get added to the roll before being doubled by -All resist and does it have to beat All resist to get the benefit (so -5 res with 12 All resist and 10 fire damage, does the -5 res boost to 15 fire damage and then the All resist soak that or does the all resist soak it first and then the -5 res do nothing because no fire damage got through)?
|
|
|
Post by fallen on Mar 29, 2016 9:55:08 GMT -5
fallen -armor is now possible? Am I reading that right? It has actually always been possible, but the game failed to display it and we said it wasn't possible. We found a bug that was making it happen, and after a long analysis of what would happen if we fixed the bug (E1 would get harder) we decided that it was better to make it the rules instead of shifting the carefully tuned balance of 3 years.
|
|
|
Post by fallen on Mar 29, 2016 10:06:38 GMT -5
This reminds me, how does -armour/-res work exactly? Is it a die roll from 1 to the number in added damage (so -7 armour is 1-7 more damage)? Does it just add the flat amount of damage? Also for -res does it add the damage for all the different elements+holy (so -3 res would be +3 damage of every element type that is rolled for a total of +15 possible damage)? And lastly how does it work with All resist, does it get added to the roll before being doubled by -All resist and does it have to beat All resist to get the benefit (so -5 res with 12 All resist and 10 fire damage, does the -5 res boost to 15 fire damage and then the All resist soak that or does the all resist soak it first and then the -5 res do nothing because no fire damage got through)? Ok, I updated the combat guide with the details. startradersrpg.proboards.com/thread/6711/combat-mechanicsLet me know if that does the trick! It is not a dice roll, all negative dice roll 0. The extra Damage is (and has been, forever) caused by 50% of Armor/Resistance that is allocated as a static bonus. This has no effect on how other specific resistance (such as -Fire Res) work, they continue to work the same as before (extra dmg, detailed in combat thread). In your question about -5 Res and 10 Fire Dmg, there is not a combination effect that causes it to be counted as 15 Fire Dmg when going against "Weak vs Fire" or Fire Resistance. The two soak rolls (Fire Dmg vs. Resistance and Fire Dmg vs. Fire Res) are made separately and their results are simply added together. == Rember that a Dice and a Dice Pool can never roll negative. If you have a -5 Dice Pool, you get 0 successes. If you have a -10 sided die, you get 0. Over-Cursing Armor and ResistanceArmor and Resistance, can be over-Cursed and driven below 0 as an effective tactic. If Armor and Resistance are cursed below 0, then corresponding types of Damage will cause more than their possible Base + Dice Damage. However, the both negative Armor and negative Resistance values are fed into the standard soaking equation, which takes half the value of the Armor / Resistance and allocates it as a dice, and half the value of the Armor / Resistance and applies it as a base reduction to the Damage. In the case of negative Armor / Resistance, this creates a negative dice (where -4 Armor becomes a -2 die) which rolls 0 and a negative base reduction (where -4 Armor becomes -2 reduction) which causes more Damage. Therefore, a final Curse of -4 Armor, if you rolled 12 Damage, your target would take 14 in total (-2 + -2D which rolls 0). The game simplifies this math by displaying -2 Armor in this case, which basically means +2 Damage.
|
|
|
Post by Cory Trese on Mar 29, 2016 10:11:34 GMT -5
Part of the trick with this game ... hundreds of thousands of games have been played by players. Billions of turns have been simulated or automated by us.
Our understanding of the game comes from that data and when we find hidden bugs that influenced the mechanics in ways we did not understand, we are forced to consider -- is this bug actually a rule we didn't know about?
In this case, changing the -Armor rules to match our original design wasn't the right move, mathematically. After doing an analysis of the tens of thousands of battles we came to the conclusion that the game was right and we, the TBs, were wrong.
|
|
matrim
Star Hero
[ Patreon ]
Posts: 708
|
Post by matrim on Mar 29, 2016 11:00:09 GMT -5
This is a clear and concise answer. Thank you!
|
|
|
Post by fallen on Mar 29, 2016 11:29:16 GMT -5
This is a clear and concise answer. Thank you! To boil it down as simple as possible - every two points of -Armor or -Resistance results in a +1 Dmg for that type. The game display simplifies this for you by printing -1 Armor when you are really at -2, so that in the game you see -1 Armor = +1 Dmg.
|
|
|
Post by Kanly on Mar 29, 2016 11:51:44 GMT -5
4.2.21 Fyona's strength attribute still lists 2 handers as 150%.
|
|