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Post by fallen on Sept 21, 2014 22:26:14 GMT -5
plunk - with -50 Lightning Res, 25 Lit Damage can cause up to 50 Lit Damage. Negative Res has the chance to double damage. So, that trumps 50 Res and may cause damage.
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Post by plunk on Sept 21, 2014 23:45:17 GMT -5
Oh okay, so does Res going past 0 to negative values only apply specific Elemental Resistances or can -Armor and -Generic Res go below 0?
Also just a follow up on an earlier question of mine do debuff attacks require damage be dealt or just that the attack hit?
Oh and also regarding my question about Juggernaut, what's the minimum amount of SP recovered at level 10
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Post by fallen on Sept 22, 2014 0:25:18 GMT -5
plunk - only Elemental Resistance can go negative, -Generic Res stops at 0. Debuff attacks MUST do damage to deliver a curse. in the best case, you could recover 32 SP with Juggernaut.
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Post by plunk on Sept 22, 2014 0:58:00 GMT -5
Yeah I saw that number in the thread about Juggernaut, I was wondering what the minimum was.
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Post by fallen on Sept 22, 2014 10:15:46 GMT -5
plunk - sorry, the minimum is 0.
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Post by En1gma on Sept 22, 2014 12:02:50 GMT -5
fallen do you get a dice roll for how much sp Juggernaut returns? I was under the impression that ap, mp, and sp were fixed returns- otherwise theSP cost of the talent is crazy high to get a zero return on a kill... Unless the zero return is on a miss or total soak... Care to elaborate for me?
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Post by fallen on Sept 22, 2014 12:12:37 GMT -5
You roll a dice. As your level increases, the dice gets larger as well as a static bonus to it. That dice is compared a long a track of bonuses, and you get all of the bonuses below the dice roll. The SP ones are at the bottom, so actually by the time you reach level 6, you always get 16 SP back, but can get 32 back as well.
I will work on finding some time to publish the specifics.
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Post by En1gma on Sept 22, 2014 12:16:15 GMT -5
fallen that makes so much more sense than just getting back zero on a sh!tty roll thanks for the clarification- I have never had the chance to use it and I was ready to write it off for a minute there....
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Post by fallen on Sept 22, 2014 12:18:51 GMT -5
The high end rolls add MP and AP. I've seen some amazing killing spree turns ... kill (+AP) ... kill (+AP) ... kill (+AP) ... the Chosen, they are!
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Post by plunk on Sept 22, 2014 23:42:28 GMT -5
Actually I was wondering about the minimum at level 10.
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Post by jared71 on Nov 5, 2014 20:22:13 GMT -5
1. I didn't know that firebolt(guessing all elemental attack spells) do physical damage base damage. Elemental buffs do not do physical damage like burning blades, they do all elemental damage.
That means if I hit with a firebolt, I need to debuff armor and resistance. Soak would be armor + toughness and resistance + toughness. I would hope that firebolt would do all elemental damage. I like concept of a wizard having a base no SP attack using a wand, and things like firebolt could add to the base damage of the wand.
2. The strong/standard dice confuse me and are likely harder to program. Why not use always use one type of dice, always use standard dice and slightly increase the numbers for bonuses that give strong dice? Things are already programmed so I don't see this changing, just curious why?
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Post by fallen on Nov 5, 2014 21:25:01 GMT -5
1. You'll find attack spells balanced specifically as they have to pass through two sets of soaks. You'll also find -Armor buffs way more fun because they also help attack spells.
2. Strong and Standard dice give a preference to different types of stats over others. More tactics for you to consider and/or exploit. Specifically, the concept comes from our pen and paper RPG, rolling D10s on a table.
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Post by samopop on Nov 12, 2014 12:29:55 GMT -5
Question about buffs that last for a set number of turns. My example is Fyona's Consecrated Defense which says that upon successfully hitting a target, she will be defensively buffed for two turns. So, say she hits an enemy on her attack. Does the defensive buff always last for the enemy's next two attack rounds?
The alternative interpretation is that this could be dependent upon which party got the "surprise" when the encounter started. Then, a turn would be equal to the surprise party attacking followed by the other party attacking. In this interpretation, Consecrated Defense could last for two of the enemy's attack rounds only if you won the stealth roll and just one of the enemy's attack rounds if you lost the stealth roll.
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Post by Cory Trese on Nov 12, 2014 12:43:16 GMT -5
Question about buffs that last for a set number of turns. My example is Fyona's Consecrated Defense which says that upon successfully hitting a target, she will be defensively buffed for two turns. So, say she hits an enemy on her attack. Does the defensive buff always last for the enemy's next two attack rounds? The alternative interpretation is that this could be dependent upon which party got the "surprise" when the encounter started. Then, a turn would be equal to the surprise party attacking followed by the other party attacking. In this interpretation, Consecrated Defense could last for two of the enemy's attack rounds only if you won the stealth roll and just one of the enemy's attack rounds if you lost the stealth roll. They last two presses of the End Turn button.
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Post by samopop on Nov 12, 2014 12:50:47 GMT -5
They last two presses of the End Turn button. Got it. So Consecrated Defense always lasts for exactly one of the enemy's attack rounds. If you wanted to be continually protected, you would have to make a successful attack every turn. Thanks!
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