|
Post by anrdaemon on Jan 13, 2015 18:31:55 GMT -5
Ranged/Spell defense. Ranged(dex) against mundane misslie attacks, Spell(Knowledge) against magical missiles.
|
|
|
Post by fallen on Jan 13, 2015 19:10:52 GMT -5
John Robinson - the first post in the thread lists the different Strong / Standard setup. The reason it is confusing is because there are a different number of Strong in attacking / defending. For example, your Parry Bonus in melee defense is also Strong. That screen does not show the Strong Dice you are gaining from using a Talent like Savage Sweep (or really, any Vraes attack talent that gives +Acc). Strong Dice for Attacker- Accuracy from Empowered Attacks (Savage Sweep) or Attack Spells (Firebolt) - Accuracy from their weapon (for melee or ranged Attacks) Standard Dice for Attacker- Attribute - Skill - All accuracy bonuses from gear/buffs (note that +Accuracy bonuses affect both Ranged & Melee accuracy, where +Melee Accuracy bonuses, for example, only affect melee) Strong Dice for Defender- (Melee) Parry from Weapon & Shield - (Melee) Any Parry bonuses from gear/buffs - (Ranged/Magic) Evasion from Armor - (Ranged/Magic) Any Dodge bonuses from gear /buffs Standard Dice for Defender- (Melee) Dodge including any Dodge bonuses from gear / buffs - (Melee) Skill with primary melee weapon - (Ranged/Magic) Dodge (unmodified combat stat) - (Ranged) Dexterity - (Magic) Knowledge Read more: startradersrpg.proboards.com/thread/6711/combat-mechanics?page=17#ixzz3OkYCzI1L
|
|
|
Post by John Robinson on Jan 13, 2015 23:12:43 GMT -5
Thanks fallen for going over it again for the millionth time. After a year you would think it was cemented into my brain, thought I was missing something on the display screen.
|
|
|
Post by fallen on Jan 13, 2015 23:24:27 GMT -5
John Robinson - which reinforces that fact that the request to make them (12S vs. 12) I think is a great one. Even I have to check the first post, because I can't remember it exactly.
|
|
|
Post by fallingleaf on Jan 15, 2015 14:34:46 GMT -5
John Robinson, I find the attack summary for the individual talent to be more useful than the one on the character page, since it already includes the extra +Acc from the talent. The defense summary on the character page is great and I miss it when I play on my phone (no room to display it, I guess). fallen, I think putting the strong ones in bold font might be a better way to show it than adding "S". A casual player would likely guess that the numbers in bold are more important but would be clueless as to the meaning of "S" since none of this stuff is documented in game. Also, "standard" starts with "S" too.
|
|
|
Post by John Robinson on Jan 15, 2015 16:29:36 GMT -5
fallingleafExcellent observation and good reminder. During play I find myself often using a left click on the icon displayed in lower right corner representing the powered attack talent to bring up the attack/dmg/critical % stats.
|
|
|
Post by bowuserthing on Jan 28, 2015 1:16:41 GMT -5
I just realized why you almost always lose the stealth roll upon reloading a game where you discovered an enemy. It defaults the control to your warrior slot, Vraes or Kincaid, then rediscovers the enemy instead off relinquishing control back to whoever originally discovered them. Practically guarantees a loss if you're using Vraes.
|
|
|
Post by fallen on Jan 28, 2015 1:31:09 GMT -5
I just realized why you almost always lose the stealth roll upon reloading a game where you discovered an enemy. It defaults the control to your warrior slot, Vraes or Kincaid, then rediscovers the enemy instead off relinquishing control back to whoever originally discovered them. Practically guarantees a loss if you're using Vraes. That is correct. You are put at a disadvantage for leaving the game on the first turn of combat.
|
|
|
Post by bowuserthing on Jan 28, 2015 3:09:17 GMT -5
That is correct. You are put at a disadvantage for leaving the game on the first turn of combat. Except for the fact that you can quickly switch to your rogue and still get the stealth roll.
|
|
|
Post by anrdaemon on Jan 28, 2015 9:35:25 GMT -5
That is correct. You are put at a disadvantage for leaving the game on the first turn of combat. Why game is not saved when turn is passed to me? That's the real question.
|
|
|
Post by fallen on Jan 28, 2015 10:34:35 GMT -5
bowuserthing - yep, fast fingers can get ahead of the game's initialization routing. I took a note to put in a stopper for this. anrdaemon - not sure what the question means, but the game commits the turn on a very regulated schedule.
|
|
|
Post by anrdaemon on Jan 28, 2015 13:02:31 GMT -5
I've already explained that before. No idea, how did you miss it. The combat starts, the turn is passed to me… in all cases, I can see that my state is saved at this point, and I can replay the turn from start. In almost all cases. Somehow, this is not the case for a very first turn. IMO, this is a bug. The game saving behavior is not consistent.
|
|
|
Post by fallen on Jan 28, 2015 15:22:48 GMT -5
anrdaemon - thanks for the re-explain. There are lots of threads, hundreds of emails, and endless piles of bug reports that are and aren't. My apologies for asking for a clarification.
|
|
|
Post by CdrPlatypus on Jan 31, 2015 13:14:22 GMT -5
fallen if I trigger a trap I know it becomes difficult terrain for me, does it also become difficult terrain for the mobs or does it continue to count as standard terrain for the enemy?
|
|
|
Post by fallen on Jan 31, 2015 13:32:33 GMT -5
|
|