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Post by fallingleaf on Dec 4, 2014 0:12:18 GMT -5
Do buffs end at the end of my turn or the start? What I mean is, if my Stone Skin has 1 turn left, is it present when 'evil' is attacking me? Or should I renew it at 1 turn left? Same question applied to debuffs. If I use Ethereal Anguish on the enemy does it's final turn still remove the AP then end? Or does it end at the start of their turn? I've noticed that a buff like Burst of Speed is still active even on the next turn after showing 1 turn left. It almost seems like it should be still showing as an active buff with a '0' turns left to remind us to rebuff. Perhaps it should be flashing and waving its arms and shouting at me because I always forget to rebuff
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Post by fallen on Dec 4, 2014 0:31:17 GMT -5
fallingleaf - it has been mentioned in another thread in the last few days. There is a bug, specifically with +MP buffs, that the +MP part sticks around for an extra turn, potentially into the next battle if your buff dissipates in the cool-down time. I imagine this is what you are seeing? Just tested, and that is all I can find about buffs staying around after their last turn.
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Post by tenbsmith on Dec 4, 2014 9:36:30 GMT -5
fallen and CdrPlatypusRegarding the world leveling I seem to recall that it was based upon average party level. So if one character levels the world doesn't level. The world levels immediately after the 2nd or 3rd hero levels, not sure which. I've always found buff expiration and turns confusing, in part because I wasn't clear if winning/losing stealth affected who went first in a turn. Now I get the impression that Heroes always go first in a turn. When they loose stealth they miss their part of the first turn. Is that right?
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Post by fallingleaf on Dec 4, 2014 10:27:27 GMT -5
fallingleaf - it has been mentioned in another thread in the last few days. There is a bug, specifically with +MP buffs, that the +MP part sticks around for an extra turn, potentially into the next battle if your buff dissipates in the cool-down time. I imagine this is what you are seeing? Just tested, and that is all I can find about buffs staying around after their last turn. Hmm. OK. Because of the MP thing I just assumed all buffs lasted into the next turn after countdown reached 1. I never bothered to check if other buffs stayed around. On another note, I think there have been a few times when -AP curses have run out one turn too soon (e.g., I checked, and the enemy was still cursed with -1AP from Pinning Shot, ended turn, got hit with full AP attack). It's hard to be sure, because I might have just missed the curse running out in the heat of battle. Any chance of a countdown clock on curses like the countdown on buffs? Edit: I've been watching more carefully now and I'm almost certain that there is *not* an issue with curses running out prematurely. I shouldn't have brought it up if I wasn't sure. Sorry!
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Post by anrdaemon on Dec 15, 2014 7:40:15 GMT -5
Regarding the world leveling I seem to recall that it was based upon average party level. So if one character levels the world doesn't level. The world levels immediately after the 2nd or 3rd hero levels, not sure which. In one particular fight I noticed that Tamilin started to do next to no damage, while she was pretty consistent just a few fights ago. Then I thought... and checked the mobs. Of course. World leveled up. They expire before turn is passed to you. If you win stealth, you enter with full buffs. If not, you lose 1 turn to mobs.
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Post by jefff on Dec 17, 2014 12:54:02 GMT -5
Hello! I absolutely love this game. Brilliant!
I have a question tho, how -dmg works? A giant rat was cursed with - 26 dmg from crippling strike, and the giant rat does "up to 40 damage", and it ended up hitting me for 26 damage. Shouldn't he / she / it only cause up to 16 damage (40 - 26=16)?
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Post by fallen on Dec 17, 2014 13:02:11 GMT -5
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Post by contributor on Dec 17, 2014 13:18:38 GMT -5
Put another way, -damage curses cannot reduce enemies beyond their base damage. The effect of the curse will also show up in their stats box. So once you've put the curse on them you'll be seeing the adjusted number. It is possible to "over curse" enemies when it comes to damage. I once dreamed of stacking them all up and reducing enemies to 0 damage only to find out that wasn't possible.
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Post by jefff on Dec 17, 2014 13:23:51 GMT -5
Wow thank you guys for the fast response! I scoured that mechanics guide and didn't see anything and I scanned all 16 pages. It must have slipped through the cracks!
Thanks for such a brilliant game. I found out you can extend fyonas attack buffs with the scrolls and that's just nifty and useful.
Love the game!
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Post by tenbsmith on Dec 19, 2014 13:05:31 GMT -5
The OP in this thread says, "There are seven types of damage - Physical, Fire, Lightning, Ice, Earth, Holy, and Death."
Should "Death" be replaced by "Unholly"?
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Post by fallen on Dec 19, 2014 13:54:52 GMT -5
Updated, finally fixed and set. Unholy.
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Post by vintoks on Dec 20, 2014 13:41:09 GMT -5
Is there a list of enemy stats someplace? Will they eventually be accessible in the game? Like for instance say a bowrat in kerns end could have 3 acc 2 parry 4 dodge etc..?
We can intelligently debuff enemies when it comes to AP, Damage, and Armor, but we also have other stats we can debuff and we still are in the dark as to how effectively we are debuffing those other hidden stats.
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Post by bowuserthing on Jan 13, 2015 9:26:03 GMT -5
Can you guys make the Summary and Bonuses screen as well as the Attack Summary panel show the difference between standard and strong dice? I'm not sure if an effective way to communicate this to the player, but maybe bold and/or italicized font on strong rolls and plain font on standard?
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Post by fallen on Jan 13, 2015 11:20:11 GMT -5
bowuserthing - maybe putting a "S" after strong would be clear enough. As it stands now, the Strong dice pools are always listed first.
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Post by John Robinson on Jan 13, 2015 18:26:17 GMT -5
bowuserthing - maybe putting a "S" after strong would be clear enough. As it stands now, the Strong dice pools are always listed first. Scene Gholla Elementary School; "Alright children who wants to ask the best dumb question of the day?" "Yes little Balgair please stand up to so everyone can hear you" (get the spit wads) Given the picture below am I stating this correctly? 1. Melee Accuracy Strong dice = Weapon(7). Normal dice = Blades(16) + Dex(16) + Bonus(2) ... Wow if this is true, my Strong attack dice stinks what can I do to help? 2. Melee Defense Strong dice = Parry(6) + Parry Bonus(8). Normal dice = Blades(16) + Dodge(22) 3. Ranged / Spell Defense Strong Dice = Evasion(0) + Dodge(10+12). Normal Dice = Dex(16) / Knowledge(4) 4. Does "/" mean Dex divided by Knowledge ?
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