Lurk
Initiate
Posts: 14
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Post by Lurk on Mar 18, 2016 9:26:39 GMT -5
Hello! Currently i am a bit dizzy about enemy "Does ut to XXX Damage" numbers and how debuffs change it. There is an example:
Armored Orchin level 33 in bone pass starts with 440. Hit by Kincaid with CS10 (-66 Dmg) and got 380 Then take FA10 (-72 Dmg) ang got 310 Last hit by Fyona's Reck(-14 Dmg) and end's with 290.
So the numbers looks a bit wrong. Is it possible that shown numbers and not real, but rounded? In this case situation described by phaze when his char got more damage than expected looks reasonable.
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Post by Rashar on Mar 18, 2016 9:39:44 GMT -5
Hello and welcome! For an excellent explantion on everything combat related I recommend: startradersrpg.proboards.com/thread/6711/combat-mechanicsIncase you want a short version (who I ever thought me saying "short" version eh...) First of all all the enemy information shown is an estimate, so when it says atleast 3 mp it could have 4 mp etc. etc. Secondly when numbers display +8 damage or -66 damage or upto 440 damage it does not mean that exact number, it actually means +d8, -d66 etc. etc. So -66 does not mean -66 but it means anywhere from -1 upto -66. This is also means that when you read upto 440 damage the monster deals a certain amount of base damage and added to that is an amount of variable damage. I hope it makes sense, otherwise do not hesitate to ask for a better explanation or take a browse in the topic in the link. Have a nice day and keep slaying those orcs! With kind regards, Rashar.
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Lurk
Initiate
Posts: 14
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Post by Lurk on Mar 18, 2016 9:59:08 GMT -5
Rashar, thanks for fast answer! Now i'll try to form a question with a bit more details. That's how i understand mechanics with information from this thread. String like up to 440 damage means that mob have damage (xxx - 440), where curses affects high end. Say, for example, 240 is 200-440 what is 199 + D241. Landing curse changes enemy dice, nor base damage, so it can't be lowered less than 200 before soaking. But still with -66 curse upper dice end must be reduced by 66, not 60. For this example, maximum damage with 66 penalty must be shown as 374, not 380. Cause next curses reduced damage even more, -66 curse for sure didn'd put moster in overcursed state with minimum constant damage.
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Post by Rashar on Mar 18, 2016 10:20:32 GMT -5
Uhm... I do have a little bit of trouble deciphering what you're trying to say. :s If the orc would do 199+d241 and you curse him with -66 damage it will NOT become 199+d175. It will become (199+d214)-d66. Atleast this is what I have understood how it works. If I am wrong then I am sure fallen will have the right answer for sure. With kind regards, Rashar.
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Post by fallen on Mar 18, 2016 10:38:51 GMT -5
Hello! Currently i am a bit dizzy about enemy "Does ut to XXX Damage" numbers and how debuffs change it. There is an example: Armored Orchin level 33 in bone pass starts with 440. Hit by Kincaid with CS10 (-66 Dmg) and got 380 Then take FA10 (-72 Dmg) ang got 310 Last hit by Fyona's Reck(-14 Dmg) and end's with 290. So the numbers looks a bit wrong. Is it possible that shown numbers and not real, but rounded? In this case situation described by phaze when his char got more damage than expected looks reasonable. Welcome to the forum! I will jump in and try to give an answer based on the original example -- 1) Some monster stats are shown in perfect clarity (Magical Dmg, Magical Res) and others are not (Dmg, Health). MP is a switch hitter, because like a hero, monsters can use AP to move as well, so when they have 2 AP and 3 MP" keep in mind that could result in 5 move, or 3 move and 2 attacks. 2) All Damage is setup as Base + Dice, like your weapons or spells do 10-20 Dmg, that is 9 Base + D11. A -Dmg curse can only affect the Dmg Dice. It never effects the base. For this example, let's say that the Orcin starts with 279 Base + D168 (just making up numbers). That is summarized as "up to 440 Dmg" but could really be anywhere from 431 to 449. So, subtracting -66 (exactly) gives the Orcin 279 Base + D102, summarized as "up to 380". Then subtracting -72 (exactly) gives the Orcin 279 Base + D30, summarized as "up to 310". Then subtracting -14 (exactly) gives the Orcin 279 Base + D16, summarized as "up to 290". This matches which how the code is intended to work. Note that if the Orcin had 309 Base + D131, you would have been "over cursing" the target and you would keep seeing the damage summarized as "up to 310", because curses cannot reduce Base Dmg. Rashar - I think this conflicts with the way you described it, worth a reading to make sure you have a full grasp on how -Dmg curses work -- they are better than you explained.
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Post by Rashar on Mar 18, 2016 11:05:58 GMT -5
Yeah I noticed, makes them a tiny bit better .
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Post by fallen on Mar 18, 2016 11:55:30 GMT -5
Yeah I noticed, makes them a tiny bit better . Hehehe, yes, actual full reduction is far superior to dice reduction. But, the base cannot be affected, so it is pretty well balanced.
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Lurk
Initiate
Posts: 14
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Post by Lurk on Mar 18, 2016 12:59:00 GMT -5
fallen, thank's a lot for clarification. Have a nice day.
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Post by fallen on Mar 18, 2016 16:11:53 GMT -5
fallen, thank's a lot for clarification. Have a nice day. Glad I could help out. Impressive how much -Damage cursing you've got stacked in your group. Getting the results you hope for? I bet monsters aren't hitting too hard.
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Lurk
Initiate
Posts: 14
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Post by Lurk on Mar 18, 2016 17:18:24 GMT -5
fallen, thank's a lot for clarification. Have a nice day. Glad I could help out. Impressive how much -Damage cursing you've got stacked in your group. Getting the results you hope for? I bet monsters aren't hitting too hard. Oh, in the current build i use numbers are not so high. I made a backup with titanium and then respec for testing several ep3 monster damage dice pool for this levels. I have a party with KVFS so every one in this group can make -Dmg curse. And i was looking for numbers i must reduce before overcursing to make SP cost and talent points balance in the party.
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Post by fallen on Mar 18, 2016 17:28:56 GMT -5
Lurk - would love to see what your final Respec build is when you land on something
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Lurk
Initiate
Posts: 14
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Post by Lurk on Mar 18, 2016 18:38:32 GMT -5
Lurk - would love to see what your final Respec build is when you land on something I use CS(6), FF(2), FA(1), Reck(2), PB(5), PS(4) at lvl 30 chars now. So with not so high talent points all four have -AP, -DMG and AOE. Gives a better flexibility on the battlefield compared to dedicated curser character builds IMO.
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Post by fallen on Mar 18, 2016 19:34:38 GMT -5
I use CS(6), FF(2), FA(1), Reck(2), PB(5), PS(4) at lvl 30 chars now. So with not so high talent points all four have -AP, -DMG and AOE. Gives a better flexibility on the battlefield compared to dedicated curser character builds IMO. It does look like a great way to spread the points around and get curses from everyone.
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Post by wascalwywabbit on Mar 20, 2016 17:46:31 GMT -5
"Dual Wielding Some characters can wield two blades at a time (Vraes, Tamilin, Selen, Kincaid)."
Tamilin should be removed from the list since she can no longer dual wield.
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Post by Cory Trese on Mar 20, 2016 17:59:27 GMT -5
Good catch.
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