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Post by fallen on May 14, 2017 19:17:42 GMT -5
No, neither Buffs nor Curses stack. Only one casting of each spell effects.
If you recast the spell, the longer duration is applied, so recursing an enemy can make sure the original curse doesn't expire.
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Post by Smaug on May 15, 2017 4:53:33 GMT -5
Understood thenks
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Post by Smaug on May 22, 2017 17:50:44 GMT -5
How does the precision system work?
My kjartan has
Knowledge 8,
Bonus accuracy + 8
Spell 13
Your firebolt has 38 (25 +13 because of willpower) at 44 damage
I'm testing which item best fits it (precision, bonus damage, or fire damage)
But I realized that: The bonus accuracy does not seem to have a very visible effect (with all accuracy items he can only deal 12 damage to a heavily armored creature)
And other items seem to have a much more visible effect So How exactly does precision help when it comes to imbibing damage?
I always thought it helped to overcome armor and resistance but I'm not so sure anymore
2) Does ranged accuracy and precision work in the same way?
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Post by Smaug on May 22, 2017 18:14:05 GMT -5
<span class="notranslate" onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left"> How does the precision system work? My kjartan has Knowledge 8, Bonus accuracy + 8 Spell 13 Your firebolt has 38 (25 +13 because of willpower) at 44 damage I'm testing which item best fits it (precision, bonus damage, or fire damage) But I realized that: The bonus accuracy does not seem to have a very visible effect (with all accuracy items he can only deal 12 damage to a heavily armored creature) And other items seem to have a much more visible effect So How exactly does precision help when it comes to imbibing damage? I always thought it helped to overcome armor and resistance but I'm not so sure anymore 2) Does ranged accuracy and precision work in the same way? </span> Como o sistema de precisão funciona? Meu kjartan tem [Knowledge Base] ] Feitiço 13 Seu firebolt tem 38 (25 +13 por causa da força de vontade) em 44 de dano Eu estou testando qual item melhor Mas eu percebi que: A precisão de bônus não parece ter um efeito muito visível (com todos os itens de precisão ele só pode lidar com 12 de dano a um fortemente blindado E outros itens parecem ter um efeito muito mais visível Então Como exatamente a precisão ajuda quando se trata de absorver danos? Superar armadura e resistência, mas eu não tenho tanta certeza mais 2) A precisão variada e trabalho de precisão da mesma maneira?</span> Sorry for the translator was confused, in the other comment My doubts are: 1) What is the utility of accuracy, after imbibing damage, or accuracy has no utility after the damage is soaked? 2) I realized that some items come out as ranged accuracy, and others just how accurate is there any difference between the two?
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Post by fallen on May 22, 2017 18:17:05 GMT -5
Accuracy is ONLY to hit. It does not effect damage.
There are 3 types of accuracy -- +Y Melee Accuracy (melee weapons only), +X Ranged Accuracy (ranged weapons and spells), or +Z Accuracy (melee, ranged or spells -- ALL accuracy).
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Post by Smaug on May 23, 2017 9:12:20 GMT -5
<span class="notranslate" onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left"> Accuracy is ONLY to hit.</span> </span> Não há efeito de dano. Existem 3 tipos de precisão - + Y Precisão de Corpo-a-Corpo (apenas armas de combate corpo a corpo), + X Precisão de Distância (armas de alcance e feitiços) ou + Z Precisão (corpo a corpo, Magias - TODA a precisão). [/ Quote] </span> Smaug. I understen thenks
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Post by Gr8Scott on May 27, 2017 17:22:22 GMT -5
fallenIs there a simple way to explain Resistance vs. All Resists without the numbers? Are they basicically cumulative against a magic attack, say fire to keep it simple? Are both considered 'soak' just separate rolls? In other words does fire attack have the same or similar soak with gear that is +8 Resistance vs. +8 All Resists? Or is one type of defense better than the other for some reason I'm missing? Does Holy Strickening (Fyona) at higher levels strip Resistance in the first pool of rolls than again strip the additional smaller All Resists number in the next pool? In other words, are the stripping of soak numbers cumulative bet separate pools? And finally, what effects Holy Damage? All Resists only? Thanks for the help. I have looked through all the posts and think the detailed numbers just have me confused.
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Post by fallen on May 27, 2017 18:00:07 GMT -5
Gr8Scott - All Resists means that there is the same number for Fire, Earth, Ice, Lit and Holy/Death. It is short hand for +8 Fire Res, +8 Ice Res, + 8 Earth Res, +8 Lit Res, +8 Death Res. Unholy/Holy are the same type of damage, just depends on who is using it (characters use holy and resist death, monsters use death and resist holy). There is Holy Res, but you will mostly see monsters with -Holy Res (undead, etc) As you said, higher levels of Holy Strickening are stripping both soak numbers, which are separate pools. If you strip Fire Res, but the creature still has 8 Resistance they are still soaking up dmg.
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Post by Gr8Scott on May 27, 2017 18:30:33 GMT -5
Gr8Scott - All Resists means that there is the same number for Fire, Earth, Ice, Lit and Holy/Death. It is short hand for +8 Fire Res, +8 Ice Res, + 8 Earth Res, +8 Lit Res, +8 Death Res. Death/Holy are the same type of damage, just depends on who is using it (characters use holy and resist death, monsters use death and resist holy). Funny, that. As you are death's champions lol. There is Holy Res, but you will mostly see monsters with -Holy Res (undead, etc) As you said, higher levels of Holy Strickening are stripping both soak numbers, which are separate pools. If you strip Fire Res, but the creature still has 8 Resistance they are still soaking up dmg. So there is no real advantage to gear with Resistance vs All Resists except Unholy damage is additionally soaked under all resists? That helps alot if that is the case.
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Post by fallen on May 27, 2017 22:41:29 GMT -5
Gr8Scott - I am not sure if its clear. To draw comparison between Toughness and Armor ... Resistance = Toughness Fire Res = Armor for Fire Dmg I hope that helps. Over-cursing Armor, Resistance, Fire Res is your friend. If you can drive these values negative, you generate Damage. So, getting Fire Res and Resistance both negative creates more Damage overall.
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Nathan
Consul
[ Patreon ]
Posts: 146
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Post by Nathan on Jun 26, 2017 6:53:24 GMT -5
Question about how Resistance debuffs/curses are applied: - Enemy initial Resistance = 9
- Cast Holy Strickening which applies a -14 Resistance
- Enemy new Resistance = -2
- Hit with Torrent of Steel which applies a -4 Resistance
- Enemy new Resistance = -4
Is that correct? (I did capture a screenshot of each point above.) First, can Resistance be negative? … I thought I read somewhere that it could only go to 0. Second, are negatives halved before being applied when debuffing? should the math be: 9 - 14 - 4 = -9 OR 9 - 14 = -5 . . -5/2 = -2.5 == -2 then -2 - (4/2) = -4
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Post by fallen on Jun 26, 2017 9:43:35 GMT -5
Nathan - it is explained at the very end of the OP. Let me know if this is clear enough or if I should update it -- 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. Read more: startradersrpg.proboards.com/thread/6711/combat-mechanics?page=24#ixzz4l7U31vXq
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Nathan
Consul
[ Patreon ]
Posts: 146
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Post by Nathan on Jun 27, 2017 3:38:15 GMT -5
fallen - thanks for clarifying what is correct . . . I think I read too many resistance related posts via search results - in one you said: "plunk - only Elemental Resistance can go negative, -Generic Res stops at 0. " ...anyway the explanation from the OP works with the second math and the situation I asked about so it's all good Thanks
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Post by fallen on Jun 27, 2017 10:55:37 GMT -5
fallen - thanks for clarifying what is correct . . . I think I read too many resistance related posts via search results - in one you said: "plunk - only Elemental Resistance can go negative, -Generic Res stops at 0. " ...anyway the explanation from the OP works with the second math and the situation I asked about so it's all good Thanks No worries. Historically, that was the rule -- that neither the generic Resistance nor Armor could go below 0. Then, we changed it for the good of the game and all curse-bots out there!
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Post by brentaur on Aug 1, 2017 14:54:57 GMT -5
Crit Damage: Is it the case that bonuses to crit damage (+x% crit damage from a weapon) are applied after the D3 has been rolled to determine the crit damage factor?
(In other words:
Successful critical hit is rolled.
D3 is rolled and whatever damage has been calculated using normal damage math is multiplied by 2, 2.5, or 3, depending on that D3 result.
Damage after multiplying by that factor is increased by the crit damage bonus.)
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