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Post by Variaz on Aug 26, 2009 15:28:26 GMT -5
A couple more questions (I hope I'm not getting annoying here): 1) I've been looking over the builds other people have submitted and wonder -- what is the advantage of raising defense over agility? Agility seems not only to be more popular, but actually more useful overall. 2) Is there any way to recall to the "random dungeon" levels (the ones in the wilderness?) My word of recall scrolls only seem to work with the "special" dungeons, andwhen one is last on level 29 and return to level 5 the next time one enters the dungeon, it gets a bit time-consuming -- even with scumming because the entrance jumps all over the screen when you go down and back up to the wilderness again. 1. Defense will give you more AC per armor pieces, while Agility gives AC bonus based on your base AC. Ideally, you should raise both of them, this will be a lot better than raising only one of them. There are exceptions: - If you have the Defender ability "Defensive Evasion", it causes Agility and Magic Defense to increase based on Defense. So if you have that, Defense will be more benefical. Also, if you wear armors with very high base AC, Defense might prove to be very powerful(but you will still want Agility). Defender also has some abilities that uses Defense, such as Defensive Strike, etc... - If you do not wear armor, however(playing a monk or a mage, for example), or wear armor that do not provide much defense(like clothes or robes, though in the upcoming release, the drake robes will give nice AC.), then the benefits of Defense are greatly reduced and Agility is better due to the speed bonus and jumping ability. For Monks, Agility and Martial Arts works very well together, and you can entirely ignore Defense. In the end, however, it's best to have both for maximum AC if you wear armors, which most characters do. Because the question is: is it better to have mobility, or have a strong wall of steel? The answer: it's better to be a wall of steel that moves quickly. 2. No, random dungeons are randomized every times you enter a new outdoor screen, including their depth levels, so that's why you can't recall in them.
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Post by Gando on Aug 26, 2009 23:53:07 GMT -5
Well it is possible for you to make it so that the recall returns you to A random dungeon at the set level so that you face an entirely new dungeon. It might be annoying to code it but I am certain it is possible since the level recalled from is stored.
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Post by random on Aug 29, 2009 13:59:50 GMT -5
Well it is possible for you to make it so that the recall returns you to A random dungeon at the set level so that you face an entirely new dungeon. It might be annoying to code it but I am certain it is possible since the level recalled from is stored. I have noticed that it asks if you want to reset the recall level even in random dungeons, which is why I was puzzled. But Variaz's explanation clears up my confusion. I'm used to other *band variants, none of which (at least that I've played) have "random wilderness dungeons" like this. I just didn't know whether it was intentional or simply a product of the game still being in development. Thanks for the explanation of agility vs defense. My current character was pretty much already committed to armor-less fighting since I've been developing a monk with aspirations to being a high monk, but I may start another one to go the heavily-armed and armored route. One frustration I've had as I've been diving deeper and deeper has been the attack-reflecting bosses and elites. As part of the game, they're interesting. But since I can't tell before I attack whether they'll reflect, and since sometimes using a special attack (ki punch is my go-to) isn't my first choice when I'm surrounded by dangerous groups and my dozen blows of regular melee do more damage (assuming they don't reflect, obviously,) I'm having a bit of trouble with being insta-killed if the particular enemy reflects. There's nothing quite like losing 20k HP in a single round of reflected blows. Is there any way to safely discover whether I should resort to ki punch or the like? I'd use it every time against elites and bosses if it weren't for the fact that sometimes I need to kill quickly when surrounded by other enemies.
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kipar
Champion
Posts: 201
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Post by kipar on Aug 29, 2009 16:37:17 GMT -5
You can 'l'ook at monster and then 'r'ecall info about it.
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Post by Variaz on Aug 29, 2009 20:44:15 GMT -5
Also, remember that returned damages are typed, and can be resisted. So if you use a fire attack and it's returned to you, but you have 100% fire resistance, you won't take damages. Magic Defense can also help you in case you use an attack that you aren't immune to. Also, special melee attacks(like Spin Attack, Accurate Strike, etc...) are not returned, and neither are ranged attacks.
Looking at elites/bosses and 'r' recalling like kipar said is pretty much a must when fighting them, but some enemies may have return as a counter. You can 'R' recall them, or use Scan Monster, and you'll see what counter they have. There is only one regular enemy that has it, the Mirror Ball, which you might have encountered already. Of course, more will be added in the future.
There are also some Nightmares that have it, and there is no way to know until you try attacking them. And watch out for their ability to pierce resistances, that works on returned damages too!
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Post by random on Aug 30, 2009 16:02:39 GMT -5
I finally figured out that I should make my monster recall window larger so as to be able to see all their abilities. :/
It helps. It helps a lot.
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Post by random on Sept 3, 2009 12:00:56 GMT -5
Woot. Finally beat a nightmare. Two, in fact, on the same level. A vengeful orc and a nightmare scout, which, I'm guessing, are the two easiest ones. Still, I'm happy.
I'm not sure whether this is a bug or a feature, so I'm going to mention it here: when pressing 'u' for undo on the monster abilities screen, the Paragon Elder Monster elite abilities are "undone" (ones that I'd had for a while, not that I'd just chosen.) While it's quite convenient to be able to tailor elite abilities to the situation (say, alternating between melee return against melee opponents and magic return against magic opponents while keeping another one that you like against every opponent,) I was wondering whether it was intentional.
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Post by Variaz on Sept 3, 2009 12:07:58 GMT -5
Probably an oversight. Thanks for reporting it.
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Post by random on Sept 3, 2009 14:27:26 GMT -5
No problem. I really like the flexibility of it, but since no other sorts of training operates that way, I thought it might not be entirely intentional.
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Post by random on Sept 4, 2009 13:36:40 GMT -5
Is there a list somewhere that I can consult regarding which quest lines are unfinished in the current version? I figured out that the kobold guild quests are incomplete thanks to, well, the message saying they were incomplete. But, for instance, I just defeated Simon and was told that the doors to the Queen's castle would be unlocked, but they aren't. I'd rather not drive myself crazy trying to figure out if there's something else I need to do if it turns out that I've just reached the limits of what I can do in this version.
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Post by Variaz on Sept 4, 2009 14:16:29 GMT -5
Is there a list somewhere that I can consult regarding which quest lines are unfinished in the current version? I figured out that the kobold guild quests are incomplete thanks to, well, the message saying they were incomplete. But, for instance, I just defeated Simon and was told that the doors to the Queen's castle would be unlocked, but they aren't. I'd rather not drive myself crazy trying to figure out if there's something else I need to do if it turns out that I've just reached the limits of what I can do in this version. It's actually referring to the underground door. This part is done, you can meet the queen in the current release. There is one more unique to defeat, and you can go as deep as depth 50, though there's only a few depth 50 enemies to meet at the moment. The next release does continue the main quest, and there will be enemies of down to depth 60 at least, perhaps more. I'm making some as we speak. Some of the existing enemies also gets an upgrade. In terms of difficulty, depth 50 monsters starts becoming quite powerful, and more complex. Depth 30 assumed you start having levelables, depth 40 assumed that all or almost all your items are levelables, and depth 50 assumes that you have leveled those levelables quite a bit, and that your hp and defensive skills are high, along with your damages potential.
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Post by random on Sept 4, 2009 14:28:14 GMT -5
Is there a list somewhere that I can consult regarding which quest lines are unfinished in the current version? I figured out that the kobold guild quests are incomplete thanks to, well, the message saying they were incomplete. But, for instance, I just defeated Simon and was told that the doors to the Queen's castle would be unlocked, but they aren't. I'd rather not drive myself crazy trying to figure out if there's something else I need to do if it turns out that I've just reached the limits of what I can do in this version. It's actually referring to the underground door. This part is done, you can meet the queen in the current release. There is one more unique to defeat, and you can go as deep as depth 50, though there's only a few depth 50 enemies to meet at the moment. The next release does continue the main quest, and there will be enemies of down to depth 60 at least, perhaps more. I'm making some as we speak. Some of the existing enemies also gets an upgrade. In terms of difficulty, depth 50 monsters starts becoming quite powerful, and more complex. Depth 30 assumed you start having levelables, depth 40 assumed that all or almost all your items are levelables, and depth 50 assumes that you have leveled those levelables quite a bit, and that your hp and defensive skills are high, along with your damages potential. Okay, thanks. I keep seeing things referenced here (ice caves and the like) + stuff mentioned in the intro (the other kingdoms) that I haven't seen a clue about, but I imagine I just need to keep exploring. I look forward to even more powerful opponents. Defeating Simon with a level 30 vampire lesser warrior with lots of reflection, resistances and defenses + several blue items was actually really easy. Though I did have a tense moment or ten with reflecting Rhyz. Cold Demon boss on the way down. Still, being practically invulnerable was worth the scumming for valuable items to sell in order to buy scrolls of magic item and item leveling. Now if I could just finish off boss-type Ghosts of Royalty.
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Post by random on Sept 5, 2009 0:33:16 GMT -5
Okay, I think I reached the end of this set of quests (the guy in the middle of nowhere who was supposed to give me the amulet) and I have to say, that last dungeon was...difficult. I made extensive use of Jump and had to switch to Martial Arts at times and barely made it through. Now if I can just find another 11 Vampire Warrior essences, I can evolve again. Edit: And, trying to figure out the other stairway, I just discovered the much-easier back way in. Tricksy.
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Post by random on Sept 24, 2009 14:04:35 GMT -5
A question about mining: I've gotten 70 mining (entire through a leveled pick-axe, heh) and am not sure what to look for in terms of "ruins." I've explored a few levels of a random dungeon and nothing seems to stand out other than a couple of the usual sorts of vaults.
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Post by Variaz on Sept 24, 2009 16:08:43 GMT -5
A question about mining: I've gotten 70 mining (entire through a leveled pick-axe, heh) and am not sure what to look for in terms of "ruins." I've explored a few levels of a random dungeon and nothing seems to stand out other than a couple of the usual sorts of vaults. When digging, a stair can sometimes appear, and you'll be in a special level, with randomly generated features, much like the last level of dungeons, though a bit different. Though there's not much at the moment, and to be honest, that feature was a bit rushed, so there might be issues and even bugs.
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