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Post by Gando on Feb 5, 2012 19:29:16 GMT -5
Note to self...can't complete any high level quests because they sport bosses like Runed Golem who can't be beaten even with a fully leveled suit. Blocks all magic (including song) 90% of the time which means its 1.2mil hp are unassailable. And when it doesn't block the damage is minimal. Yep keep in mind do not bother with quests.
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Post by Gando on Feb 5, 2012 19:31:17 GMT -5
Also of note heal songs do not work. Don't even think about getting them to work.
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Post by Gando on Feb 5, 2012 19:45:00 GMT -5
Also radius 5 seems to actually mean radius 3 vs bosses.
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Post by Gando on Feb 6, 2012 0:51:22 GMT -5
Something that seems really confusing to me is why some monsters get 100% blocking vs all attacks? How is someone supposed to win vs something unbeatable?
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Post by Gando on Feb 6, 2012 18:44:46 GMT -5
To answer my own question...apparently 100% blocking doesn't actually equate to 100% success. Just very high. So out of 100 attacks at least one will succeed.
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Post by surprise on Feb 7, 2012 7:31:18 GMT -5
To note, I crushed runed golem with a lvl 46 efreeti no problem. What I wasnt able to kill so far is the big D at the bottom of red rock laby. Note: not necessary to kill him to complete quest, can just pay 200k gold.
Second note: It seems to me that magic is pretty weak compared to melee, though I havent really tried upgrading my spellcraft/secondary magic abilities.
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Post by Gando on Feb 7, 2012 15:30:32 GMT -5
Level 46 is a bit high. I was having problems with it with my level 28 bard. But what I was commenting on was the sudden upshoot in difficulty on that quest. It goes from easily beaten to ridiculous. I beat it at 31 after some adjustments and a reincarnation.
Magic is weak because you have to go through hoops to upgrade it. I suppose that makes sense from a flavor perspective. Fighting is a simple renewable action that requires little thought beyond tactical placement and not getting swarmed. Magic requires knowledge of arcane or divine rituals and then some power source and of course practice (the same as fighting that regard.) I just wish the arduousness didn't translate so much to the player and was instead part of the background.
That said to succeed as a high level (non monster) character you MUST invest your skills wisely. Your stats also need distribution too. The difficulty that Fighter types don't face is the decision about how to split the stats. Bard actually has it easier in that sense. With abilities that pump wis and int you don't need any points in those stats and can concentrate on cha and con which are crucial. Unfortunately its not really clear how much of each is actually needed. Currently my bard is at level 40 with 400+ cha (mostly from abilities) and 250+ con (mostly from items) which still gets him killed vs CR 2s and 3s.
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Post by Variaz on Feb 7, 2012 18:56:34 GMT -5
The game doesn't put barriers anywhere, so it is possible to find the Runed Golem before you actually begin the questline it's related to. Gando may have found it before his character was ready, and thus the Runed Golem proved to be a tough opponent. Level 46 is actually not too high for that quest. The quest is intended for a range of 40-50, but it's possible to find the golem before that. You can even go there at level 1 if you wanted! But it's probably faster to just use the "Q" command... Answering to Surprise's comment on magic: One of the reasons it may seem weak may be that right now, melee has a powerful advanced class, the Elemental Lord, and is the easiest path to access the Defender too. (though the Defender is considered a melee class, it has no offensive ability, and the Defender abilities can be used by any type of builds, all you need is a shield and heavy armor to get the most of it) Magic, on the other hand, doesn't currently have any advanced class, so less abilities. Another factor is that melee and ranged have access to special attacks, while magic doesn't. Special attacks applies a multiplicative bonus, the only source of multiplicative bonus that remains in 0.5, but magic doesn't have an equivalent. A workaround for this would be the "to_s" bonus. Originally, it was giving a multiplicative bonus, hence it being a fairly rare stat, but right now, that's not what it does, it doesn't do anything but add up to to_d. So it's extra to_d and nothing more. Changing it to a passive multiplicative bonus would probably put magic on par with melee and ranged. We'd just have to make sure that it's not possible to boost it too much so that it doesn't become broken.
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Post by surprise on Feb 7, 2012 23:38:17 GMT -5
Ok, after alot of work, i have managed to get to the flow boss for the Ring of the Mer. At the moment, it is completely impossible to beat the boss (a function of his block counter and 10k defence which I cant for the life of me penetrate), but I want to comment on what I have seen going through the flow.
First off, I started the flow on lvl 42. The last lvl before the boss is lvl 154. I think I went from being lvl 50 to lvl 59 on my way down.
I think that that is way too many lvls to go for a low level artifact like the ring of the Mer. Also, you move down 2 levels every portal, and it would have been alot more reasonable if you moved down 1 level. That would have put me at around lvl 90-100 before the last boss, which would make it atleast somewhat possible.
Second observation: Essences in the flow are incredibly powerful. I had a collection of them with roughly 200-220 stat points, and dice of around 80d100. Dwarfs anything you could get with a weapon, unless using a blue steel red. I was a spikefiend without weapons so as to utilize that.
Third observation: The flow quickly becomes hit or miss, in the sense that I either 1 round the creatures, or I miss all the hits, and they 1-2 round me. If some kobold spawns with 10k armor and 100% block counter, I cant kill it at all. If it spawns with 3k armor instead, its dead in 1 round.(Maybe Im doing something wrong with my stats that I dont have enough accuracy to punch through 10k armor.)
Finally, there is a bug that causes the game to crash periodically that I think is related to spawning creatures.
Edit: I just found a way to beat the boss, but it is based on a very luck boss roll plus a cool trick I figured out.
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Post by Variaz on Feb 8, 2012 21:22:11 GMT -5
Sounds like a bug. There is nothing in the game that is THAT powerful. Not even a Special Blue Steel Halberd would have that kind of base power. The Flow is difficult to balance, but it hasn't really been updated for the new 0.5 system. The monster generator has been made functionnal, but it isn't balanced yet. You should not have gone down to level 154. Just pretend your trip to the Flow didn't happen!
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Post by Gando on Feb 9, 2012 1:34:21 GMT -5
In other news the thievery bonus for stealing is being counted by the game as an enchanted crafted item which is not only klugee but also seems highly unfair and a huge disqualifier for the ability. Why bother stealing things for a puny bonus when you can find items with better stats in general just by fighting? Not a good incentive to be a dedicated Rogue that's for sure.
I am remarking on the error message given by the scroll of item leveling by the way.
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Post by Gando on Feb 9, 2012 1:43:15 GMT -5
Another oddity is the way dual wielding reduces all your accuracies including magical and musical. This seems a bit unreasonable on the face of things as dual wielding does not provide bonuses to either.
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Post by Gando on Feb 9, 2012 1:47:22 GMT -5
Another random thought: After about 40 or so charisma ceases to be useful in any way except to boost bardic abilities. I am not sure if this is entirely unintentional but it seems like an overbalancing in that other stats continue to produce relevant bonuses for all classes even if they might not be readily apparent. (Having access to high mana pools for instance is incredibly invaluable no matter what class you have as it allows you to cast spells you wouldn't otherwise be able to.) I am not suggesting that Charisma is useless but I am pondering the nerf as being perhaps a bit over board.
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Post by surprise on Feb 9, 2012 11:40:10 GMT -5
Yes, I also noticed that in the current form, dual wielding sucks. It needs to be fixed so that with 100-200 dual wield you get roughly the same accuracy that you have with 1 weapon. As it stands now, you get nowhere near the accuracy. I think dual wield negates alot of the +accuracy bonuses from your items as well.
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Post by surprise on Feb 9, 2012 11:41:52 GMT -5
If you thought 80d100 was bad, I just killed a nightmare mistress in a lvl 32 dungeon that gave me an essence thats like 120d200. Also has 1000 skill points. Once Im done maxing my cursed dodge, Im gonna go eat some death drakes and other goodies .
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