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Post by sekira on Apr 18, 2011 21:03:22 GMT -5
Stealthy Fighting seems to be entirely nonfunctional. With a stealth of 30 base (48 after bonuses from being a Kobold Rogue) with 3 pts in Stealthy Fighting I should gain 9 (10% of 30 x3) points of Fighting if only using the base and 15 (rnding up) (10% of 48 x 3) if using the total but instead I saw NO change at all from increasing stealth or stealthy fighting. Something smells in Denmark. I will be tracking this further to see if I can pinpoint the problem. New stats on leveling: stealth of 50 (81 after bonuses) NO increase in damage or to hit. I should note this character is wearing a robe, before nothing. to_hit is actually the bonus to hit from items, not the accuracy granted by your fighting + 1.5 x weaponskill Do you actually hit monsters, or does it constantly say "you miss" over and over? That would give you a better idea of how stealthy fighting is working than just looking at your character screen and seeing if the to hit value there has changed. As far as damage goes, fighting and weapon skill increase damage only in the way you penetrate a monster's AC, meaning the min and max damage roll will not change, but you will notice better amounts showing up in the bottom right hand of the main screen when you actually hit a monster. Personally I think you should be able to see more stats on the character screen (possibly with the various modifiers to that stat shown seperately as well) Accuracy (dex, skill, to hit) Magic Accuracy (int/wis, skill, to hit) Evasion (dex, agility) Magic Evasion (magic defense, other?) Penetration (skill, other?) Magic Penetration (skill, other?) AC (base, defense, Martial Arts, Abilities, to ac) Magic AC (magic defense, abilities, to ac) just my $0.02
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Post by Gando on Apr 18, 2011 22:10:45 GMT -5
I agree that part of the problem for me at least is the opaqueness of the current combat system. It is entirely unclear what is going on and the stats as you pointed out seem meaningless. To answer your question I was finding that bosses are much much harder to hit than I expected. Normal monsters only moderately so. Damage seems commensurate with what I expect based on my Dex/Str.
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Post by Gando on Apr 18, 2011 22:48:58 GMT -5
Found a Magical Dwarf Skeleton (complete with 1 point of tweak) on blade dancer. I recommend monsters with junk items not have those be stealable, otherwise we get weird things like unequipable items with Tweak Points.)
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Post by T10 on Apr 19, 2011 3:07:43 GMT -5
My singing wailing spirit character created an error with his song in a dungeon lvl3. The game stayed alive but there was no song just some strange text on the top of the window. The error came in after I turned off the singing in lvl2, descent lvl3 and turned it on.
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Post by Variaz on Apr 19, 2011 11:55:35 GMT -5
Stealthy Fighting seems to be entirely nonfunctional. With a stealth of 30 base (48 after bonuses from being a Kobold Rogue) with 3 pts in Stealthy Fighting I should gain 9 (10% of 30 x3) points of Fighting if only using the base and 15 (rnding up) (10% of 48 x 3) if using the total but instead I saw NO change at all from increasing stealth or stealthy fighting. Something smells in Denmark. I will be tracking this further to see if I can pinpoint the problem. New stats on leveling: stealth of 50 (81 after bonuses) NO increase in damage or to hit. I should note this character is wearing a robe, before nothing. It does work. I can tell you that. (my own Rogue had 10 points in it, and it worked) However, I believe you may be confused as to what the stats do in the 0.5 release, as things have changed quite a bit from 0.4. I've posted most changes at some points, but it's been a while, and I have yet to rewrite the documentation(though I believe formula.txt should give most formulas). I might have to make a post un the strategies forum to tell how things works. Also, Stealthy Fighter doesn't actually raise Fighting, it treats Stealth "as if it was" Fighting. Meaning that with 10 points, 100 Stealth will perform like 100 Fighting for the purpose of hitting and stuff, though it won't increase Fighting itself(meaning that Fighter abilities are not improved by Stealthy Fighting).
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Post by Gando on Apr 19, 2011 21:32:25 GMT -5
Which makes it nonsynergistic.
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Post by Gando on Apr 20, 2011 7:34:34 GMT -5
I have been playing around with the Thievery ability a little and I noticed certain points in the items stolen increase the value when spent but others do not. Resists for example add no bonus at all. Adding a point to a stat however seems to increase the value by 100 gold. Haven't tested all the abilities yet.
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Post by Variaz on Apr 20, 2011 10:42:35 GMT -5
I have been playing around with the Thievery ability a little and I noticed certain points in the items stolen increase the value when spent but others do not. Resists for example add no bonus at all. Adding a point to a stat however seems to increase the value by 100 gold. Haven't tested all the abilities yet. Not really a bug, just that not all abilities have the same worth. It's not calculated by a fixed amount for every tweak points. For example, increasing stats by 5 points will raise the value by about 500 golds, but using Eternal will increase it much more, despite being 5 tweak points. One of the things that made Thievery fun to use for me was that with 10 points, you get enough tweak points to put Eternal on everything you steal. Then you can sell it for nice profits!
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Post by Gando on Apr 20, 2011 16:57:40 GMT -5
Ok that was one of those things that seemed on the line between intentional and unintentional. Figured better to report it and confirm one way or the other. I could see an arguement that value increase should be flat and I can also see one that it needs to be flexible.
Eternal is important but 10 points is nothing to sneeze at. Not sure I wouldn't rather just raise a ton of cash (if possible) to get scrolls instead for the items I want to keep. BUT then again +5 tweak points is certainly a handy amount. The problem is...I feel like I am robbing my character of important abilities by placing so much in one.
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Post by Variaz on Apr 20, 2011 18:29:47 GMT -5
Thievery rewards you for using it. Steal a single item from times to times and you will only see minor benefits. However, if you steal multiple items and you use them as part of your standard gear, you will see your gear having much higher +to_h and +to_d than you'd normally have.
+to_d is just as powerful as a passive damage ability. There is no difference between placing 5 points in Sheer Power(+100% melee damage) or getting an additional +100 to_d from stealing multiple items. Actually, there IS one big difference: to_d also applies to ranged and magic damage! In addition to to_d, you also get to_h for hitting enemies more often, along with 5 points per items that you can spend on anything that you want. Not to mention all the gold you'll make out of the items that you steal and choose to sell. Oh, and the bonus to the stolen weapon's base damage is something that no other passive buffs will give you, and gives a big buff to certain weapons, like Daggers.
The way I've used Thievery was to steal some items, then identify them to see what they are. If they're good, I would apply some useful stat bonus on them, and buy a scroll to give them the Eternal ability. Otherwise, I would just give them Eternal and sell them...which gives me enough money to buy the Eternal scroll!
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Post by T10 on Apr 21, 2011 2:11:48 GMT -5
After another try - all the music system seems to be bugged. All of songs generate an error on magic.lua :31.
Another interesting experience. The light healing potion's power changes after every move between 99 - 105.
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Post by Gando on Apr 21, 2011 3:51:01 GMT -5
T10 I don't think Music works in the alpha. It was dismantled along with the Bard and other nonessential elements.
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Post by Variaz on Apr 21, 2011 8:14:12 GMT -5
Music will be redesigned entirely, as discussed in a thread on it a while ago, so at this point, I am not too concerned these bugs.
The potion one, however, is rather interesting...
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Post by Gando on Apr 21, 2011 10:23:21 GMT -5
Weird one here. Leveling up I decided to finally put a level's worth (10 points) in defense to see what would happen to my ac. First point dropped it!! by 1 to 7 from 8..the other 9 points raised it back to 8... I figure there is something seriously wrong with the formula for this to be true. Since when do you lose AC from 1 point of defense?
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Post by Gando on Apr 21, 2011 10:40:27 GMT -5
Went in and changed the edit/a_info.txt file after realizing that Beesting was doing about 10% of what I expected it to do based on my DEX. Added the DEX_WEAPON tag to it and Ice Shard though I haven't seen it. Just wanted to reiterate for anyone needing a quick fix. The artifact weapons are in the a_info.txt file in the edit folder.
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