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Messages - hilf

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391
General / Re: Stats and Skills calculator
« on: July 23, 2015, 07:41:56 pm »
Power Management should have INT requirement of 7.

392
Suggestions / Re: Flexible Nimble
« on: July 23, 2015, 06:47:48 pm »
There's one more option, something the game already does (for example with Conditioning):

-15% and additional -1% per AGI point above 5

393
Suggestions / Re: Flexible Nimble
« on: July 23, 2015, 04:46:53 pm »
and 2+2=4 I know.
But don't understant what it has with Underrrail.

With 3 AGI new Nimble would give 3 * 2% = 6% AP reduction. With 15% AP from armor total AP would be 9%, and because it's more than 0% Nimble gives no bonus to dodge/evasion.


I'm not so fond on 2xAGI formula. Sure, it gives AGI more impact but it kinda pushes Nimble into 'high AGI only club'. Considering Nimble has no AGI requirements it does not feel right. You would need 8 AGI to get that sweet Nimble bonus with 15% AP armors.
And if Agility were to increase dodge/evasion bonus as well, 2xAGI formula gives AGI too much impact.


edit: and this is why I think you should have at least 10 agi to nimble secondary bonus with ancient rathound leather - it's very strong armor.
Agree.


So I'll stick to my initial idea of 10+AGI. Builds with less than 5 AGI will not get bonus with 15% AP armors but they don't benefit that much from it anyway.

394
Bugs / Re: Report spelling/grammar errors
« on: July 20, 2015, 07:00:42 pm »
In dialogue with Ezra i can say:
"a creature similar to what i desribed"
should be "described".

395
Other Games / Re: serpent in the staglands
« on: July 19, 2015, 04:17:46 pm »
Wolf build is just insanely overpowered in this game.

Recipe:
6 in Occult to unlock Polymorph into wolf.
6 in Strength to unlock Wolf Claws.
Few points into Perception, you don't need much since Wolf gives you chance to hit.

4-7 points into Polymorph into Wolf (the more points you put here the less perception you need).
4, 7, 10, 14 points to Reckless Assault. Those levels give you largest damage gains.
1 point to Wolf Claws.

Weapon - awl, armor - robed leather, no armor nor shield.
A mage with couple of points in Amplify to bring your attack speed close to zero.

Raise your weapon prof - bonus remains after polymorphing (and other stats as well, btw).
You may also use magical leafblades and put more points into Amplify (or wolf claws).

You will have incredible damage, attack speed and godlike dodge.
You will also be fairly resistant to magic, thanks to Occult.
And you will have one free War Book slot, for whatever you fancy.

Thing to avoid:
Endure polymorph state - garbage, better put points into Polymorph itself,
Burst of life - excellent in theory, but mortals just won't hit you,
Mangle - good in theory, but mortals will die too fast to make it useful.


If you want wolf build that's simply strong avoid other spells/skills giving + phys. damage/dodge/chance to hit (Wolf Claws and Mangle are fine).

396
Suggestions / Flexible Nimble
« on: July 19, 2015, 09:25:29 am »
I like feats that scale with attributes, Conditioning for example. It would be cool if Nimble worked like that as well and instead of fixed armor penalty reduction it would give, for example, -(10+agility)%.

397
I'm reasonably certain Crossbow bolts do absolutely jack against good steel armour.
Rathound King agrees with You after critting me for 8 damage.

398
Other Games / Re: List of sandbox games?
« on: May 18, 2015, 03:54:30 pm »
ToME4.

399
Suggestions / Re: Eviscerate and Pummel
« on: May 17, 2015, 08:06:24 am »
I'd definitely agree that Pummel needs some kind of buff. It's currently relatively useless since, as you stated, the whole point of the skill is for enemies with high Dodge - but then when you try to Pummel them, they just dodge it! An accuracy buff definitely seems like the way to go for it.
Couldn't agree more.

I'm not so sure about Eviscerate, though. Prior to the nerfing, Eviscerate had absolutely insane damage potential against organic targets (especially if you "stacked" your bleeding procs with bladed armor and/or boots and a serrated knife or bladed combat gloves), and it's still pretty wicked. With my recent high-dex fist weapons build, I had up to  eighteen bleeding procs per turn (for an average of six or seven bleeding wounds per turn). That meant I could end most turns with an Eviscerate "nuke" that would do 400-450% damage (100% base weapon damage + 50% per bleeding wound) if I needed to finish off my enemy before ending my turn. Since the enemy would generally be dead after that attack anyway, it didn't matter if they were still bleeding or not afterwards.

The important question is: how much health your target has after you hit him 18 times? Sure i did crit arena champion for 2k damage (almost half of it was resisted) but he had less than 100HP left.


Eviscerate+TfB is much less problematic than it used to be:
1. TfB caps at 10 stack - you need to hit fewer times to hit the cap.
2. Killing blows grant 1 stack of TfB so you can refresh by killing things with Eviscerate.

400
It seems that Styg wants to keep throwing knives as an entirely different class. But classifying them as weapons, ranged weapons and knives for the purposes of feat compatibility would be interesting.

I'd go one step further and just classify throwing knives as weapons. Knives, if you will. It'd also allow them to stack with some weapon feats.
Cut-throating with throwing knife might be OP.

Attack abilities and utilities can't be used at the same time, so only other abilities like buffs and passive feats could be affected.


True, but if they get classified as weapons i'd expect them to go into hand slots.

401
DEX reduces AP cost for throwing knives. See its in game description.

I'd go one step further and just classify throwing knives as weapons. Knives, if you will. It'd also allow them to stack with some weapon feats.
Cut-throating with throwing knife might be OP.

402
Suggestions / Re: Strenght Ability
« on: April 25, 2015, 05:03:55 am »
This would, however, also mean that you get less bonus out of Heavy Weight.
I wouldn't worry much. Combined armor penalty of heavy armor pieces can be WAY over 100%.

edit:
Damn, i've got ninja'ed.

403
General / Re: Melee Stealth Knife/dagger Focused Build
« on: April 25, 2015, 04:53:46 am »
I'd up DEX to 12 - it makes you attack for 4 AP with ti-chrome knife with max stacks of TfB.

Since you have enough AGI for Fancy Footwork i'd also take this feat instead of sprint and run and gun.

Also, what skills you plan to rise?

404
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 23, 2015, 05:02:46 am »
This is the cheapest build (attribute/skill-wise) so it makes sense it's not very powerful.

You may consider taking just enough Psychokinesis to learn Force Field that will make your enemies come closer.

405
General / Re: Critical Power?
« on: April 21, 2015, 05:52:30 pm »
I did my tests in SGS docks. My target was metal armor dude. I positioned myself between him and boat. 2 flares exactly under him were not enough.
I checked my portrait and it didn't show any light.


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