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Messages - MirddinEmris

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151
General / Re: How defense skills (Dodge and Evasion) work
« on: December 14, 2017, 02:50:11 pm »
No matter how it works : Once you got thyself a god-like armor, it's just a ton a wasted skillpoints

Armor truly has to be god-like if it also nullifies the defenses of everyone around you. :)

Who know, it IS an experimental branch after all.

P.S. Also, i'm a moron, since i didn't notice that you talked about melee skill in a first response. I apologize for that.

152
General / Re: How defense skills (Dodge and Evasion) work
« on: December 13, 2017, 09:20:04 pm »
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Correct, that's why the modifier is not a precise value. Doing this with ranged wouldn't be practical due to weapon durability, ammo and AI behavior.

Thanks for the reply. And yes, melee is better for such experiment due to having less additional variables.

153
General / Re: How defense skills (Dodge and Evasion) work
« on: December 13, 2017, 07:48:17 pm »
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So, to estimate the role of defense skill, I went against something with known fixed melee skill and edited my effective dodge stat until I found a spot where hit chance no longer visibly dropped.

So, correct me if i'm wrong, you didn't see actual visual confirmation of hit chance, but instead calculated it form the amount of attacks you got, right? Also, were those melee attacks or ranged?

Anyway it's an interesting food for thought, thanks for sharing.

154
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 01:58:04 pm »

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Psi builds get so much special treatment already, I'm glad we have a new enemy that is especially dangerous for them.

Couldn't agree more with that.

155
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 12:20:12 pm »
Really? But it's said in the description of DOMINATING difficulty that encounters were spiced up with additional enemies or made harder through other means. I don't mean just the new types of enemies, i mean all those new harder encounters where old tactics won't work, but without health+skill increase. I'm gonna run the DOMINATING at least twice (regular run to see what is new on this difficulty and an ironman run), but after that i don't think i'm gonna run it just for fun or to test a new build i came up with.

156
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 10:10:45 am »
To post my experience with new difficulty i'll need a doll to show where it touched me.

Overall i say i really like the challenge, but i feel really conflicted about the fact that i can see new enemies and encounters only along with difficulty that is pretty grindy. Sadly, big increase in enemy health and accuracy/damage invalidates a lot of builds i find fun to play. It's great for a challenge run, but perhaps not something i would play every time.

157
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 10:04:22 am »
The next big hurdle are the borrowers in the Camp Hathor mine ... It is packed to the brim with borrowers

Got change? Just some change, man, all i ask.

158
General / Re: How defense skills (Dodge and Evasion) work
« on: December 13, 2017, 12:28:07 am »
Can i ask how did you took the measurements exactly?

159
My 0 dodge max evasion char is not at the end game yet. We'll see how things work once I reach the pre-DC elevator fight.

Can you give  a link to your character and say what gear/meds are you using? I want to have a point of reference when you say how it ended

160
General / Re: Super Slam feat question
« on: December 11, 2017, 06:14:01 pm »
Also, he show complete lack of understanding of how game mechanics and basic math works. Read thread from the start for examples.
I guess it's because he's not a native-English speaker, and if you pay attention to his posts here and in RPG Codex (no offense to Fenix) he's still learning to explain in English properly.

And if you're talking about how he stated that he would miss more because of using Balor's Hammer with 1 or 2 less STR requirement (of which you stated that could be anywhere between 5-15% penalty to THC), I think I personally understand what he meant by that. Underrail's combat is dice/RNG-oriented, and any attacks that's below 90% could miss few times in a row. Because of that, Fenix preferred to deal damage consecutively instead of risking to miss at (probably) a critical point. Besides, he's doing fine (died once to Carnifex, died twice in Lurker's base, that's absolutely impressive).

What a coincidence, english is not my first language either)

There is a limit to what you can attribute to a bad proficiency in language. He didn't say that he would miss more in a row, he said that "dps would be lower" because "when you have more damage you loose more dps when you miss". That's on the level of saying that you have 50% chance of meeting a dinosaur on a street because you either meet him or you don't.

Well, the moral is that perhaps you shouldn't take too seriously what he says about what works in the game and what isn't.

161
General / Re: Super Slam feat question
« on: December 11, 2017, 04:08:40 pm »
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Yeah, why the accusing tone, I like to hear how interesting builds like Fenix's work in practice, especially when they differ from my own.

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Also, man, don't push Fenix like that. Died once in the Arena, and then died twice on the Lurker's base? Not bad at all.

If that was true, than yes, that would be impressive with build like this. I just don't see him playing on Hard (as he said) and finishing the final area without dying even once. Also, he show complete lack of understanding of how game mechanics and basic math works. Read thread from the start for examples.

162
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player who are not getting the expansion should not be able to beat dominating difficulty with a dodge+evasion centric build?

Sorry, mate, but that sounds a bit like bull. You can get evasion and dodge pretty high on a dodge+evasion centric  build, so high, in fact, that on Hard difficulty with such build i don't even use any boosters like jumping beans because i already have more than twice in defense skills than most (or all) enemies have in offense skills. +30% is not such a radical change that it can make those builds obsolete. Though i imagine that it will push a point where you reach you effective ceiling further down the line and make a start more difficult.

163
General / Re: Super Slam feat question
« on: December 11, 2017, 12:42:00 pm »
Oh, wow. I think it's possible to conclude that number is kind of overkill, considering that both Dodge and Evasion can only reduce enemy's THC up to 60%.

You misunderstood the mechanics. Not "up to 60%", but "by 60%". From the base of 70%. Meaning, you can reach 10% hit rate on you before other modifiers.

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I'd like to use this opportunity to ask at the very least epeli and maybe even Wildan: What is the most optimal number of Dodge and Evasion that you need, AFTER synergy+stat bonus+equipment bonus+feat abilities bonus?

Well, i'm not a Wildan, but that's a pretty easy question to answer. Though it depends on what you mean by "optimal" - most effective point after which there is no benefit of putting any investment into defense or most cost effective investment?

Since 60%  reduction happens at the point where your defense skill is twice as big as attack skill used on you, you'll need around that much to get most benefit from defense skills. Specific numbers can vary, especially with new difficulty setting that increased attack skill for enemies by 30%, but i usually take the largest number i can produce as a player (namely 272 effective skill) and double it, then use it as ballpark estimate for skill ceiling i need to reach.

-------

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Why reloading screen at all?
I died once during Arena.

but then

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I tried to assault Lurkers base, and even with that evasion, crossbower hit me every second shot, and sniper hit me with Aimed Shot - barely survived, 10+ hp left, died two times.

It seems your memory is even worse than your math ability)

164
Wonder what to do with the lump of coal I just found...

That's your christmas present

165
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Too far? Sorry man, I think this nerf hit its target rather well. But you make a good point about infused leather being lower quality than other very high-end materials, especially after the expansion's increased content level.

Yeah, that was my point. Not that nerf happened at all, with ludicrous level that infused leather could reach before i was expecting a nerf, but that this one maybe took it tad too far, with top quality even lower than that for other components.

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