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Fast Action Real Damage


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#11
JackArbiter

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Since the health modifier in difficulty.gda got changed it must have adjusted the party's health as well. I hadn't thought about it, I just adjusted until it felt right. Aside from FF it's not a problem and FF values by themselves are, thankfully, tweakable.

My problem is I don't use a 2h person. I actually use 2 rogues a mage and a sword/shield tank. So I haven't seen too much of the destruction.

If it is as bad as that then I can certainly tweak FF down from the 1 setting - I thought this was too low but then I wasn't using a 2h person at higher level.

You said the latest, you do mean 0.12 right? I made the lieutenants harder but they're still soft enough to kill at early levels - otherwise one couldn't progress past them. The autoleveling in this game is way unbalanced even on vanilla so this is all a bit murky.

Indeed, 30 seconds is all it takes to kill a mature dragon (20 seconds is all a mature dragon takes to wipe your party if you're not being very careful), and if you can keep the damage off that's a problem. Ideally I would play through the game with every variation of every character but each playthrough is 50 hours so this is why I decided to release in early beta and let people give advice or tweak to their heart's content.

Anyway I'll have to start using the 2h elf guy and see what skills need tweaking down. As it stands my character's assassination and isabella's ultimate area attack are both somewhat OP, but then I expect assassinate to take 75% off of a lieutenant and that's what it does (and my problem with this is assassinate can be used with a ranged weapon and seems to deal set damage entirely independent of the weapon's damage value).

The mod's definitely going to be in beta for a while. Thank you for your feedback so far. Obviously the reaver is the first thing I'll be looking at changing up when I delve into apr_base.gda.

Anyway, thank you again for the feedback and I'm glad at least that the blows feel right to you - my first version I prioritized this a little too much and had to go back later and make the lieutenant fights feel a little more fake in order to have them become somewhat challenging - honestly the game needs a creature rank or two between lieutenant and boss. My fibonacci numbers are working beautifully but I had to skip two of them, which to me shows that there are 2 necessary steps between some backstreet rogue captain and a friggin' mature dragon that aren't being filled.

Sigh
:D

Edited by JackArbiter, 02 April 2011 - 03:27 AM.


#12
randName

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You should try a Vanguard/Reaver/Berserker build since their damage per default hit gets to be really high; but even at lower a Might Vanguard with Frenzy and Mighty blow wrecked havoc.

& anyway I've been using an other Nightmare mod that gives everyone the health of Normal or Hard, or some kind of mix; with the elements of NM (I'm using the Hard {health} & Nightmare {AI, FF, Bonuses} with tweaked Assassins (just easier, more like normal health wise I think). & How my companions deal with my own damage against them feels better, as at least it feels like Aveline can stand and fight the same enemies as I, as long as I try to stand on the opposite side, since the few dashes Hawk or she does towards each other wont result in her death ~ and it also feels better damage wise from me towards the enemies; but I like your damage from enemies towards me more, but I would probably prefer something else.

Or.
I wish people would dodge more, and that frontal hits would do much less in damage as you prepare yourself and so on (a guard with a shield should be able to take my 2 hander well if I attack him head on, instead of be cut in pieces; or at least my Hawk is not Gutts from Berserker yet). ~ And generally that Dodge builds, as say a Cunning/Pirate Isabela, or a Hawk-Dualist would hardly ever take damage against single enemies of the ranks of normal or lower at all (and rarely against normal elites if you have a Dodge build and use Drop the Glove and its fully upgraded). & if hits would land at all, it would be mostly glancing hits.

& While I like your damage values when I flanking enemies, or they flank me, or when people get surrounded ~ and generally that in one on ones characters like Isabela would hardly ever take damage against ranks of normal or lower at all (and rarely against normal elites if you have a Dodge build and use Drop the Glove and its fully upgraded). & if hits would land at all, it would be glancing hits.

For currently I feel like every hit is almost a perfect hit, even what I assume are glancing hits against cloth enemies/companions are devastating ~ and it might be almost impossible for you to do anything about this without changing the engine, and we don't even have the toolset yet, so ~ I wish you luck in getting me happy, might be a though task, but in a sense I'm having fun trying it out. (nor do you even need to make me happy at all).


Anyway I endorsed the file, and I thank you for your efforts, and I'll try it out from time to time (just started to Install BG1,2,TB with the BiG World modification, and then picked up FO2 and VtM:B again, so ~ but I'll try to get back with any feedback I can give).

Also I fear what will happen once you start changing all the abilities/spells to make them align more with your revamp, going to be fun, and a bit scary.

Edited by randName, 02 April 2011 - 08:39 AM.


#13
JackArbiter

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the new gdapp unscrambles a few values and it looks like what everyone thought was armor adjustment is called by the gdapp guy "attack mod"

It must be attack resistance or something... it's harder to kill mobs when it's high, it doesn't seem to be whether they can hit you or not. but on Monday I'm going to have to make sure :o

I do want to find a way to increase dodge values - isabella goes down just as easy as rogues, the only difference is that she can actively jump back or stealth - and stealth is broken, you still get hit once you stealth by the attacks that were already set up to work. I may have to find a way to make it disorient the mob that had you targeted. Anyway if that "armor" value is really attack resistance or something (and not their attack vs. you) I will add the row for party members back to creature ranks and see if I can't increase "dodge"




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