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How did you manage this since she has an inbuilt -4 to hit with weapons?
Used items and level up to increase her dexterity, used magic crossbows - it balanced it out
I have that ability but it doesnt seem to work... As everything still says its resisting?!?
https://steamcommunity.com/sharedfiles/filedetails/?id=2606638319
https://steamcommunity.com/sharedfiles/filedetails/?id=2606638312
https://steamcommunity.com/sharedfiles/filedetails/?id=2606638307
The mythic Ascendant Element ignores elemental resistances and immunity, which is essential in WOTL for blaster spellcasters to not have your damage reduced or worse ignored - but it still requires you to beat spell resistance first if the enemy has it.
To beat spell resistance, you need spell penetration. It is a roll of caster level + penetration modifiers from feats/items/race/class + 1d20 vs target's SR.
So invest in spell penetration feats (normal, greater, and mythic) and start equipping spell penetration items when you find them, and you'll have an easier time against enemies with spell resistance..
Spell Resistance: Defense vs all magic. Successful saving throw negates spell. Need Spell Penetration feats to beat this (See Peterebbesens post above)
Immunity: An immunity to certain type of damage, such as fire. The way around this is to use another element or get the Mythic Ascendant Element feat, that will bypass damage immunities (but not spell resistance).
Resistance: Typically a elemental resistance. Example fire 10 means that it will reduce the amount of fire damage by 10. It's the elemental version of damage resistance. Mythic Ascendant Element Feat will bypass the elemental resistance of a chosen element.
Spell Difficulty Class (DC): Many spells damage or effects are tied to difficulty class. Both the attack and defender roll to determine if this is successfull. The result of a successful / failed save can be seen in the spell description. This roll happens after spell resistance roll. You can improve your spell DC by focusing on via feats (i.e focus on magic Evocation) or by focusing on elemental damage (Focus on element feat) these raise the DC of the spell group or element group by 1 and also by your primary casting stat (Charisma for Sorc, Int for Mages, Wisdom for druids etc)
Touch Armor Class (AC): Many spells require the caster to make a ranged Touch attack in order hit. Touch AC is typically much lower than regular armor class. Dexterity and + attack modifiers can help. Also taking the Feats Point Blank Shot and Precise shot will help improve your ability to hit targets and I strongly recommend these are the first feats any offensive spell caster takes. You need to be able to hit the target first of all.
Ascendend element lightning so all my spells that were turned to lighnting damage ignore res etc.
1lvl double cross sorcerer, blue dragon and the other one electricty which gives a total of +2 damage / die on electricity.
At lvl 15 on hard my ember is around DC 30 on any spells + bolster spells and she does 15d6 + 45 mostly on chain lightnings on a group fight its like 700-900 damage / round..
Then fortune is an insane buff same with protective luck on tough boss fights. With mythic you can turn a second school to have bonus of feats you gave to a first one so enchantment & evo DC spell pen & greter pen + mythic pen.
Its not enough ? Hex healing and major healing ! Heroism ! Death Ward ! My problem with Ember is that she doesnt have Sirroco, period.
♥♥♥♥ loads of modifiers causing every attack to be math sequences against math sequences? Check.
Doing anything flavor based and stepping outside your class for roleplay purposes only causes you to be a hindrance? Check (at least for CRPGs - it you are playing with a GM that values roleplaying in TT and doesn't treat the RPG as a combat simulator, it is a different issue.)
that's D&D 3.5 in a nutshell.
Pathfinder has a huge flexibility in building characters compared to 4e and no defined roles - it is why it is incredibly easy to build an ineffective character in Pathfinder.
Pathfinder is very, very different from 4e. I take it you didn’t play 3e/3.5e which is what they did explicitly “copy”. They simplified some stuff while adding a bunch more customization options which essentially boiled down to more static modifiers / penalties if you were going for optimization. The ttrp became a “trap customization” game where it was marketed as lots of customization but really 90-95% of the options out there would put you at a severe penalty from the others.
4e had very little customization and due the nature of restrictive encounter / daily powers locked classes into types based on how the devs felt they should be (ie rangers were always either ranged or twf in the core rule book). It was a big step backwards in game design.
The issue with pathfinder (and its not something Owlcat can completely ignore) is the huge variation between an optimized build and a “normal” build due to number bloat. Where Owlcat has gone astray is having a core difficulty that isn’t close to the actual rules and they artificially inflate monster stats like a novice DM without realizing how that affects balance. I don’t care if people on here who don’t play the ttrpg think core would make the game “too easy”. People who play pathfinder should expect a core rules to be the actual rules.
Also, from a design perspective they could’ve very easily followed encounter guidelines to create varied, interesting, and challenging encounters. But instead it seems they took the easy route and just said let’s increase things by an arbitrary number and see if it works. They seem to have built in encounter generation since the monster count can be varied. So they could’ve had the generate set a CR based off the party level + difficulty. Then it randomly determines what monsters to fit that CR based off an available list of monsters to that area. On higher difficulties it could pick higher base CR monsters / throw on templates like fiendish.