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Bir çeviri sorunu bildirin
The other weapons (muramasa, ivory, and mauler) I think ivory and mauler are top notch, but muramasa is less impressive.
All this is only subjective based on my personal experience. A more objective approach might be in order to know for sure.
I still need to try this. I've basically never used a Rogue other than Myles,
Remember, the Bard and Gadgeteer are powerful in so many kinds of party primarily because of their instruments and Gadgets. With a sword and shield they are also great front line characters.
Bloodlust comes early, without holding off on levels it can be obtained as early as about Level 6. Yes, it is cursed with all the drawbacks of that, but that cursed status does not get in the way of either Instruments or Gadgets of the Bard or Gadgeteer, respectively.
For the MDP example that has both (and specialized casters), Bloodlust and Fang are typically, at least for my games, available earlier than the other excellent swords you mentioned.
The weapons for such a party are limited, but the best ones they can use are pretty darn excellent, specifically:
Bard: Still with Bloodlust throughout the game
Gadgeteer: Fang or *Light* Sword if it becomes available
Priest: Mauler
Alchemist: Staff of Doom
The first three can wear a shield throughout the game while the Alchemist can wear one (with a Shillelah, for example, equipped) until there are decent two-handed Staves, like the Ebon Staff or Staff of Doom for example. The Bard and Gadgeteer use of those late game swords is limited, but when there are characters in the party to use them they are terrific.
For parties other than an MDP like that there are other excellent swords in the later game as you point out, and Enchanted Broadswords and the Demonsblade from Cierdan's crypt are decent middle game swords until then.
Yes, the point of this thread was to show that even when the chance of a penetrating hit doing damage is as low as 25% per swing, the extra swing makes the chances of a damaging hit with at least one of the two swings (toward the beginning of the game when one attack and one swing is all characters get) is not bad at all (more like roughly 1 out of 2, well 44%).
Yes, but there's some upper limit. I know that misses do give a skill roll, but there is some upper limit to how many skill rolls you can get in a single round. Let's say you have a super high level character with 3/3 attacks/swings--if two of those 9 attacks are hits, and the other 7 are misses, you'll get the same amount of skill ups as if you only had two attacks and both of them hit. If you have two attacks and they both miss, you will get skillup chances but it'll be less than if they were hits.
I just know that there's a cap on total # of skill rolls per round for physical attacks. If you have 50 attacks in a round, you won't get 200 skill rolls. I think it caps at ~8 no matter what, but I don't exactly what the upper limit is. It might be 9 for all I know. I haven't tested it with a 3/3 character or a 2/2 character with a weapon like the Tripleshot that gives a bunch of bonus swings. For that character the cap might be 9 or 10 rolls for all I know, but I'll bet that the cap won't be 20. It'll be a lot lower.
Also, when I say skill rolls, I mean the total of weapon skill, CC/RC, and dual-wield. Critical Strike, Shield, and Stealth are rolled at different times during the combat round so they don't take away skill gains from the first 3 skills. I didn't test Power Strike and Iron Skin so I don't know how they interact with the above skills.
The best thing you can do is install Peddroelm's testing script and see the rolls for yourself. I couldn't figure out an exact pattern, but maybe if others start looking at the raw data we'll find patterns that I didn't see.
I am sitting here rooting for your OCD to take over so we get a lot more juicy details on the game mechanics to discuss :)
Thanks for bringing this forth. Can I ask, please, how you found out about the cap? It sounds like you know it exists but not much more. There was some recent disassembly in this area of skill increases (as well as Peddroelm's research), but nobody was looking for or asking about a cap.
It is also interesting to see when, if the cap is about 8 or 9 rolls per round of combat, when the cap comes into play and matters. Is there any cap on the battle as a whole or just per round?
By the time a Fighter gets 3 attacks and 3 swings per attack, misses are very few and mostly irrelevant. The Bard (with Bloodlust) will never get 3 attacks in a normal game but by the middle game, not even the late middle game there are 2 attacks for as many as 4 swings each or a max of 8 versus the Fighter max of 9 swings in 3 attacks. When the Bard first gets as many as 8 swings in two attacks there are still a significant number of misses.
It sounds like the cap will also limit the skill increase increments possible from hits, or are just misses impacted by the cap?
Overall, most of the misses are early in the game, with that rate of missing potentially reducing fast as relevant attributes and skills continue to rise through use and level-up allocations.
It would be good if we can determine the impact of this cap to see if it might impact weapon and style of play decisions, as well as when the Fighter's optional berserk mode is activated.
I am 100% sure there is no per-battle cap on most skill gains (perhaps Mythology is an exception). I ran some very long battles and I know both from the script and empirical evidence that you can get dozens of skill gains in a single battle.
The cap affects the total number of skill check chances, combining misses and hits. I don't know how they're weighted against each other. I know Peddroelm / Kaymarciy have said that hits provide 4x the skillup chances as misses, but it looks to me like there's some upper limit from watching the combat log in real time. For example, if a character with 2/2 attacks/swings lands four successful blows in a round, that character does not appear to be getting 16 skillup rolls at the end of the round.
Regarding the play impact, we already know one aspect of it--we know that dual-wield consumes some of the skillup chances that you get each round, and doesn't give you enough extra skillup rolls to compensate for that. People have observed that empirically as well as using the logging script.
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I really want other people to install this script and generate their own results. I am not 100% confident about what is going on with this cap. It just looks to me like there is one, but it would be nice if someone else can generate the same results.
Then your discovery of the cap is from direct observation, which in my book makes the discovery of the cap highly reliable. Thank you for doing that research.
I am also laughing because all we needed was another mechanic of the game that discourages dual weapons. As if they were not already a challenge to use effectively in this game
About running the script myself I tend to not use anything with the vanilla game at all, part of ensuring that any observations or tests I run are repeatable by any user. It is not a matter of shirking responsibility, or at least I believe it is not. That means I have no right to dispute any findings from using the script with the vanilla, but I have no disputes with what players have been reporting while using it, anyway. Instead I appreciate that you took the time to use the script and also took a step back after diligently making all of those observations using the script and realized that there must be some sort of cap in effect. We are richer for your observations. I also deeply appreciate that Peddroelm created it.
I have a list of W8 projects as long as my arm and I have recently made a commitment to doing some testing under certain conditions. I also like to play some other games and am experimenting with some new ones. I am trying to share some of those details we feel might be of value to players and hopefully players feel I am doing my share of helping new or returning players.
I deeply appreciate the many other players, such as yourself, who are also contributing.