Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
One more question, but I am pretty sure I know the answer, but i could have missed something.
Is there any way to create 'weapon sets'?
I typically like to play the D&D type ranger, good at melee and ranged, but without a way to 'quick swap' it makes this rather impractical.. particularly for dual wielding and/or sword and board.
Also, to just reinforce from my post above, weapon skills like Ranged really aren’t worth the investment other than a point or two late game. Most builds cap one skill and raise a second to 5, then take the last 6ish points and spread them into other skills for support spells like Adrenaline, the various self teleports and other things. So there’s not much reason to put into the weapon skills. Warfare’s 5% boost is actually more than the 5% boost of weapon skills so the extra whatever the weapon skill offers isn’t really worthwhile. The only one that is, is single handed for just one point to get that 100% accuracy. But there’s no good single handed setup all that worth it to begin with.
Ah. I thought as much. So my build is not as useful as I'd hoped. I tried to make a custom combination rogue/huntsman to sort of reflect the D&D Ranger of old(heard they've changed quite a bit in 5th Ed.)
Bummer. I have pretty much fubar'd this build, then. I'll have to see if i can salvage it at the mirror. Can you unlearn spells? I haven't tried.
I guess my assessment that the system is somewhat flawed wasn't far off. Not terrible mind you, it's a good system, just lacking to my personal tastes.
That makes me sad. I know with every new RPG (depending on the scope) I've played, it usually takes at least through the first chapter to make sense of the system, and the rest of the game to master it, but it definitely seems like i have screwed this build. To the mirror! Let's see if i can salvage it.
The key thing is that Warfare is a multiplicative benefit while Ranged is additive. So each point in Ranged adds a 5% boost to base weapon damage just like the attribute does. Warfare's 5% is applied after that is calculated. This means that all the additive effects are multiplied as well. This leads to the absolute highest increase in damage you can get. Its good enough that should you find a ring with +2 Warfare, you'll basically never replace it as nothing else will compare other than another +2 Warfare ring, which would take over your other ring slot.
Its like the situation a lot of players make the mistake in. You have two weapons. One is level 14 and the other is level 16. The level 14 is a legendary with 20% crit chance and +2 attribute. The level 16 is just epic with no crit chance and +3 attribute. All other stats are either irrelevant or match (except base damage because of level). Which is better? The level 16. While you might lose 20% crit chance, the base weapon damage you'll get will cause the stats you have to have a massive impact on your overall damage. Typically, you'd be doing more damage when you don't crit and more damage when you would roll a crit for both weapons. Its only in that 20% gap where the higher crit chance weapon might overtake the other in damage, but it'd be by only a small amount and only 20% of the time. Don't let a high crit chance stop you from replacing an old weapon. And don't underestimate the power of Warfare.
Warfare is king. (for physical damage)
What the fook does one use to heal Fane?!?
Seems that this is the only crpg i have played that uses the healing magic damages undead mechanic without a clear way to invert said healing magic. I tried decaying touch. I couldn't target him. I tried poison potion. That just poisoned him. What gives? Lol
Oh, ok, I'll try that again. Last time I tried it though it looked like it was doing damage.
Poison would probably work better for healing (though armor restoration > healing in 99% of scenarios) but if he's on or near fire, it's nice to have a backup way to heal, especially if you're on your first run. Since poison will catch the fire and likely be just a net loss of AP.
IF you don't want to invest anything in necro OR poison abilities, poison potions are only 1AP, won't ever spread fire, cheap to make or buy, and can usually heal to full HP from a single potion once you start combining them.
More insights! Thank you! I've been going nuts trying to figure this out. I expected to find that healing pots did dmg to him, but I been having a hella time trying to figure out the counter for it. I did recently notice that armor restoration was more helpful than I initially gave it credit for.
I generally only use heals when things get desperate, anyway. Usually when I stumble into a fight I'm not prepared for. LOL. Like those damned scarecrows a little north of Driftwood. Had to flee twice. Once when I initially encountered them, and once more afterwards when I walked by and agg'd them. That problem has since been taken care of. ;)
Wasn't a particularly easy fight though. Fane won the day with fire magic after the rest of the party had been feared, paralyzed or stunned.
Also, I reworked my points and dumped several points into warfare, then found the scoundrel skillbooks. I learned all the skills I could find, and the next battle I got into..I didn't even get the chance to use them. backlash, serrated blade, adrenaline, flurry. Battle over. Taking out many things in one turn. So. Effective. ;)