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报告翻译问题
For INT a system decreasing range when you increase it is a bit weird. INT should just influence something else like damages.
@Du-Vu: No, I don't disagree with you at all. The lengthy talk was all about while Obsidian's attempt to redesign TB mode is applaudable, the result is not. Perhaps you've got the feeling that I avoided responding directly to your finding about evasive attack. It was just because I've never played ranger yet.
Perhaps, either way is better than influence nothing.
In Character Sheet, we would see for example
INT 18: 40% Area of effect 40% Duration
In turn based mode, 20% duration boost at INT 14 adds one more turn, then for a long while the INT increase would NOT actually increase the duration in terms of round, until INT reaches 22 or 26. Nothing from INT 14 to INT 21!
So I was saying the above could be changed to:
INT 18: 60% Area of effect 20% Duration (+1 Round)
Now as the INT increases, we let only the Area of effect increase at twice the speed, while keeping duration unaltered.
After that it would get complicate, take 15 second spells for example, they are reduced to 2 rounds without INT boost, 3 rounds with 20% INT boost, 4 rounds with 60% INT boost. So here we go:
INT 21: 90% Area of effect 20% Duration
INT 22: 60% Area of effect 60% Duration (+2 rounds)
Complicate because for 10-second and 20-second spells, they get an additional round at 20% and then at 80%.
That leads back to my other posts about speed. For me I'd think it's easier to just give up any "second-based" calculation in "turn" based system, and use round as the basic unit for calculation. Or, make the conversion as 5 seconds equal one round, rather than 6 seconds to one round. Then it's also easier to understand when the INT boost would gain us one more round without checking the real time mode spreadsheet outside the game.
I agree with it too.
In POE 2, we've got the muscular strength (physical strength) or here the attribute Might actually also includes brain power (mental strength).
Dexterity is how well one can use his muscular strength so that he can complete the task with better performance, such as a deadlier attack, a nimbler escape...
In real time mode, the damage output for melee classes is Base * MIGHT * DEX. If we agree Intellect could be interpreted as how well one can make use of his brain power and deliver higher mental performance (based on MIGHT in POE 2), the damage output from spells should be BASE * MIGHT * INT, to be equal to DEX.
However, in RT mode, this has been done by DEX since it has already reduced the casting time etc and allows for more spells (also BASE * MIGHT * DEX). I guess that's why INT is not used to multiply the effect again.
But it's a different story in TB mode, since the action speed for both melee and spell attacks is neglected, and everyone can attack once per round. In this scenario, I think your idea to use INT as a means to increase the spell damage output is just right! We can do the same with DEX, (separately).
Indeed. in Pathfinder Kingmaker Initiative is only one factor. It's only about who's got the initiative. And no one else can launch the attack before the one that has got the initiative.
Here, it's a bit problematic because you can deal the damage before the combat starts. Or like you said, a lot of free actions in the first round.
As explained in the original post how important the initiative is in TB mode, who wins the initiative wins the game. The devs want to make use of all these attack speed, recovering time, casting time, armour penalty into account since they are no more important elsewhere in TB mode.
It's weird. Chants still tic by one 10th of a second. Spell duration increase by five 6th of a round. Behind the scenes, everything still work in real time. Oh the beckoner, what shall I do with the 6 summoned skeletons. It's so tedious to move their arms and their legs one by one.
*Sigh* Probably better I take a break and do something else, if I can't build my own characters nicely in turn based mode at all.
But that's not the case. Linger is 1 round in turn based mode, not rounded down to 0. A troubadour chanter is actually savage, because with their modal they can have 2 chants active every turn
I heard it's only troubadour has one round linger. The rest has zero. I might be wrong.
In my play through, I thought it was one round too but then there is a small pop up time chart showing chanting, linger and a gap between phrases.
No matter zero or one round, it can hardly get another round in TB mode, and INT become useless for the purpose of prolonged duration. This with the above mentioned time chart lead me to wonder perhaps the chating still uses real time mode.
Bear with me that I have no intention to test it for the time being. I didn't check closely either but sometimes some of my chars have the effect of one song, while other have the effect of two songs...
The troubadour modal makes the linger into 2 rounds. With it turned off, and with other Chanters, it's 1 round. I've tested it myself.
The time chart means absolutely nothing in turn based mode, just ignore it and watch the effects of the chants itself.
The claim here is that in turn based:
- All non-Troubadour chanters get 1 round of active chant effect and 1 round linger, so that you can juggle 2 active chants?
- Brisk Recitation does NOT turn off linger, so the above still applies to the Troubadour while they get double phrase acquisition speed?
- Troubadours without Brisk Recitation on can juggle 3 chants?
I was trying to test this for myself, using Brisk Recitation with Come Come Soft Winds and At The Sight of Their Comrades, but I wasn't noticing the damage proc hitting on Winds at the start of my Chanter's turn. However, I'm quite new to the turn-based gameplay (played PoE 1 prior to the turn based option) and so I'm very willing to believe I just missed it.