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What I mean is all good spells chalk out RNG completely. Spells that don't allow saves, Spells that You don't really care if enemy would save and duration spells that will work sooner or later regardless if 1st save was a success.
That or ramping your DC sky high which can be the case with necromancy sage sorc and illusion arcane sorc gnome.
I generally approach this game from the position of RNG minimization. The less you care about any particular roll the better. If you don't care what you roll at all means you are doing things right.
Pretty much the same logic applies to build evaluation. If you have to load - you lost the game. That means you are doing things wrong. The less you load - the better the build is. Logical conclusion is 70AC or total control builds are the only viable ones.
There's another rather popular game that rubs people the wrongn way. It's FOotball Manager. It's demonstrated over and over that a manager who keeps on creating superior chances (superior to score, er hit chance, if you will) whilst keeping the enemies low, have a far more consistent experience than ones who confuse having loads of shots would equal "managing", or playing "good football". Actually, some of the AI tactics happily let opponents have far more shots, mostly in tight spaces where it's less likely to score (deep block defending in football). The first patch of players also won't just change everything based on a single patch of bad luck (losing to three drirect free kicks, against all odds). The other will scream he's getting rigged every time he drops a point. Somebody brought up the term "RNG minimzation". It could be argued that managing, in-game or otherwise, is about lessening the impact of chance, recognizing bad/good luck and not overreacting to either. So games like that are a fascinating experiment on the human psyche. Unfortunately, a game like FM roll any hugely transparent numbers. And most of its playerbase is damn awful at assessing how big a chance roughly is (from subjective watching, as well as longer term playing experience). To be fair, they are tought how "easy" it was to score in football in general every week by sensationalist television commentary too (which the game even mimics).
Not sure about Pathfinder. But it would be rather odd (and unnecessary coding work) if Owlcat had rigged the RNG in favor of AI. The higher difficulty levels already tilt the odds in the AI's favor by bumping their stats -- one some levels, massively so. This massively, that some players of the pen&paper argue that the higher levels were akin to having a masochist GM. Why a) add another layer of AI advantage when the one in the game is already massive, whilst b) risking the trust of your playerbase in doing so? Doesn't make much sense. In either case, statistically too small sample sizes would be akin to somebody proposing marriage to the girl he's just met. Could go well, but... why rely on chance?
Are you saying the guy should propose marriage to tens of thousands girls he just met so he doesn't rely on chance ? 0o
I'm saying that he should rather propose a date first to see if he at all gets along. :-) Then a second, a third, a fourth... and after a while, moving together to see if that works out. Anything that may help him make a better decision and conclusion. It's a bit of an awkard analogy, I agree. Still anybody can appear like a good fit in any moment -- similar to how on occasion football clubs buy players based on their performance in recent World Cups (three/four matches in the summer VS their entire career) -- transfers that oft spectacularyl fail.
As the human brain is that bad with grasping probability (-> gamblers fallacy, monthy hall problem etc.), there are games that rig the RNG in favor of the human player, actually. As argued, the least any developer wants is for their playerbase to feel "rigged" or "cheated" or they'd just stop playing. Given that the game on higher difficulties already "cheats" in that it makes opposition stats sky-rocket, it'd be a pretty stupid thing to add another, hidden and player's trust breaking mechanic on top of it. But then who knows, and if there was something to it -- it could also be a bug. https://www.gamasutra.com/view/news/116071/Analysis_Game_AI__Our_Cheatin_Hearts.php
This one is more or less evenly distributed. From the context of that thread it seemed like they just grabbed the rng code or whatever the term would be and ran it 370 times. It's possibly there's either and error in game or another factor that would lead to the two different results. What difficulty was this OP? I'm wondering if they add a skew to the rng on harder modes or something. Also, do you have any mods running?
It's also possible one of the two results are simply wrong. In which case I'd be inclined to believe the no significant skew version.
Outside of the RNG distribution questions, has anyone confirmed the double save behavior? That seems more easily provable.
I know that there are some build around of maxed out gnome illusionist sorcerers that revolvev around weird ( and as a lvl 9 spell it comes pretty late) The sage necro build you are referring to is something similar or have some different tricks? Wail of the banshee do the job of weird or there is some spell that work good enough even some level before?
Necro build revolves around items a lot. You basically need 16 base con to cover most negatives of cloak of sold souls and profane int staff from varnhold to boost DC's. Add +2 from sage and you have DC in the 40s(42 at level 20 for lvl9 spells, to be exact). As a bonus, Horrid wilting attacks Fort.
I guess you can go 7/14/16/19/7/16 Emberkin Aasimar and take a monk dip for AC if you know how to get to 20 fast(er) and take crane wing(as that actually still works with 2h weapons) if you want some decent AC, but I wouldn't recommend it for most people.
https://imgur.com/idTDAji
I dunno, I got pretty close and that is on unfair.
Back on topic tho, I would need to see way more data to convince me that there is a problem with rng. Companies don't even write their own rng function these days, they all use libraries. If there is a problem with those they should be fixed and updated pretty quick since they are used millions of times every day.
I was talking about the early - mid game, i know you can get illusion spells to ridiculously high DCs by end game.
But to get to that point, you need those web / grease / cloud / whatever control spell you use, to work at least semi reliably in the earlier levels.