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Posted (edited)

I notice there are a lot more decisions with the advanced classes when dealing with rolls (Mortal Hits, etc.) When would you choose details like this? Before or after the roll?

Oh, and about the Black Knight's shield....what if the enemy is immune to darkness? Would it have no effect?

Edited by CallMePieOrDie
Posted

I bet Althior wishes he could be with Alexis doing what Jess and Haldor are doing now. :tongue:

SSSSHHHH! It's supposed to be a secret! :laugh:

Posted

There is something I have been wondering about the Rangers for some time. Aside from what QM's decide, what are the limits of Animal Talk? Could you use it say to speak in the language of another nation, provided that country is not made up of plants? Like if a group went to Xu and the aoi had a different language, could a Ranger decipher it and listen in to private conversations? Or does Animal Talk only work on races with simple languages and not tongues with complicated grammar rules? Am I over thinking this?

Posted

I notice there are a lot more decisions with the advanced classes when dealing with rolls (Mortal Hits, etc.) When would you choose details like this? Before or after the roll?

Oh, and about the Black Knight's shield....what if the enemy is immune to darkness? Would it have no effect?

It depends. If the choice affects the damage output, it should be made before the roll (as is the case of Mortal Hits). In certain cases, like in Mystic Knight's "Enhancement", the choice of whether to upgrade a weapon or a shield can be made after the roll instead, since it doesn't affect the damage done in that round (unless it's rolled in the first turn by a hastened player, but I'll leave special cases like that up for the QM's jurisdiction).

Am I over thinking this?

Yes. :tongue: It's up to each QM whether the Animal Talk will work or not. That's why the players should never speak for the NPCs behalf unless given permission by the QM.

Posted

Alright, thanks.

LAST question about advanced classes (promise :blush: ): how do the stats work? I'm very confused on all of that. Say I want to become a Sorceror, from a Rogue. Do I gain 2 Ether per level, if a former Mage only gains 1 Ether per level? And the health upgrades only happen once after upgrading, but you continue gaining one per level, right? I'm really lost there... :wacko:

Posted

It depends. If the choice affects the damage output, it should be made before the roll (as is the case of Mortal Hits). In certain cases, like in Mystic Knight's "Enhancement", the choice of whether to upgrade a weapon or a shield can be made after the roll instead, since it doesn't affect the damage done in that round (unless it's rolled in the first turn by a hastened player, but I'll leave special cases like that up for the QM's jurisdiction).

Yes. :tongue: It's up to each QM whether the Animal Talk will work or not. That's why the players should never speak for the NPCs behalf unless given permission by the QM.

Okay. If I understand you right, there is nothing in the rules that says Rangers can't use Animal Talk to communicate with foreigners, it just depends on whether or not the QM allows it.

On another note, where are all these pairings coming from? Is there an overzealous cleric of Amadea and Melodion running around in Heroica Hall?

Posted

So, is there any intention for special ranks on Levels like 30 or 45?

I believe Sandy has mentioned that he has planned expert classes. There was a post somewhere where someone asked if necromancer was an advanced class and Sandy replied saying he was planning to save that for expert classes.

Posted

For the more complicated rolls, I was just planning on adjusting my turn posts as follows, using Spellblade as an example, on a turn in which I want to use physical attacks rather than magic:

Thormanil will attack Enemy#1 from the front row.

1: - / 2: Extra Crit / 3: Hit / 4: Counter / 5: - / 6: -

Posted

LAST question about advanced classes (promise :blush: ): how do the stats work? I'm very confused on all of that. Say I want to become a Sorceror, from a Rogue. Do I gain 2 Ether per level, if a former Mage only gains 1 Ether per level? And the health upgrades only happen once after upgrading, but you continue gaining one per level, right? I'm really lost there... :wacko:

No and yes.

As a Rogue advancing into a Sorcerer, you will gain 1 ether per level PLUS an extra ether for the class (a total of 16 ether if you're at Level 15 when upgrading), while a Mage advancing into a Sorcerer would already have 19 ether at Level 15, and then would gain an extra one (a total of 20 ether, giving the mage an edge).

Health and ether continue to upgrade like usual upon level up. The values mentioned in the advanced class rules are additional bonuses to those values.

When you switch advanced classes, you need to change the bonus health and ether accordingly. For example, if you switch from Level 15 Sorcerer into a Level 15 Raider, you will gain 3 health (since Sorcerer's bonus is +4 but the Raider's bonus is +7) but lose all your ether.

Hope this clears it up for you. :classic:

I believe Sandy has mentioned that he has planned expert classes. There was a post somewhere where someone asked if necromancer was an advanced class and Sandy replied saying he was planning to save that for expert classes.

Yes, that's correct. Although since I spent so much time finalizing the advanced classes, I'm currently too out of steam to start planning the expert classes. :tongue:

Posted

Hope this clears it up for you. :classic:

Alright, cool. Sucks that mages get more starting ether and the gem, but cool. :grin: I'm leaning towards Black Knight now, though. The Sapper will be destructive when coupled with Mortal Hits. :devil:

Posted

Although, does the Sapper's absorption increase with WP? Or is it a flat +2? If it increased, that would be all the more health Atramor could give, but if it didn't... well, an extra 2 damage per shot is good too, I guess. Could be the tipping point in a tough battle.

Posted (edited)

Although, does the Sapper's absorption increase with WP? Or is it a flat +2? If it increased, that would be all the more health Atramor could give, but if it didn't... well, an extra 2 damage per shot is good too, I guess. Could be the tipping point in a tough battle.

I don't think it increases as I upgrade it, and I think I only gain 2 health on a successful hit, not adding an extra 2 damage.

Edited by CallMePieOrDie
Posted

Although, does the Sapper's absorption increase with WP? Or is it a flat +2? If it increased, that would be all the more health Atramor could give, but if it didn't... well, an extra 2 damage per shot is good too, I guess. Could be the tipping point in a tough battle.

No, upgrading a weapon at a blacksmith does not affect any special effects the weapon might have, aside from the ones that give double power against certain type of enemies.

Posted

Yes, that's correct. Although since I spent so much time finalizing the advanced classes, I'm currently too out of steam to start planning the expert classes. :tongue:

Well, it's going to take me another 10 battles to hit level 20, then progression turns to a third or a quater? Regardless it will take a whole lot more to reach the next tenth level not to mention class progression hitting at different level marks. Should give you plenty of time to think of a new selection of classes.

My questions are long runners: Does sticking to an advanced class have a payoff beyond equipment you can invest in?

If I were to flip flop I would have quite a few weapons that would require good gold to keep at a decent power for my level, so as it stands I am only undecided between Battle Mage and Berserker, but Berserker is much better for my character.

Anyway, what I really want to know is: Would future classes depend on which advanced class you stick too, or is it too confining?

Posted

I don't think it increases as I upgrade it, and I think I only gain 2 health on a successful hit, not adding an extra 2 damage.

But if you sacrificed 2 health for Mortal hits you would gain it back upon the next strike, so all your hits should be able to increase by 2 damage. :wink:

Posted

But if you sacrificed 2 health for Mortal hits you would gain it back upon the next strike, so all your hits should be able to increase by 2 damage. :wink:

Exactly. :devil:

Posted

Anyway, what I really want to know is: Would future classes depend on which advanced class you stick too, or is it too confining?

I think you should focus on playing whatever class you want, and not worry about screwing your future game up. The expert classes are going to be something totally different, as they will most likely be the ultimate classes that people will stick with until the end of this game (whenever that may be).

Remember that the whole point of this game is to ENTERTAIN and PASS TIME, so please don't take it too seriously. Just have fun with it! :grin:

Posted

For the venom issue, I'm thinking about introducing an item (an accessory, perhaps) that would boost the damage caused by poisoning (very effective on witches). And of course QMs are always welcome to introduce more lethal venoms. :wink:

Ah, yes, I do think that would be a good idea. I hope Doc's new quest will bring those enhancements he spoke of...

The weaknesses in my opinion are that the Berserkers can only attack one target at a time, and the Assassins lack heavy damage-dealing potential. But if the people demands it, I can make the two jobs weaker still. For example, I can degrade the Berserker's "Extra Critical Furious Hit" into just "Critical Furious Hit", and replace the Assassin's "Lethal Aim" with something else. How would those changes sound like?

Well, I didn't realize that the Assassins didn't really have that much power, so personally I think the Assassin is fie (though non-Rogues might disagree :tongue: ). As for the Berserker, I guess we should see it tested before any changes are made, like others have said. I guess I got a little ahead of myself when suggesting changes already. :laugh:

Posted (edited)

I don't think any changes should be made unless any glaring issues pop up during play. I think the chance to OHKO is powerful. I think a 1/6 chance is a pretty fair balance for it.

As for the Berserker, I actually never thought it was too strong--quite the opposite. While having a shield is a pretty big benefit, I was concerned that the sticky targetting might be a bit too much of a limitation. If anything, I would suggest strengthening some aspect of the Berserker. What happens when we get a group of smart enemies, and you start wailing on one, but then all of a sudden, it switches to the back row? You're stuck targeting it, despite having your damage halved. I think having the shield's SP added into the damage equation somehow for Extra Furious Critical Hit at least might be interesting :P

Edit:

As always, Theorycrafting < Playtesting, so let's just have some fun with any that might be OP, and iron it out after the fact, heh.

Edited by swils
Posted

I think the Berserker is fine. All of the Advanced Classes seem fine to me, except maybe Mystic Knight. I think the weapon upgrade should be a 1 in something chance after you roll a Miss.

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