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Posted

You were a Warden (For a little while. Once or twice. Sort of.), you should know that Critical Hits are often much better than Shields. :distressed:

But Shields shouldnt be often worse than even Aim. Thats just sort of wrong.

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Posted (edited)

But Shields shouldnt be often worse than even Aim. Thats just sort of wrong.

It is entirely situational, that's all. One could potentially create a battle in which all shields are rendered useless if they wanted to, it wouldn't mean that the classes are underpowered, it means that the classes aren't strong against a certain enemy. Everyone should be good at something, no one should be good at everything. :classic: Edited by Waterbrick Down
Posted

In my most recent battle, assassins were at risk of failing the quest if they rolled a shield, and the quest was also potentially failed if a raider even took part in the battle. I didn't design it with that in mind, actually, but it's the way that it worked out. Aims were much more useful in that case.

Posted

In my most recent battle, assassins were at risk of failing the quest if they rolled a shield, and the quest was also potentially failed if a raider even took part in the battle. I didn't design it with that in mind, actually, but it's the way that it worked out. Aims were much more useful in that case.

Your favorite round rolled ever, huh? :tongue: I'm sure it will be explained later, but I'm curious for the reason behind the no-raider rule.

Posted

Just double checking but duel strike does not count as targeting two enemies correct?

No, since only the first enemy listed can attack you back. The second one is just collateral damage. :tongue:

Anyway, there's a new positive effect in play (simply because I wanted to have seven automata in Quest#75 and we only had six individual positive effects).

Transcended
– The target regains 1 ether at the end of each round for the duration of one battle.

Feel free to use it, QMs! There's bound to be a "drink" dedicated to the effect as well.

Posted

Anyway, there's a new positive effect in play (simply because I wanted to have seven automata in Quest#75 and we only had six individual positive effects).

I like it. We have Ether-restoring versions of Potions and Health Cores, so it makes sense that we should have an Ether-restoring version of Soma/Blessed.

There's bound to be a "drink" dedicated to the effect as well.

Yliaster? Wait, that's not necessarily a liquid even if its definition makes sense for Ether-restoring consumables. Holy Water?
Posted

Yliaster? Wait, that's not necessarily a liquid even if its definition makes sense for Ether-restoring consumables. Holy Water?

It'd be unfair to our undead and vampire heroes. :wink: Also holiness doesn't have a whole lot to do with ether. How about panacea?

Posted

It'd be unfair to our undead and vampire heroes. :wink: Also holiness doesn't have a whole lot to do with ether. How about panacea?

That sounds apropriate... And for anyone who watched Baccano, the Grand Panacea could appear as a mcguffin eventually! :grin:

I love this effect. It looks like Flipz and I are going to get addicted. I'm suddenly upset that Clerics have no gold gaining opportunities. Make this one cheap please!!!! :grin:

~Insectoid Aristocrat

Posted

I think I used Panacea in Quest 31. Let me check...

Found it. It was party-heal in Quest 31. (And it was supposed to appear in Quest 4, but the heroes never went to the potions shop in Brobric.

Panacea - Restores 10 Health to all members of the party during a battle. Costs 25 Gold.

Posted

I say we call it Soda Water. That sounds like a good name to me. *burp*

Or Seltzer. That could work too :grin:

Seriously though... Mineral Waters?

Spirits? (:grin:)

Posted

It'd be unfair to our undead and vampire heroes. :wink: Also holiness doesn't have a whole lot to do with ether. How about panacea?

And Meads and Mulled Wines are unfair to non-alcoholic heroes. :tongue:

Tincture?

Yes. :thumbup:

Or blue potion.

Posted

You know what? I say we pull a Lucas and retcon the old Panacea to say it was an Arc Potion (since that's basically what it was), and call the new thing Panacea.

Because now that I'm calling my immunity potions "tinctures", it totally rings SUPER well. :grin:

Posted

You know what? I say we pull a Lucas and retcon the old Panacea to say it was an Arc Potion (since that's basically what it was), and call the new thing Panacea.

Bah, retcons!

It's fine with me.

Posted
Thats not necessarily true. For example, if attacking a dark enemy with a light AND darkness elemental weapon, it evens out to normal damage (see Quest #74 for fast reference). So technically I still think that I can cause damage.

This may be a bit mathematical, but you can calculate the elemental multiplier by doing two steps.

1. Sum the effectiveness or ineffectiveness of each element against the opponent to arrive at your "elemental effectiveness". This is a 0 for no effect, a -1 for ineffective, and a 1 for effective. Benji's crossbow vs a Rocky Flying monster would result in Rock(0 + 0 - 1 - 1 - 1) + Flying(0 + 0 + 0 + 1 - 1) = -3.

2. Find the result of 2 to the power of your elemental effectiveness and round down to the nearest integer. So a -3 elemental effctiveness would be ROUNDDOWN(2^(-3)) = 0.

Another example would be Benji's darkness crossbow versus a polar bear (ice/beast)

Ice(0 - 1 + 1 + 0 + 1) + Beast(0 + 1 + 1 + 0 + 0) = 3

ROUNDDOWN(2^3) = 8x multiplier

Posted

This may be a bit mathematical, but you can calculate the elemental multiplier by doing two steps.

1. Sum the effectiveness or ineffectiveness of each element against the opponent to arrive at your "elemental effectiveness". This is a 0 for no effect, a -1 for ineffective, and a 1 for effective. Benji's crossbow vs a Rocky Flying monster would result in Rock(0 + 0 - 1 - 1 - 1) + Flying(0 + 0 + 0 + 1 - 1) = -3.

2. Find the result of 2 to the power of your elemental effectiveness and round down to the nearest integer. So a -3 elemental effctiveness would be ROUNDDOWN(2^(-3)) = 0.

Another example would be Benji's darkness crossbow versus a polar bear (ice/beast)

Ice(0 - 1 + 1 + 0 + 1) + Beast(0 + 1 + 1 + 0 + 0) = 3

ROUNDDOWN(2^3) = 8x multiplier

I hate to burst your bubble, but you've ridiculously overcomplicated things there. :wink:

It honestly is as simple as this: 2x damage for light elemental cancelled out by 2/ damage for dark elemental. If one finds oneself involving rounding, then one has gone wrong somewhere.

Posted (edited)

I enjoy math, but yes, when you are involving exponents and rounding in a Heroica equation, it becomes too much - even if it relatively simple mental math. :tongue:

Edited by Endgame
Posted

Some of you may not like this, but as I started to edit the job class rules to fit in the new gold-gaining rule, I decided it was due time to a bigger overhaul to restore balance and purpose to many of the classes. I've mainly focuses on the ether-based classes to make their Shield-skills deplete ether as well. Some barbarian-based advanced classes have gained a buff in power, too.

Here's a rundown of what's going to change for each class, so pay attention and shout loudly if you object (none of these changes bar the gold-rule are in effect yet):

BASIC

Barbarian: no changes.

Cleric: "Miracle" will cost 1 ether. If ether is 0, nothing happens.

Knight: no changes.

Mage: "Magic Burst" will cost 1 ether. If ether is 0, nothing happens.

Ranger: no changes.

Rogue: "Mug" is redescribed. Mug – The rogue robs the target by striking with strength equal to triple of their weapon power added to their level. (e.g. WP 3 x 3 + Level 2 = 11 damage) If the target carries gold, the rogue steals gold equal to the target’s level. (A big nerf from the original version, but I had to think about consistency).

ADVANCED:

Assassin: "Gold Reaper" renamed "Grim Reaper". Grim Reaper – The assassin acts as a hired angel of death, assaulting all enemies in a row. There is a 1/6 chance per opponent that the assassin will instantly kill it, unless it is immune to sudden death. If the targets carry gold, the assassin steals gold equal to each target’s level.

Battle Mage: "Spellblade" changed to "Ring of Might & Magic". Ring of Might & Magic – The battle mage attacks all enemies with a combination of their weapon and a magic spell, first delivering physical attacks with strength equal to their weapon power added to their level, and then spells of the chosen element with the same strength, with the total cost of 1 ether. (e.g. WP 10 + Level 15 = 25 damage + 25 elemental damage to all enemies). If no element was chosen, it is selected randomly from those available. If all ether is depleted, only the physical attacks are delivered.

Black Knight: "Arrogant Prick" nerfed to cause damage equal to 4xWP+Level (otherwise unchanged).

Berserker: "War Cry" buffed to cause damage equal to 4xWP+Level if the whole party is already encouraged.

Druid: "Roots of Life" will cost 1 ether. If ether is 0, nothing happens.

Evoker: "Summon" and "Summon Burst" will both cost 1 ether. If ether is 0, nothing happens.

Hunter: no changes.

Mystic Knight: "Spellspin" renamed "Spellblade Dance" and made to cost 1 ether. If ether is 0, nothing happens.

Paladin: no changes.

Raider: "Ravage" is buffed to become more powerful to counter the gold-change, and "STEAL" is redescribed. Ravage – The raider mugs all enemies in a flurry of attacks, causing damage equal to two times their weapon power added to their level. (e.g. WP 10 x 2 + Level 15 = 35 damage to all enemies) If the targets carry gold, the raider steals gold equal to each target’s level./STEAL: If the target carries gold, the raider steals gold equal to the target’s level.

Sage: "Magical Vortex" will cost 2 ether. If all ether is depleted, the sage regains full ether instead of acting.

Shaman: no changes ("Blood Ritual" still does not deplete ether).

Sorcerer: "Magnetic Mojo" changed to "Psychedelic Flourish" and "CONFUSE" changed to "SLEIGHT OF HAND". Psychedelic Flourish – The sorcerer spends 1 ether and flings stupefying spells at all enemies using the most effective element against each, with strength equal to their weapon power added to their level, and leaves them stunned. (e.g. WP 10 + Level 15 = 35 elemental damage + stunned to all enemies)Then, if the targets carry gold, the sorcerer steals gold equal to each target’s level. If none of the available elements are effective against the target, or if all ether is depleted, nothing happens./SLEIGHT OF HAND: The sorcerer spends 1 ether to give the target the confused-effect for the next three rounds, during which it has a 50/50 chance of targeting another enemy instead of the heroes, and if the targets carries gold, the sorcerer steals gold equal to each target’s level. If all ether is depleted, nothing happens instead.

Warden: no changes.

Witch: "Mass Illusion" will cost 1 ether, but the hexed-effect is guaranteed on all enemies. If ether is 0, nothing happens.

EXPERT:

Alchemist: no changes.

Beast Warrior: "STEAL" redescribed like in Raider's case.

Cannoneer: no changes.

Chi Monk: "Chakra" will cost 1 ether and include the newer positive effects as well. Chakra – The chi monk spends 1 ether and focuses inner energy to recover full health and remove all negative effects from themselves. The chi monk is then bestowed by the blessed-effect, recovering 3 health at the end of each round. On subsequent rolls of Chakra, the chi monk receives one additional positive effect in the following order: transcended, hastened, lucky, encouraged, enforced, inspired. If all ether is depleted, the chi monk will regain full ether instead of acting.

Dragoon: no changes.

Minstrel: no changes.

Necromancer: no changes.

MASTER:

No changes to any class.

Please discuss.

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