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  • in reply to: Defense Skill Tree Discussion #4943
    Avatar photoInvictus73
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    <
    Sky was referring to game version v0.4.0.22 in the original post while I was referring to v0.4.0.44. He mentioned this in second line of his first paragraph while I mentioned this in first sentence, because I was reminded by him to mention about game version.

    Ah, ok.

    Still, I disagree with most things he says here.

    >> Mana’s presentation of the Defense Perk tree is FAR more accurate and illuminating than the OP’s. Also, Mana is far cooler than Sky.
    I’m not sure if your first point is right but I think most people can agree to your second point.

    Nice try. Perhaps “odder,” but who knows about “cooler”? ;)

    Avatar photoInvictus73
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    Update on Adventurous Nobles with 65+ starting starting Resolve:

    Do they even exist? Since I have a buttload of cash, I decided to simply keep hiring out heroes and then dismissing them with my final 12th slot to see if I can snag such an Adventurous Noble. And I have yet to see anyone with 65+ starting Resolve, after hiring probably a dozen Adventurous Nobles. Three of them had either Fearless or Brave, but that still didn’t get them there. The highest I’ve seen is 62.

    By the way, there is way too much starting stat variation/gyration. I’ve seen Hedge Knights with high 60s start Melee Skill; I’ve seen others close to 50. A bit too much, you think?

    Such a disparity means that you could have characters with far inferior stats than the norm, EVEN IF they actually have the starting Trait that are perfect for their Backgrounds/roles.

    Avatar photoInvictus73
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    1) SAVESCUMING – Lost a battle / mercenary? A lvlup wasn’t as good as a roll as you wanted it to be? Well, you could simply save every time before something like this could happen and reload and try again. You can ALT + DEL and just reload the autosave currently. Hire a mercenary and if the traits are bad, just load etc. etc.

    No!!!!!!! :(

    in reply to: Helmets #4939
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    I’d really like to know more about this 320 armor “Great Helmet”!
    Anyhow, maybe its because most of my brothers are so much alike, but for me its not a problem that they look so much alike, I take a look at thier skills, current fatigue and act out for that information, that said I REALLY love the look of my warband:
    I'm so glad that I picked a banner with matching shields.
    General at the back, and the captain in front of him, I choose to go with open face version for them to give em abit of “I shout commands all day, can’t have my face covered” feeling to them. 😛

    I love the formation and the balanced make up of your team!

    Also, I keep my captains in “open” helmets precisely for the RP reasons you mention!

    in reply to: 143 Hours played so far #4938
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    I didn’t play BB like two weeks I think. Game is good at tactical level but is poor at global map. Limited quests, not working economy, no reputationand no personalization. |Just feel like one band show with lack of other actors.
    Still tactical battles are great.

    Agree with all your points, with the proviso that tactical fights are great except a few scenarios:
    *night battles (can’t see shit, and it’s so bad it may impair my eye health in the longrun)
    *forest battles (too much obstruction impeding movement)
    *ranged AI (they just run and run, and the mop up process of finding them takes far longer than the initial clash)
    *all three of the above combined (I try to avoid such situations by never initiating fights at night or in forests, but sometimes you get jumped by ranged bandits at night and in a forest, and that’s more painful than just about anything I’ve experienced in gaming).

    in reply to: 143 Hours played so far #4936
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    Still playing. I’m currently using cheat engine to mess around and try out builds so when I play a “real” game again, I’ll have a solid plan. Would love an update, I’m looking forward to Goblins 😀

    I am emphatically not, as ranged AI behavior, combined with the low sight radius, makes ranged opponents a nightmare.

    And cheat engine? Explain?

    Avatar photoInvictus73
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    Addendum:

    What about Melee Skill? My Swordmasters have over 100; and some of my Hedge Knights approach 100 as well. Should I dump stats elsewhere once I hit those type of numbers?

    in reply to: Amazing game: Some suggestions for improvement #4934
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    There were probably not many fights at night, at least none that I ever heard of. Probably on a smaller scale, raids and the like, but not large battle between armies. There were probably even less fights in the night, in a forest, which is quite often the case in Battle Brothers.

    There were quite a few small scale “ambush” type of engagements, if not major formation battles.

    Anyways, I simply avoid fighting at night and in forests, if I can help it. The current AI ranged behavior and the sight radius deficiency all make such situations more painful than having my colon removed (well, this hasn’t happened, but you get the idea, since a friend who’s had it done says it’s horrible).

    Avatar photoInvictus73
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    If you’re talking about orc leader, he doesn’t have chance to attack you because you would keep a cunning distance with him. When he approaches, you will probably slay him with 1 or 1.5 melee brothers. Not sure, I didn’t pay much attention to him. But it definitely won’t take more than 2 melee bro

    Hmmm, you sure only Orc leaders can hit that hard? I thought any generic orc with 2 handers can nail you for 200 or more.

    Perhaps I should watch their damage more, but I rarely get the occasion to do so, because 1) I eliminate 2 handers fast; and 2) I rarely get hit by melees in general.

    The following opinion might be biased because playing with woven tunic melee is a little uncommon, judging by other’s opinions.

    You say? If you had Battle Sisters (which apparently are implemented soon), I bet you’d trot them out in lingerie! ;)

    In all seriousness, I never feel safe without at least Lamellar Harness at minimum. And I think that’s light enough for your damage guys to do their thang without sacrificing much damage.

    I should have answered your question just now. But for clarification purpose, why not answer once more? You can get 85~105 final resolve if you have 65 initial resolve. The final number you’re aiming for, depends how greedy you are.

    Ok, a better question: Do you know what exactly your captain’s Resolve modifies? In addition to what is written on the captain Perk screen? Someone said your Fatigue recovery; it also seems to modify how much bonus you obtain at Confident status. What else? And what is the precise formula?

    Maybe it is not fair for an offense junkie say this, but I optimistically guess it is very hard for most enemies to kill a brother with 80 melee def, especially if he wear some decent armor.

    Ok, then I will go with 90, to be safe! ;)

    Avatar photoInvictus73
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    Ok, so maybe I should conservatively assume 100 Melee Defense, not 90 or 92, is safe, albeit tentatively? :)

    Avatar photoInvictus73
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    Did I miss something again?

    Ok, I thought you misinterpreted me, but you didn’t.

    Anyways, as for the original question: I fought Orcs in an Orc lair. Actually, it was a clusterf&2k of sorts, since there were two roving Orc bands that defended together with the lair garrison. So it was a lot of Orcs (like 29), and they all streamed forward. And my DPS guys simply had an absurd luck with hits and high damage hits. In fact, even my “tarpit” Riposte bot did a lot of damage.

    Don’t worry, I can tell your attitude is very friendly (a little too friendly though… it’s suspicious)

    I am not THAT friendly. I am also blunt and quick tempered. So I am too eager to tell off obvious idiots, and I can go off in an epic way when people piss me off with ad hominem type of stuff.

    Starting number affects final number a lot. Do you think you have good chance to get high final Resolve if you have low initial Resolve?
    Let’s say I have 65 initial resolve and you have 44 initial resolve.
    My min final resolve = 65 + 20 = 85
    Your max final resolve = 44 + 40 = 84

    You can’t win me despite fortune favors you, if I have high starting Resolve.

    I understand the level up mechanics (and I exploit it by save scumming). But you didn’t answer the question: What kind of Resolve numbers is my captain aiming for? :)

    I performed an experiment about “chance to get hit with different melee defense”. I gathered 6 Orc Youngs around a brother and jot down the statistics as they try to hit him. Of course I saved the game before I increase his melee defense or run the experiment.

    When my brother has 92 melee defense, orc youngs have about 5% (7 connected hit / 130 attempted hit) chance to hit me.
    When my brother has 80 melee defense, orc youngs have about 6% (12 connected hit / 180 attempted hit) chance to hit me.
    When my brother has 68 melee defense, orc youngs have about 11% (14 connected hit / 126 attempted hit) chance to hit me.

    Special Notes:
    This experiment is not being performed in the most accurate way. Enemy might inflict “Overwhelmed” status on us, just like how we did to them. The overwhelmed status affects chance to hit. To make sure data collected is extremely precise, I should ONLY let one orc young hit me at a time. But that’s too time consuming so I didn’t do it. I simply let 6 orc youngs to attack me at the same time, so the final result might include “overwhelmed” effect.

    Conclusion, the data collected actually represents chance to get hit WHEN BEING SURROUNDED, but doesn’t truly represent chance to get hit. But I expect every player is going to use this information for their tanker, which is meant to be surrounded.

    ======================================================================
    >> Since minimum chance to hit is five percent, and 92 Melee Defense got you there, you do not need to increase it higher?
    It’s true orc young has about 5% chance to hit you when you have 92 melee def….
    But I haven’t tried 91 melee def!!!! щ(ºДºщ)
    Who knows if 91 doesn’t yield the similar result?
    I’ve only tried 92, 80, 68   O|¯|_
    I know it’s kinda misleading….   O|¯|_
    You might think I’ve tried value between 68~92   O|¯|_
    But if someone have really tried all the value between 68~92, he must be insane insanely enthusiastic!!! щ(ºДºщ)
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    To answer your question, you don’t need higher melee def than 92 when being surrounded by Orc Youngs. But different enemies might have different chance to hit, maybe orc youngs are the ones with very low accuracy? Haha, funny isn’t it. I don’t how accurate is orc young among all enemies. But I think if enemy uses sword type weapon, their chance to hit will increases by 10%, just like us.
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    To answer your purpose behind your question, I don’t know if 92 is optimal/perfect defense stat against multiple Orc Youngs. But if we use simple mathematics which is super unreliable:

    When my brother has 80 melee defense, orc youngs have about 6%
    When my brother has 68 melee defense, orc youngs have about 11%

    (80-68)/(11-6) = 12 melee def gives 5% difference in chance to get hit

    So each melee def reduce chance to get hit by multiple orcs by 0.4%.
    82~83 melee def should give you 95% chance to dodge against multiple orc youngs.

    It seems our chance to hit enemy is determined by simple mathematics too.
    Our melee skill – enemy defense stat – enemy shield defense etc = chance to hit

    This is one reason to justify why we use simple and suspicious mathematics just now. I think my morale is wavering now O|¯|_
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    To further answer your purpose behind your question, this is what I’ve done for my Nimble character.

    In my case, I increase my melee defense to around 30. I’ve taken Nimble so it doubles to 60. I’ve also taken Hold Out, so my melee def will reach about 80 when I gain confident status.

    Now that I’ve think of it… maybe I should increases my melee def slightly higher. You know, enemy has spear that increase accuracy by 20% and sword for 10% extra accuracy. Hah! Just kidding. Sword and spear doesn’t do damage at all. Wait a minute…. Greatsword and billhook increases accuracy by 5% too. These weapons hurt when they hit. Okay, your optimal defense stat should be 82~88, assuming most enemy has more or less same accuracy as orc youngs.

    What do you mean I’m doing estimation based on estimation? I think my morale is breaking now. Everything sounds unreliable O|¯|_ By the way, I think I’ve answered your question as much as possible with the limited data I possessed. If anyone finds a certain type of enemy being extremely accurate and deadly than others, I would like to run the experiment again.
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    P.S.
    let me read some of your replies before I reply again. I’m too ashamed of the long text so I must not join everything together.

    Ok, so your tentative conclusion on Melee Defense is basically:

    You hit the five percent minimum hit chance v. Orc younglings at Melee Defense 92, but we don’t know what kind of Melee Skill the more skilled AI units possess to make an ironclad conclusion about what Melee Defense we need in general? ;)

    Avatar photoInvictus73
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    So you get the most out of Rally and Captain perks. You want to recover at least 40 stamina with a rally to recover all the stamina lost when using Perfect Focus.

    Yeah, but what’s the final Resolve number you are trying to reach? It seems to me that’s more important than the starting number, unless you won’t increase it any further at level ups. I am confused.

    Ok, a follow up:

    My two captains have 95 and 89 Resolve, respectively. Is that enough? If I started at 65, I may still not have reached 95 for instance, though I likely would’ve reached 89.

    So once again: What FINAL number am I aiming for?

    in reply to: Defense Skill Tree Discussion #4924
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    *wisdom itself*

    Mana’s presentation of the Defense Perk tree is FAR more accurate and illuminating than the OP’s. This should have been the lead post of the thread.

    in reply to: Defense Skill Tree Discussion #4923
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    IMO, I might consider taking Colossus if it added flat HP in addition to the % max, and/or increased the Healing rate — there are some heroes that really can use more hitpoints, but it’s tough to take one of your 3 level up boosts in hitpoints. Fatigue, Weapon Proficiency, and Melee Defense trump, it would seem to me.

    Or perhaps increase the percentage to something like fifty or even hundred.

    in reply to: Defense Skill Tree Discussion #4922
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    Nimble belongs on Tier 2. It’s good for niche builds with the Weapon Master, Adventurous Noble and Sellsword.

    Indeed; putting it on tier 1 is sheer madness.

Viewing 15 posts - 61 through 75 (of 99 total)