Flickering's Replies

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 33 total)
  • Author
    Posts
  • in reply to: New Blacksmithing And Equipement system #22477
    Avatar photoFlickering
    Participant

    Hey Paul, do you ever started to create the vanity slot? I have been really eagerd to see these lovely surcoat and scarf to come for a long time, but havent seen these thing out.

    I found many people love this idea adding banner on shield, maybe you guys could introduce it as a DLC?
    It’s reallu really a fantastic thing, trust me!

    Avatar photoFlickering
    Participant

    Em…I guess it is intended.
    In version before, maybe before v1.005, things are like what you have speculated, any single attack in a aoe is roll seperately and will add a stack or consume all stack of fast adaption/head hunter . But after then only head hunter keeps the same, but fast adaption will not stack more than one stack in a aoe attack.
    As it is changed intentionally, I guess iths working as intendes.

    Avatar photoFlickering
    Participant

    How ranged attack calculated?
    If blocked
    1st roll 100 for hitting the target chosen or the barrier, 50% to 50% for bullseye, 25% to 75% for none bullseye.

    2nd if successfully roll before 50 or 25, then will roll a number of chance to hit, only calculated by attack defence and modifier.

    3rd If 2nd successfully land then over, if not there is a chance, I guess it’s 16% for each adjacent tile, to hit nearby tiles. If there is anybody in that tile then do roll of chance to hit but generally add a -10% modifier.

    So, if you hit the barrier, whether it’s in the 1st or the 3rd step, there wont be any log file.

    in reply to: Reduce the Action Point cost of Recover to 7 #22167
    Avatar photoFlickering
    Participant

    Then you can use an AOE and get berserker to recover?

    Donot you really think that will wipe out one-hand weapon?

    in reply to: Can't always minimize Action Point cost of movement #22131
    Avatar photoFlickering
    Participant

    Yes, I have also noticed that. When moving to a opposite angle, you can have only one way(while the fact is you have 2, but BB can’t choose the direction to the opposite angle). This is not bothering when both directions have no restriction. But when you have the default route under enemy’s control, and the other route occupied by an ally you cant go to the opposite angle without passing enemy’s zone.

    The same with your problem when crossing an ally.

    in reply to: AI Damage/stat differences #22090
    Avatar photoFlickering
    Participant

    Well, I guess you should attach an image of battle log to prove your concept.

    Actually the feeling orc have high damage only owe to their primitive stone age weapon.

    in reply to: AI Damage/stat differences #22081
    Avatar photoFlickering
    Participant

    Noope, in BB, only thing that determin damage are gear and buff.

    Buff include :
    1.Killing frenzy .

    2.Rage for orc berserker can stack 5 times to 200% damage bonus.

    3.Poseesed for undead, about 25% damage bonus.

    I guess AI has no more damage modifier.

    Player can have,,

    killing frenzy

    excutioner

    drunkard trait

    brute trait

    Avatar photoFlickering
    Participant

    Well, sorry that I havenot noticed you need dx.diag and log.html now(although I dont know what is ).

    You used to have no need of those things, I didnot tend to get them this time on this issue, I am sorry.

    So maybe next time.

    Avatar photoFlickering
    Participant

    @namespace
    I gotta found it thank you anyway.
    http://steamcommunity.com/app/365360/discussions/0/359543951722600878/#c350540974005568517

    And I also have the same question if chance play a part in this issue cause tooltip for colosus writes lower the chance right?

    By the way I dont get where the minimun of 15 comes from, could you provide a link?

    Avatar photoFlickering
    Participant

    @namespace If it won’t do any bother, could you please support a link?
    Cause what you say have contrast against what wiki write(I don’t believe wiki in that part thought )

    in reply to: Get two battlestandards after mysergeant dead #22001
    Avatar photoFlickering
    Participant

    Well another Issue occured,
    I already know it’s 25% initiative penalty of max initiative after armed for wait this turn to determine next turn’turn order, and I have tested it myself and proved it about 20days ago.(means 20 days ago it still works)

    But today I tested it and found it seem there is no penalty for waiting this turn. Example: my brother with 100 initiative wait, others not. Then next turn he still act between brother with 99 and 101 initiative.

    Has it removed or another bug?

    Great appreciated if answered. Thx.

    in reply to: Get two battlestandards after mysergeant dead #22000
    Avatar photoFlickering
    Participant

    Got something wrong with upload savefiles…..So I sent an e-mail directly to you.

    in reply to: How fearsome be relatively weak? #21963
    Avatar photoFlickering
    Participant

    @Nite
    I totally understand what your math stand for, glad to see that you have made your great effort. But I have to say There is little flaw when you calculate the min value of armor you still use the same formula while it ought not to.
    But this is not the point right?

    Like you have found out, fearsome only barely relatively useful for support guys like shield man or billman, it doesnot match it position in perk system as a terminal perk. That the point, it should get accessed earlier.

    And another point, fearsone not meant for low anti-armor weapon, maybe it should be ignor armor correctly. With duelist build even sword can cause 15+ hp againt opponent with 200+ armor let alone named sword.

    So actually, conclusion maybe, only support guy need it, and support guy is always lack of perk I guess.

    in reply to: How fearsome be relatively weak? #21954
    Avatar photoFlickering
    Participant

    for battle hammer it means you can start demoralize enemy at 205-280 armor (based on min-max damage), while w/o fearsome it will happen at 65-140. So differrense is ~2 hits more for same effect. For 300 armored enemies you will need 3-4 hits to the body instead of 5-6. Sorry, i didnt calculate it for some other weapons.

    Well, Im sorry I don’t know why you have to take hammer for example.
    Actually hammer has at least 10hp damage guarenteed. That means with fearsome demorale is guarenteed no matter how much armor opponent has. But hammer is just a especial exception, fearsome with hammer work well doesnot mean fearsome not weak.

    in reply to: How fearsome be relatively weak? #21941
    Avatar photoFlickering
    Participant

    @rusbear
    Actually the main topic I think is fearsome perk, due to the current system it has little sense of presence.

    As for bounty hunter, they’re strong, not because of their ability, but their amount, they always come with 20+ of them in the 20+ 30+days, non-winable.
    Actually 6 vampires are much easier than 24 bounty hunter, you can win 6 vampire at a certain price, they are weak in amount you can win with net, surrounding, mace to stun, shield or pike to repel. No matter how strong it is, it can’t hurt you anymore. Actually if 6 of them come in 30+ day, Im sure I can win them with none hit with good tactic.
    But, bounty hunter, 20+ of them, it’s only a joke, never could win.

Viewing 15 posts - 1 through 15 (of 33 total)