New HLA tables
#341
Posted 25 September 2004 - 11:33 PM
#342
Posted 26 September 2004 - 01:05 AM
#343
Posted 26 September 2004 - 01:31 AM
I think this topic is worth a proper detailed answer. Here are the current effects of IT:TG, if that slow effect of Inner Time it's so hard to implement, why don't you replace it with another bonus ? Just for instance : during Inner Time, being much faster than the opponents, the monk will have a higher chance to hit the vital points of his enemy, so he will score critical hits on rolls of 19 too. Opinions ?
-Projectiles (normal, including magical ones) are automatically snatched and thrown back;
-Movement rate increased by 8 (VERY fast!)? unaffected by Free Action
-Attack rate is doubled;
-THAC0 and Melee damage receive a 3 points bonus;
-Attack Speed decreased by 2;
--5 points to AC (this should be lowered to -3!!!);
-protection from Backstabs;
-becomes winded after 3 rounds for 2 rounds, after the ability expires. Cannot use any innates while in this state.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#344 -Guest-
Posted 26 September 2004 - 12:54 PM
While Weird Ed might fire a crossbow bolt with a damage bonus from his heavy crossbow, the same bolt would deal less damage if fired from a light crossbow. The bolt hasn't changed. However, if reflected the projectile keeps the bonus, which doesn't entirely make sense. If the monk grabs and throws the bolt it should not deal damage dependent on the crossbow since the monk can only throw it at a certain speed independent of the crossbow initially used to fire it. Since there's no way to fix this problem outright, I suggest allowing the monk to deflect it (protection/immunity) rather than throw it back (reflection).
While the Shield of Reflection (or whatever it's called) may have the same problem, the shield uses magic. Magic can do that. I have a hard time believing that monks can do the same thing. They don't exactly use magic.
Whether my argument makes sense or not, I don't know. I'd still rather see projectiles deflected rather than reflected.
#345
Posted 26 September 2004 - 11:39 PM
True, it brings up aesthetical and minor logical problems, but so are most of the spells - I mean really, how realistic is this game after all? We could list spells and abilities that fail to work believeable without end.
Don't get me wrong, such flaws bother me as well, but if we would like to make a game free from all these glitches, we would definitely need a TC.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#346
Posted 02 October 2004 - 03:19 AM
Very tricky to implement, but,... oooff, it's done
(well, needs still visual, description, icon AND testing )
Basically it improves the Blade's Spins, without altering the rate of acquisition of the spins themselves.
The blade will be able to move slowly while in defensive spin, and will score critical hits on a roll of 19+ while in offensive spin (assuming that the effect works correctly..)
Ever forward, my darling wind...
#347
Posted 05 October 2004 - 02:31 AM
It does.The blade will be able to move slowly while in defensive spin, and will score critical hits on a roll of 19+ while in offensive spin (assuming that the effect works correctly..)
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#348 -Guest-
Posted 05 October 2004 - 09:01 AM
#349 -Guest-
Posted 05 October 2004 - 09:02 AM
#350
Posted 05 October 2004 - 09:32 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#351
Posted 11 October 2004 - 07:22 AM
Hmm, according to our latest tests with this opcode, it works a bit different than expected. It doesn't SET the Critical Chance to a specified value, but instead it lowers the ACTUAL rate by the specified number.With the HLA improved critical there will be a problem because a fighter who choose the one handed fight type ( 1 point give the bonus) has already this benefits ( critical with 19 and 20 ) With the HLA improved critical there will be a problem because a fighter who choose the one handed fight type ( 1 point give the bonus) has already this benefits ( critical with 19 and 20 )
Examples (if the ability is set to "1"):
- if the character has a starting Critical Chance of 20, the new value is 19-20;
- if the character has either the Single,- or Two-handed weapon styles (and has 19-20 as a starter), the new score will be 18-20.
Still, re-applying this "1" ability twice or more won't result in cumulative effects!
According to these results it is fairly possible that we will add Improved Critical (since it won't cause any problems when used together with one of the weapon-styles).
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#352
Posted 11 October 2004 - 11:42 AM
"our", hmpfour latest tests
( )
Ever forward, my darling wind...
#353
Posted 12 October 2004 - 06:17 AM
Sure, I just wanted to avoid being arrogant by saying "my tests"..."our", hmpf
( :nana: )
Edited by T.G.Maestro, 12 October 2004 - 06:18 AM.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#354
Posted 12 October 2004 - 11:23 AM
You should know that *I* can be trusted :nana: B)
One has to accept good ol' TGM, always at work when it's not needed :nana:
Ever forward, my darling wind...
#355
Posted 12 October 2004 - 10:16 PM
Hmph. If you would ever trust ME, you'd notice that I keep using this opcode for a long while now - it was I who introduced it to you AFAIK.I don't understand why you did tests later to confirm mine
I made a mistake when I believed it works EXACTLY as written in its description, but anyway, it is 90% close to its real effect.
Than you said it needs to be tested, and the result of your experiment was that it works like THAC0 instead as a SET value, as I thought first. But again, you were not entirely correct here, thats why the further tests were needed: while THAC0 is a stackable, cumulative effect, this one is not. It definitely won't stack with itself.
I almost made this mistake here!You should know that *I* can be trusted
No comment.One has to accept good ol' TGM, always at work when it's not needed
Edited by T.G.Maestro, 12 October 2004 - 10:22 PM.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#356
Posted 13 October 2004 - 12:05 AM
#357
Posted 13 October 2004 - 12:08 AM
Indeed. That (and the Single-weapon style bonus too) would result in a Critical Chance of 15% (18-20).About Improved Critical : IMO, it should have some prerequisites, because, if a warrior has 3 points in two-weapon fighting and chooses also Improved Critical, it could become too powerful
Any suggestions for prerequisite? First I thought Critical Strike, but we are still undecided about this one.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#358
Posted 13 October 2004 - 12:17 AM
#359
Posted 13 October 2004 - 12:19 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#360
Posted 13 October 2004 - 12:30 AM