Sylvius the Mad wrote...
Yes. It's in the text box, the same place as the conversation log.bsbcaer wrote...
There's a combat log in Baldur's Gate?
In before "there's a conversation log?"
Sylvius the Mad wrote...
Yes. It's in the text box, the same place as the conversation log.bsbcaer wrote...
There's a combat log in Baldur's Gate?
Xewaka wrote...
shepard_lives wrote...
Sylvius the Mad wrote...
shepard_lives wrote...
Also, I think it's excessive to ask that the devs show us the equation to convert item usefulness into stars. By that same logic, all combat calculations should be shown to us too.
And they should. Absolutely all the combat calculations should be available to us.
I'm appalled this isn't always the case.
Ah, Sylvius, you old nutball. I knew you would answer is such a way.
Your gaming life must be quite full of disappointments. You're a rather romantic figure, you know. Like a tragic hero.
He's right, though. I've just started replaying Baldur's Gate and seeing each roll component in the combat log is a treat.
It's not just that he hits and for how much damage, but what circumstances impacted his ability to do that. What were the penalties and bonuses at work?bsbcaer wrote...
So you just want to see something where it says "Toggle Hawke hits Hurlock for 8 points of damage"??? If you don't mind my asking, how does this add to your enjoyment of the game?
Archereon wrote...
Seb Hanlon wrote...
Brockololly wrote...
Mike Laidlaw wrote...
Stars are something like tiers, but whereas materials only affected base stats, stars account for special properties on the items and are more dynamic.
A 5 star ring for a mage might only register as 1 star for a warrior, were it giving you +magic and +mana. Sure, there's a very tiny reason a warrior might want more magic (magic resist, mostly), but there's LOTS of reasons a mage would want to push that stat up.
Ok, but will it be clear as to how the star ratings are being formulated? Like you said, maybe a ring is better for a mage than a warrior given it does X for magic and Y for mana, but will that specific blurb about why its been given that star rating be evident in the game? Or is that just something you'll figure out by being able to see the full stats on the given item?
Bingo. Stars are for first-glance assessment; we've additionally tried to make the stats and effects of equipment and items more clearly and explicitly visible in the GUIs than they were in Origins.
But will star ratings be god when chosing equipment? Or will there be some differentiation of gear choice based on class builds?
I would hope that, on higher difficulties, one must consider their gear and runes more carefully than on lower ones.
Nerivant wrote...
Sylvius the Mad wrote...
Yes. It's in the text box, the same place as the conversation log.bsbcaer wrote...
There's a combat log in Baldur's Gate?
In before "there's a conversation log?"
Xewaka wrote...
Atakuma wrote...
Why do you hate kittens?ErichHartmann wrote...
Vote yes for a combat log toggle. Win/win for everyone except BioWare who hates toggles right now.
They're ball shaped. They deserve to be punted.Upsettingshorts wrote...
I think the issue comes down to the rules being vague. Rules shouldn't be vague. That just leads to confusion and misunderstanding.
As an avid tabletop player, I agree. Rules must be known for playing.
Sharn01 wrote...
Xewaka wrote...
Atakuma wrote...
Why do you hate kittens?ErichHartmann wrote...
Vote yes for a combat log toggle. Win/win for everyone except BioWare who hates toggles right now.
They're ball shaped. They deserve to be punted.Upsettingshorts wrote...
I think the issue comes down to the rules being vague. Rules shouldn't be vague. That just leads to confusion and misunderstanding.
As an avid tabletop player, I agree. Rules must be known for playing.
This is actually something that bugs me a lot with modern games. The only way to actually know the rules is experimentation, and even then its not exact, short of opening up the games files and breaking down all the information there is no way to really tell.
Modifié par Peter Thomas, 22 novembre 2010 - 11:40 .
Peter Thomas wrote...
Stars:
An item with no properties that is appropriate to your level will be 2 stars. If it's lower, it will be 1 star (or 0, if really bad). If it's a weapon or something not really usable/appropriate for your class, it will be less stars as well. Lets assume an appropriate ring that can be used by any class. Your "star" score is 2.0.
Each additional item property on the item adds to that number, but the amount it adds is based on the assumed utility to the class examining it. This is an entirely arbitrary number which acts as a general guide. Let's use Strength as an example. Strength is important for a Warrior, so each Strength property adds 1.0 to the star rating. For Rogues and Mages, Strength is less important, so it only add 0.25. A ring with a power level 2 Strength property on it would have 4 stars for a Warrior, but only 2.5 stars if examined by a Rogue or Mage. When you level up, that same ring might not be as useful anymore. It might then appear as only 3.5 stars for the Warrior, and 2 stars for the Rogue and Mage. You'd have to find a new, better 4 star ring.
Those numbers are just an example of how the system works, and not real game content. It's not intended to be perfect, but an average player should find it useful. Specific builds may find utility in using items that have a lower star rating, but whose properties are much more suited to their specific role/style of play.
Armor:
Armor works a bit differently than it did in DAO. DAO's system was that your armor value is directly subtracted from damage dealt to you. This led to later situations where Warriors would have tons of armor and Mages/Rogues had little. In order for Warriors to be hurt, enemies would have to do tons of damage, but that same damage amount would completely destroy the other classes in a few hits.
The armor system that we have now is that each piece of armor adds to the Armor property on your character. Against a creature of your level, a given Armor score absorbs a certain percentage of the damage done against you. For example, a full suit of Heavy armor at first level could give a Warrior 40 Armor. This amount of armor against a normal level 1 creature will absorb 80% of the physical damage it does. The chest piece might give you 20 Armor, the helm 10, the gloves 5 and the boots 5 (for example). The Warrior might then equip a shield, boosting his Armor up to 60. He now absorbs 85% of the physical damage done to him. When he levels up, though, an Armor score of 60 will only absorb 82% of the damage done by a normal level 2 creature. Finding better equipment will allow him to keep the amount of damage he absorbs high. These numbers are all examples, of course.
Different classes of armor have different ranges for the amount of Armor they give and the requirements for using them, but they all function in the same way. Your character sheet tells you what your total Armor score is, and also the percentage of physical damage that that score will absorb against a normal equal level creature.
Modifié par Xewaka, 23 novembre 2010 - 12:34 .
That was awesome, Peter. Thank you.Peter Thomas wrote...
Stars:
An item with no properties that is appropriate to your level will be 2 stars. If it's lower, it will be 1 star (or 0, if really bad). If it's a weapon or something not really usable/appropriate for your class, it will be less stars as well. Lets assume an appropriate ring that can be used by any class. Your "star" score is 2.0.
Each additional item property on the item adds to that number, but the amount it adds is based on the assumed utility to the class examining it. This is an entirely arbitrary number which acts as a general guide. Let's use Strength as an example. Strength is important for a Warrior, so each Strength property adds 1.0 to the star rating. For Rogues and Mages, Strength is less important, so it only add 0.25. A ring with a power level 2 Strength property on it would have 4 stars for a Warrior, but only 2.5 stars if examined by a Rogue or Mage. When you level up, that same ring might not be as useful anymore. It might then appear as only 3.5 stars for the Warrior, and 2 stars for the Rogue and Mage. You'd have to find a new, better 4 star ring.
Those numbers are just an example of how the system works, and not real game content. It's not intended to be perfect, but an average player should find it useful. Specific builds may find utility in using items that have a lower star rating, but whose properties are much more suited to their specific role/style of play.
Modifié par Sylvius the Mad, 23 novembre 2010 - 12:27 .
Modifié par Shevy_001, 23 novembre 2010 - 12:45 .
Archereon wrote...
crimzontearz wrote...
I think you are right TMP
All this points toward an Hybrid system between ME2 and DAo....let's hope it also means the introduction of NG+
God no. Just turn the game on casual, and you get all the fun of NG+...
Xewaka wrote...
I am curious, will we see direct relation numbers on our character sheet, or in a theoretical "game manual"? For example, X amount of strenght equals + Y damage and +Z melee hit chance? Or will this be "hidden" in the system?
Shevy_001 wrote...
Thanks for the info Peter. I'm curious about that star system.
A question about the armor changes:
So , in your example a warrior with 40 armor has 80% physical absorb. How much armor would a rogue need to reach the same percentage of absorb? From what I understood, he would need a lesser armor value to gain the same absorb. Is that correct?
But will we have a chance to know that each point in STR increases a dual wielder's damage by .6 points without having to check it out on the wiki?Peter Thomas wrote...
Xewaka wrote...
I am curious, will we see direct relation numbers on our character sheet, or in a theoretical "game manual"? For example, X amount of strenght equals + Y damage and +Z melee hit chance? Or will this be "hidden" in the system?
I can't talk about other sources of information, but on your character sheet, when you put a point in a stat, you see the value of the derived property change as well.
Now I'm not sure I like this system. Again, some of the scaling appear adn I think some values should be constant. You refer to "the same level creature" doing damage - I take it if the creature is powerful/high level it can "bypass" weaker/lower level equipement?Peter Thomas wrote...
Stars:
An item with no properties that is appropriate to your level will be 2 stars. If it's lower, it will be 1 star (or 0, if really bad). If it's a weapon or something not really usable/appropriate for your class, it will be less stars as well. Lets assume an appropriate ring that can be used by any class. Your "star" score is 2.0.
Each additional item property on the item adds to that number, but the amount it adds is based on the assumed utility to the class examining it. This is an entirely arbitrary number which acts as a general guide. Let's use Strength as an example. Strength is important for a Warrior, so each Strength property adds 1.0 to the star rating. For Rogues and Mages, Strength is less important, so it only add 0.25. A ring with a power level 2 Strength property on it would have 4 stars for a Warrior, but only 2.5 stars if examined by a Rogue or Mage. When you level up, that same ring might not be as useful anymore. It might then appear as only 3.5 stars for the Warrior, and 2 stars for the Rogue and Mage. You'd have to find a new, better 4 star ring.
Those numbers are just an example of how the system works, and not real game content. It's not intended to be perfect, but an average player should find it useful. Specific builds may find utility in using items that have a lower star rating, but whose properties are much more suited to their specific role/style of play.
Armor:
Armor works a bit differently than it did in DAO. DAO's system was that your armor value is directly subtracted from damage dealt to you. This led to later situations where Warriors would have tons of armor and Mages/Rogues had little. In order for Warriors to be hurt, enemies would have to do tons of damage, but that same damage amount would completely destroy the other classes in a few hits.
The armor system that we have now is that each piece of armor adds to the Armor property on your character. Against a creature of your level, a given Armor score absorbs a certain percentage of the damage done against you. For example, a full suit of Heavy armor at first level could give a Warrior 40 Armor. This amount of armor against a normal level 1 creature will absorb 80% of the physical damage it does. The chest piece might give you 20 Armor, the helm 10, the gloves 5 and the boots 5 (for example). The Warrior might then equip a shield, boosting his Armor up to 60. He now absorbs 85% of the physical damage done to him. When he levels up, though, an Armor score of 60 will only absorb 82% of the damage done by a normal level 2 creature. Finding better equipment will allow him to keep the amount of damage he absorbs high. These numbers are all examples, of course.
Different classes of armor have different ranges for the amount of Armor they give and the requirements for using them, but they all function in the same way. Your character sheet tells you what your total Armor score is, and also the percentage of physical damage that that score will absorb against a normal equal level creature.
I was worried about that too on first reading (particularly in the armour section), but ultimately I don't think that's what he said.hangmans tree wrote...
Now I'm not sure I like this system. Again, some of the scaling appear adn I think some values should be constant. You refer to "the same level creature" doing damage - I take it if the creature is powerful/high level it can "bypass" weaker/lower level equipement?
I think that this lvl2 attacker should be better at dealing damage not decrising ones armour. In this case not only lvl2 deals greater damage (class progress I gueass) but he bypasses the armour by higher margin too.Sylvius the Mad wrote...
I was worried about that too on first reading (particularly in the armour section), but ultimately I don't think that's what he said.hangmans tree wrote...
Now I'm not sure I like this system. Again, some of the scaling appear adn I think some values should be constant. You refer to "the same level creature" doing damage - I take it if the creature is powerful/high level it can "bypass" weaker/lower level equipement?
What he described doesn't actually require any scaling. In his example, a level 1 character facing a level 1 foe while wearing 60 points of armour would absorb 85% of his attacker's damage. While a level 2 character facing a level 2 foe while wearing 60 points of armour would absorb 82% of his attacker's damage.
The only thing this tells us is that level 2 attackers are better at bypassing armour than level 1 attackers are. And nothing about that doesn't make sense.
Peter Thomas wrote...
Stars:
An item with no properties that is appropriate to your level will be 2 stars. If it's lower, it will be 1 star (or 0, if really bad). If it's a weapon or something not really usable/appropriate for your class, it will be less stars as well. Lets assume an appropriate ring that can be used by any class. Your "star" score is 2.0.
Each additional item property on the item adds to that number, but the amount it adds is based on the assumed utility to the class examining it. This is an entirely arbitrary number which acts as a general guide. Let's use Strength as an example. Strength is important for a Warrior, so each Strength property adds 1.0 to the star rating. For Rogues and Mages, Strength is less important, so it only add 0.25. A ring with a power level 2 Strength property on it would have 4 stars for a Warrior, but only 2.5 stars if examined by a Rogue or Mage. When you level up, that same ring might not be as useful anymore. It might then appear as only 3.5 stars for the Warrior, and 2 stars for the Rogue and Mage. You'd have to find a new, better 4 star ring.
Those numbers are just an example of how the system works, and not real game content. It's not intended to be perfect, but an average player should find it useful. Specific builds may find utility in using items that have a lower star rating, but whose properties are much more suited to their specific role/style of play.
Armor:
Armor works a bit differently than it did in DAO. DAO's system was that your armor value is directly subtracted from damage dealt to you. This led to later situations where Warriors would have tons of armor and Mages/Rogues had little. In order for Warriors to be hurt, enemies would have to do tons of damage, but that same damage amount would completely destroy the other classes in a few hits.
The armor system that we have now is that each piece of armor adds to the Armor property on your character. Against a creature of your level, a given Armor score absorbs a certain percentage of the damage done against you. For example, a full suit of Heavy armor at first level could give a Warrior 40 Armor. This amount of armor against a normal level 1 creature will absorb 80% of the physical damage it does. The chest piece might give you 20 Armor, the helm 10, the gloves 5 and the boots 5 (for example). The Warrior might then equip a shield, boosting his Armor up to 60. He now absorbs 85% of the physical damage done to him. When he levels up, though, an Armor score of 60 will only absorb 82% of the damage done by a normal level 2 creature. Finding better equipment will allow him to keep the amount of damage he absorbs high. These numbers are all examples, of course.
Different classes of armor have different ranges for the amount of Armor they give and the requirements for using them, but they all function in the same way. Your character sheet tells you what your total Armor score is, and also the percentage of physical damage that that score will absorb against a normal equal level creature.
They're doing it for similar reasons it's pretty standard fare approach in MMOs i think -- if the gear doesn't "deteriorate" as you gain levels, there's only one way for the developer to provide upgrades, and that's by giving gear that's even better than what the player already has. This allows only very small room for advancement before things break down completely (weapons needing to deal ridiculous levels of damage simply to counter armour that absorbs 90%+ of it etc) It can be slowed down by making the advancements very small (+1 to attribute, 1% extra damage) but that in turn causes lot of players to view such advancements as worthless and it still only delays the inevitable.hangmans tree wrote...
I think that this lvl2 attacker should be better at dealing damage not decrising ones armour. In this case not only lvl2 deals greater damage (class progress I gueass) but he bypasses the armour by higher margin too.
Modifié par tmp7704, 23 novembre 2010 - 09:59 .
Sylvius the Mad wrote...
It's not just that he hits and for how much damage, but what circumstances impacted his ability to do that. What were the penalties and bonuses at work?bsbcaer wrote...
So you just want to see something where it says "Toggle Hawke hits Hurlock for 8 points of damage"??? If you don't mind my asking, how does this add to your enjoyment of the game?
But also, yes, simply knowing that he hit for a certain amount of damage allows quick calcuations to determine things like damage resistance. In DAO, if you threw a Fireball into a crowded room and some of your targets were resistant to fire, would you know which ones?