Lighten up folks.
The Elder Scrolls V: Skyrim Discussion Thread
#33151
Posté 16 juillet 2013 - 09:40
Lighten up folks.
#33152
Posté 16 juillet 2013 - 09:45
#33153
Posté 16 juillet 2013 - 10:56
#33154
Posté 17 juillet 2013 - 03:18
I decided to play Baldur's Gate 2 to see what all the fuss is about and...the greatest RPG ever does not tell me what my "to hit" bonus and damage range for an equipped weapon?!? Huh?
BLASPHEMY!!
Am I missing something or can someone please kindly direct me to a mod that enhances the character screen to show this? Apologize for the mini-interruption but no-one has posted in the BG forum for a month.
Modifié par Joy Divison, 17 juillet 2013 - 04:22 .
#33155
Posté 17 juillet 2013 - 06:06
Bows and other ranged items don't display their range (or if they do it's "short, medium, long"), but generally they reach anywhere from the edge of the display area to halfway to it. Darts I believe have the shortest range, while long bows have the longest. You right-click on items to see their descriptions.
Modifié par Endurium, 17 juillet 2013 - 06:07 .
#33156
Posté 17 juillet 2013 - 06:29
And [spoiler]
the dragon, which kills the bad guy at the end is a bit irritating, because he comes out of nowhere.
Modifié par Bfler, 17 juillet 2013 - 06:35 .
#33157
Posté 17 juillet 2013 - 07:43
Armor Class starts at 20 (I think) and gets progressively lower as you equip better armor, shields, magical protections, improve your Dexterity and such (Full Plate Armor would reduce it by 8, for example).
0 Armor Class is considered pretty high in that system - and is a reference value.
Your chances to hit enemies are expressed by the value of your character's THAC0 - To Hit Armor Class "0", which means how much you need to roll on a 20-sided dice (d20) in order to hit an opponent who has AC 0 (few enemies would be that well protected though).
So for example a THACO of 16 would mean that when you roll a d20, you need a result between 16-20 to hit an enemy with AC 0 - or a 25% chance. But if your enemy had an AC value of 10, it would be enough if you rolled a 6 on a d20 - you'd have a 75% chance to hit him/her.
Your THAC0 is influenced by your Class, level, Strenght (or in case of ranged weapons, Dexterity), weapon specialization points, weapon Enchantments (ranging from +1 to +5) and buffs.
So that's how calculating To Hit chances works in 2nd ed. ADnD. Please note that a roll of "1" is always a miss and "20" is always a hit (and a chance to score a critical hit).
Weapon damage is slightly easier. The value is provided in size of dice rolled to check the damage. Small weapons like dagger usually use 4 sided dice (d4), which translates to average base damage of 2,5. Medium weapons, like shortswords, scimitars, clubs, staffs and maces use 6 sided dice (d6) with average base damage of 3,5. Longswords, spears, axes use 8 sided dice (d8) with average damage of 4,5. Greatwords use 2x6 sided dice (2d6) with average damage of 7, while Greataxes use 12 sided dice (d12) with average damage of 6,5.
I've probably missed a few, but hopefully it should be possible to understand how the base damage is expressed.
The base weapon damage is further modified by a character's Strenght modifier, the weapon's enchantment (ranging from +1 to +5) and possibly additional elemental damage (1, d2, d4, d6).
Dexterity adds no damage, not even for ranged weapons (but some is necessary to dual-wield competently).
Please note that some enemies resist certain types of damage (like skeletons will resist 50% of piercing damage, but will take full damage from blunt weapons).
Hope this helps some. And I hope I didn't mix too much info from the NWN games, which are based on 3rd/3.5 ed DnD.
Modifié par Haplose, 17 juillet 2013 - 07:55 .
#33158
Posté 17 juillet 2013 - 07:54
Modifié par Ninja Stan, 17 juillet 2013 - 10:09 .
#33159
Posté 17 juillet 2013 - 02:14
PS: What a god awful system, if ES6 does anything remotely resembling this I am not buying it on principle.
Modifié par Joy Divison, 17 juillet 2013 - 02:17 .
#33160
Posté 17 juillet 2013 - 02:38
#33161
Posté 17 juillet 2013 - 02:58
IntelligentME3Fanboy wrote...
this is the most useful mod eva.Try it
skyrim.nexusmods.com/mods/1541/
Yeah there's also high resolution bread and more. I'd like to have everything with textures in 4096 resolution but that's the easiest way to approach the memory limit.
#33162
Posté 17 juillet 2013 - 03:04
Joy Divison wrote...
That's a pretty detailed (and a good!) explanation. I did fairly well on my SATs, but I was kind hoping the game would, well, figure out and tell me that if I equip my +3 katana that I'm proficient with it would be 8 THACO and 8-17 damage whereas my +1 shortsword I have mastery would be say 7 THACO and 9-15 damage. Thus I would *quickly* know I should equip the shortsword :happy:
PS: What a god awful system, if ES6 does anything remotely resembling this I am not buying it on principle.
It wasn't so difficult at the time, but 3E rules were so much more refined, and open for Character Creation that it was painful looking back at prior editions. Then 4E occurred, and for me it was the end od the line.
If I were to hope for change to TES weaponry, it would be for more variety in swings, power attacks, etc. When I see vids of combat in 1st person, it often looks like someone angrily sweeping a broom.
#33163
Posté 17 juillet 2013 - 03:07
Splinter Cell 108 wrote...
Yeah there's also high resolution bread and more. I'd like to have everything with textures in 4096 resolution but that's the easiest way to approach the memory limit.
Gophervids is doing some Texture mod testing currently in the Let's Play Skyrim Again series. And to be honest, the Bethesda High Res textures by themselves look pretty good, IMO. I cannot use them due to my older system (eg; get purple shields and silly firewood), but they are appealing.
#33164
Posté 17 juillet 2013 - 03:40
Along with that I'd like it if the smell of fresh baked bread filled my apartment, but then we'd also have to deal with the smells of crypts and other unsavory places.Splinter Cell 108 wrote...
IntelligentME3Fanboy wrote...
this is the most useful mod eva.Try it
skyrim.nexusmods.com/mods/1541/
Yeah there's also high resolution bread and more. I'd like to have everything with textures in 4096 resolution but that's the easiest way to approach the memory limit.
#33165
Posté 17 juillet 2013 - 03:49
The DLC hi-res textures made a noticeable improvement for me, but leave certain things to be desired. That's why I like SMIM (beautifies dwemer clutter), better snow, and a few other specialty texture mods. They improve the overall picture without attempting to completely replace an otherwise decent dlc.Elhanan wrote...
Splinter Cell 108 wrote...
Yeah there's also high resolution bread and more. I'd like to have everything with textures in 4096 resolution but that's the easiest way to approach the memory limit.
Gophervids is doing some Texture mod testing currently in the Let's Play Skyrim Again series. And to be honest, the Bethesda High Res textures by themselves look pretty good, IMO. I cannot use them due to my older system (eg; get purple shields and silly firewood), but they are appealing.
That testing sounds interesting though. Since I found out I'm around 2gb, it would seem I have headroom to expand.
#33166
Posté 17 juillet 2013 - 04:31
Joy Divison wrote...
That's a pretty detailed (and a good!) explanation. I did fairly well on my SATs, but I was kind hoping the game would, well, figure out and tell me that if I equip my +3 katana that I'm proficient with it would be 8 THACO and 8-17 damage whereas my +1 shortsword I have mastery would be say 7 THACO and 9-15 damage. Thus I would *quickly* know I should equip the shortsword :happy:
PS: What a god awful system, if ES6 does anything remotely resembling this I am not buying it on principle.
Katanas are d10 I think (1-10), so a +3 enchanced (+3 To Hit AND Damage) would always be a better main hand weapon then a +1 Shortsword (d6, 1-6). But the shortsword would be a better offhand weapon if you dual-wield.
More on topic, I also agree that Bethesda's Texture DLC is very good.
Almost sufficient for my texture needs, I focus more on lighting and shading (ENB!).
Modifié par Haplose, 17 juillet 2013 - 04:40 .
#33167
Posté 17 juillet 2013 - 07:23
Didn't Morrowind have "to hit" rolls? In general I think Skyrim loses something in that every single swing produces the same damage output. I don't mind so much the "always hit" mechanic, but Besthesda missed the bus on the opportunity to differentiate between the various types of weapons (axes, swords, maces) and the materials (elven, steel, orcish, etc.) by offering a variety of damage mechanics. A dwarven mace should be *noticeably* different than an elven sword. Just my $.02.
Modifié par Joy Divison, 17 juillet 2013 - 07:24 .
#33168
Posté 17 juillet 2013 - 07:24
http://www.youtube.c...bcesibJIRZkMVB8
#33169
Posté 18 juillet 2013 - 05:06
Though presenting/reviewing 4 different ENB configurations is like barely scratching the tip of an ice berg....
#33170
Posté 18 juillet 2013 - 10:37
Haplose wrote...
Nice comparison indeed. Rather like the style of Project ENB. Sharpshooter is way too greenish saturated for my taste. Didn't have time to watch the other 2 yet.
Though presenting/reviewing 4 different ENB configurations is like barely scratching the tip of an ice berg....
This is only the coverage of ENB mods. What I am interested in is that Gopher removed texture mods from his LPSA series, and is testing performance and display of them for purposes of the 3.1 limit mentioned earlier.
#33171
Posté 18 juillet 2013 - 03:01
Elhanan wrote...
It wasn't so difficult at the time, but 3E rules were so much more refined, and open for Character Creation that it was painful looking back at prior editions.
True, true. I've almost had as much fun designing the characters in NWN/NWN2 as actually playing the games. Sometimes actually more... And I've been playing NWN 1 for 5 years straight.
Some kind of hit/miss mechanic and variable damage would be very desirable in TES, I agree. I mean even DDO the MMO had this, although reversed comparing to traditional DnD rules (increasing To Hit with each consecutive swing in a "combo chain" as many times, as your characer has extra attacks "per round" to promote standing still and using Full Attack action, rather then strafing, running and dodging all the time).
And the idea to have different weapon/armor properties depending on material used is bloody brilliant, Joy Division.
There are plenty options with materials as diverse, as in the TES universe.
I mean something long the lines of Silver (especially effective vs undead and lycans), Stahlrim (like resist fire/deal extra cold damage), Daedric (chance to cause bleeding on attackers/scare them, extra damage to rightfull creatures?), Elven (faster movement/attack speed?), Dwarven (slower movement, greater attack force?), Glass (resist shock?, chance to bleed? or maybe increased arcane skills?), Dragonbone (reduced shout cooldown? extra damage to dragons?), Ebony (again resistance? fire or shock maybe?), Orcish (bleed on attackers, perhaps extra chance to beahead the enemies?) - the possibilities for extra resistances, vulnerabilities and/or damage are almost endless. Even better if there was actually a difference between blunt and slashing damages/resistances - other then the attack speed and force.
Modifié par Haplose, 18 juillet 2013 - 03:13 .
#33172
Posté 18 juillet 2013 - 03:45
#33173
Posté 18 juillet 2013 - 04:21
#33174
Posté 18 juillet 2013 - 04:48
On an ENB note, I noticed the list of mods they recommended on the Realism nexus page. While I already use a few of those, there were some I didn't know about. Plan to check those out this weekend.
Modifié par Endurium, 18 juillet 2013 - 04:56 .
#33175
Posté 18 juillet 2013 - 05:13





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