Closed GoogleCodeExporter closed 8 years ago
Items can indeed have -X% stat and some do.
Examples of these include "Wolfpack 's animal hide", "Jinxed ring of damage
resistance" and "Fine gloves of swift attack".
Not sure if thats a hyphen or a minus character you put with Flagstone's pride,
but it has +10% Crit.
If you got an item with -X% stat and you are not getting the reduction, then
please specify.
How does what not work like the starter weapon (Wooden club) ?
The more details Oscar can get with a bug report, the faster he can fix it.
Original comment by kims...@gmail.com
on 21 Dec 2010 at 11:45
Defective?? Again just to clarify, that I am assuming that where the steel
sword cost more than 1,000 gold and its a 3-7 damage weapon, that for sure the
weapons I just got would have pluses next to the % not a minus sign. Arguably
it is possible that those were just teasers for things to come. Thank-you
Original comment by johnmagu...@gmail.com
on 21 Dec 2010 at 11:48
I'm trying to inquire as to weather or not those minus signs is a deduction in
the percentages for ke to attack or if it is relative to the deduction in the
percentages being hit.by.the.monsters / Bosses. The Steel Sword I was reffering
too
Original comment by johnmagu...@gmail.com
on 21 Dec 2010 at 11:52
For example, would a Wolf pack animal hide having an Attack Chance -15% be for
monsters attacking less? Or would it be for me hitting -15% less or the Jinxed
Ring having the same
Original comment by johnmagu...@gmail.com
on 22 Dec 2010 at 12:06
Not an error that items have -X% stat, regardless of how you got them.
Issue 22 http://code.google.com/p/andors-trail/issues/detail?id=22 has some
details about hit chance, which was changed with v0.6.7.
Original comment by kims...@gmail.com
on 22 Dec 2010 at 12:09
[deleted comment]
AFAIK -X% stats are subtracted from your stats as +X% stats are added to your
stats. I think Oskar uses -X% stats to reduce the strength of positive effects
of the item.
Original comment by SamuelPl...@gmail.com
on 22 Dec 2010 at 10:53
In case of the "Wolf pack animal hide" and the "Jinxed ring" Oskar wants to
weaken the Damage resistance.
IMO Flagstone pride could have been even stronger... (my opinion)
I see no bug here, so it should be closed. Perhaps one of this 2 wiki entries:
http://code.google.com/p/andors-trail/wiki/combat
http://code.google.com/p/andors-trail/wiki/items
should be updated.
Original comment by SamuelPl...@gmail.com
on 22 Dec 2010 at 11:01
Every item you obtain is, and should, not automatically be better than the ones
you currently have.
This issue highlights a user "defect", namely how each of us rate "good"/"bad".
For weapons one might think minimum damage is best, another maximum damage,
another average damage and another other values like crit. (Rating options are
not limited to those examples)
I also think the steel sword is better than Flagstone's pride.
In numerous adventure/role-playing games are items the main reason for
continued play. Just take the still popular Diablo series, where item haunting
has spawned many player created tools.
Original comment by kims...@gmail.com
on 22 Dec 2010 at 11:08
Personally, I find *any* crit better than *any* no-crit (or lower crit).
10% x2 crit means damage average is about x1.1, subject to damage reduction.
Venomous dagger (1-2 20% x3) is by far the best I've found so far:
20% x3 crit means x1.4
If you have 12 damage without the weapon (could be easily achieved by level
11), then
steel sword is 15-19, avg 17
FP is 13-18 * 1.1 ~ 14.3 - 19.8, avg 17.05.
VD is 13-14 * 1.4 ~ 18.2-19.6, avg 18.9.
BUT if you crit, DR is subtracted only once! that's a big gain against monsters
having DR. Effectively, you can subtract their DR from your minimum damage and
as long as it is non-negative, the average is modified by the same amount as
well.
The large standard deviation, however, has to be offset by increasing Attack
chance. That is the big question in the equation above, but I think once you
have over 20 average, increasing attack chance is a better choice (for harder
monsters; for easier monsters, it is irrelevant anyway)
Original comment by surrano
on 22 Dec 2010 at 1:34
Item modifiers always modify the stats of the actor that wears them. So having
an item that has a negative stat modifier will decrease that particular stat of
the player oif the player wears it. For example, the items that have negative
attack and defense stats, this means that the player will be less able to land
a successful attack or block an incoming attack if these items are worn.
We will need the items to be this way since we are only in the beginning of the
story. Later on you will find items that do not have negative modifiers,
allowing you to be even more powerful. Some will only be avilable as quest
rewards and some only from shops.
I like that we have the ability for players to choose equipment and stats based
on personal preference. Later when we add additional damage types
(fire/cold/ethereal?), you will probably also want to select armour and attack
type based on the type of monster that you expect to fight. As always with
RPGs, what equipment is "the best" depends on the situation :)
Was there something else you wanted to adress in this issue or should we close
it?
Original comment by oskar.wi...@gmail.com
on 9 Jan 2011 at 6:40
Original comment by oskar.wi...@gmail.com
on 29 Jan 2011 at 9:59
Original issue reported on code.google.com by
johnmagu...@gmail.com
on 21 Dec 2010 at 11:17