The shield skill description mentions a deflection mechanism appearing at lvl 10 to avoid attacks completely. Dodge is 1% per skill point, how does the deflection compare to this? Is there a difference between light and heavy shields? I was thinking of making a melee fighter character, and besides pumping the weapon skill and alchemy a bit (after training of course) I'm thinking of another outlet for skill points.
About item generation, this list http://www.basiliskgames.com/forums/vie ... =12&t=3774 mentions character level affecting the quality of some type-wise predetermined items. Does character level affect the other loot which is just marked random, or is it just depending on which part of the map you're at (better stuff later in the game)?
Lastly, are there similar tables like these http://www.basiliskgames.com/forums/vie ... f=3&t=2264 for Book II? The books on item materials in-game give a rough order, but sometimes in shops I've seen cases where the supposedly lower quality material is just as good and lighter than the stuff one tier higher on the list.
Shield deflection? (also q's about loot)
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- Kreador Freeaxe
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Re: Shield deflection? (also q's about loot)
Hey Jumping Jack,
I don't recall the specific formula (though I know it's on here somewhere) but I think it's about 3% per level from 10 up to deflect ranged attacks with a shield. An oddity in the way distance is calculated also makes opponents in corner-adjacent squares act as ranged for deflection purposes. My shield-wielding character was essentially untouchable with a 43 Shield skill (including assistance from the Rook's Amulet).
By contrast, 43 Dodge gives you a 43% chance to take no damage from any attack, and roughly a 50% chance that if you do dodge an opponent at melee range they will be off balance giving you an improved chance to hit them the next round.
I don't recall the specific formula (though I know it's on here somewhere) but I think it's about 3% per level from 10 up to deflect ranged attacks with a shield. An oddity in the way distance is calculated also makes opponents in corner-adjacent squares act as ranged for deflection purposes. My shield-wielding character was essentially untouchable with a 43 Shield skill (including assistance from the Rook's Amulet).
By contrast, 43 Dodge gives you a 43% chance to take no damage from any attack, and roughly a 50% chance that if you do dodge an opponent at melee range they will be off balance giving you an improved chance to hit them the next round.
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Kill 'em all, let the sysadmin sort 'em out.
Re: Shield deflection? (also q's about loot)
Jumping Jack wrote:Lastly, are there similar tables like these http://www.basiliskgames.com/forums/vie ... f=3&t=2264 for Book II? The books on item materials in-game give a rough order, but sometimes in shops I've seen cases where the supposedly lower quality material is just as good and lighter than the stuff one tier higher on the list.
For your last question I've made a partial item list (still in the works so to speak) Basically each material has it's own durability, and a weight multiplier, a value multiplier and a damage adder. Each weapon (Long Sword, Great axe, et cetera) has it's own base value, base damage, and base weight. More on another thread, and I'll inclued some of my raw data. The Cleaving Weapons tab is the most complete and includes a list of the multipliers and additive factors for materials.
viewtopic.php?f=12&t=3986
http://rapidshare.com/files/442793552/E ... m_List.ods
(Open office format spreadsheet)
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Re: Shield deflection? (also q's about loot)
@Kreador Freeaxe
Thanks for the reply. I might have enough skillpoints available to make the shield skill useful, and while the diagonality almost doesn't sound like a feature it's certainly interesting. The diagonal tricks might also be useful in combination with Dense Nimbus...
If what I think holds true and the quality of the shield doesn't matter, even a caster could hold a buckler and get some blocking on! A caster character probably won't have enough skillpoints available though, maybe if focusing on one type of spells only and pure perception instead of meditation?
With your data it's easy to extrapolate info on item types seeing any quality base item in the game, now all that's needed is info on what are the limits on shopkeeepers in the game. For example I've seen the dwarves sell some mithril stuff but can they sell every type of base item they have at that quality?
Thanks for the reply. I might have enough skillpoints available to make the shield skill useful, and while the diagonality almost doesn't sound like a feature it's certainly interesting. The diagonal tricks might also be useful in combination with Dense Nimbus...
If what I think holds true and the quality of the shield doesn't matter, even a caster could hold a buckler and get some blocking on! A caster character probably won't have enough skillpoints available though, maybe if focusing on one type of spells only and pure perception instead of meditation?
Thanks for the spreadsheet. The items are starting to make more sense to me now. What was confusing previously was items like "Dwarven steel studded leather" when dwarven steel was supposed to be one thing and studded leather the other. Turns out that those type of pants are quite special because for once the "studded leather" is a base item(pants), not a quality-defining material prefix for the item.WorBlux wrote:For your last question I've made a partial item list (still in the works so to speak) Basically each material has it's own durability, and a weight multiplier, a value multiplier and a damage adder. Each weapon (Long Sword, Great axe, et cetera) has it's own base value, base damage, and base weight.
With your data it's easy to extrapolate info on item types seeing any quality base item in the game, now all that's needed is info on what are the limits on shopkeeepers in the game. For example I've seen the dwarves sell some mithril stuff but can they sell every type of base item they have at that quality?
Re: Shield deflection? (also q's about loot)
Jumping Jack wrote:Thanks for the spreadsheet. The items are starting to make more sense to me now. What was confusing previously was items like "Dwarven steel studded leather" when dwarven steel was supposed to be one thing and studded leather the other. Turns out that those type of pants are quite special because for once the "studded leather" is a base item(pants), not a quality-defining material prefix for the item.WorBlux wrote:For your last question I've made a partial item list (still in the works so to speak) Basically each material has it's own durability, and a weight multiplier, a value multiplier and a damage adder. Each weapon (Long Sword, Great axe, et cetera) has it's own base value, base damage, and base weight.
With your data it's easy to extrapolate info on item types seeing any quality base item in the game, now all that's needed is info on what are the limits on shopkeeepers in the game. For example I've seen the dwarves sell some mithril stuff but can they sell every type of base item they have at that quality?
Well that is rather confusing to me when I first saw it as well, because there is a light material called studded leather, and an armor type called studded leather which used heavy materials for its stats. I way only able to verify this after I had derived the stats of the materials to make sure it was actually following the heavy materials scheme rather than copper studs being a type of light material.
Theres also the studded belt that I've only found in light materials. I wonder if there is a Studded Leather Studded Belt?
Re: Shield deflection? (also q's about loot)
WorBlux wrote: Theres also the studded belt that I've only found in light materials. I wonder if there is a Studded Leather Studded Belt?
"This item is of the highest craftdwarfship. It is made of studded leather and menaces with studs of studded leather."
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Re: Shield deflection? (also q's about loot)
Yo dawg, I heard you like studded leather...