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Messages - Frumple

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18061
Other Games / Re: Incursion (open source) play & development
« on: July 14, 2014, 01:59:05 am »
Aye, pretty much all passive DC stuff like that -- both for traps and locks, and probably some other junk -- increase with depth. I think the rationalization is that the earlier levels kill off the less competent lockmakers.

As for rogues -- sneaky, skill focus (Use Magic), stealth around picking up wands and the blowing everything into little pieces. Wands get completely and utterly ridiculous incredibly quickly, and there's literally nothing else in the game as capable of exploiting the involved skillchecks better than rogues, iirc. You can stab a few things in the process, I guess, or start as drow (or elf, I guess? I think they start with something both usable and ranged, too) and crossbow things until you can wand stuff to death or whatev'. Almost definitely want high int -- if you can live long enough to enable skill mastery with a high int rogue you can pretty promptly start doing silly things like permastealthing across the ceiling blowing everything up with doomwands. Skills are pretty great. Stealth is pretty alright.

There's plenty of other ways to run 'em, too. I've seen other folks do good things with some assassin and/or shadow-whatever prestige classing.

With monks, mostly just use your quarterstaff or whatever for the first bit. Don't forget you've got the chakram -- might as well use it. Once you've got some BAB in you, a few feats stuck in your fists, and some skills and class features enabled you do pretty decently as plain ol' melee. You can stealth around as well, if you want. Probably go lizard for the native armor, I'unno, or orc for the late game (disease immunity, omnomnom). Eventually you'll be immune to a lot of junk (orc luv, baby) and have some pretty killer skill rolls (especially for stuff like jump, which is actually pretty awesome if you've got enough bonus in it to make the friggin' jumps) as well as fists that can actually hurt critters and pretty quick feet. Maybe take a level of druid at some point to pick up magic fang (and hell, lifesight and longstrider while you're at it) if you're feeling frisky. I think there's a couple of monk gods that are okay with druids, if my memory's not failing.

18062
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 10:18:08 pm »
You can apparently just sail over from astrub for free, if cost's an issue.

18063
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 10:00:18 pm »
Speaking of that, how does friendly cross-nation interaction work, anyway? Does it? Can I, like, go visit? Totes lend my death beams to some endeavor or another, providing I can find it.

18064
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 09:06:23 pm »
Gwarble. Okay, so hoodlums. Don't attack them, apparently?

59th level whatever the hell, half my HP gone in one turn, nope, out! *gives up, dies*

E: In other news, while frogbot stasis is still kinda' opaque to me, it apparently has something to do with your elemental damage percentiles. What, exactly, I'm not entirely sure, but... something.

18065
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 08:49:36 pm »
Two things learned: Critter levels seem more like suggestions than anything concrete -- I'm now fairly regularly squishing 30-40 level groups with my now level 20 frogbot (and stabbyfriend minion).

None of that matters when the enemy group is level 95. Gobbal warchief, gobbal, and assorted tiny annoying ones, no big. Two warchiefs, three gobbals, a gobbette, and a tiny... not going to try to solo that.

18066
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 06:38:41 pm »
Would have totes went with a pick if that were an option. Shovel was the closest thing, unfortunately.

Will trade purple shovel vote for an anti-red&black vote, though. Red/black mix is waaaay overused :P

18067
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 05:44:58 pm »
Annnd reminder that we're still looking for a guild name/background/icon/pair of colors. Colors will go on the guild uniform, which will provide a variety of boosts depending on how high the guild is leveled. You can look at the options at a guild-o-matic, which should be in your starting nation area, up on the ramparts. Just take a screenshot or somethin.
All I can recommend is that purple is included in the colors, at least until the update server data is synced or whatev'. ah, back up.
Not sure about the name, though. Deadboats (That is, boats that have been murdered) would be a simple stealth callback to DF, if it's not already taken and something more explicit isn't desired. Also kinda' catchy, imo.

18068
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 02:04:51 pm »
Also, seriously, 35 damage at level eleven? I'm barely squeaking out 24 damage with all my AP at level nineteen. Granted, I'm Eni, so I'm not supposed to be chugging out damage, but still.
To be fair, that 35 is with full stasisfied* going on a single target (which is something like a 50% damage bonus), which takes like 3-5 turns to ramp up. Base is low-mid twenties, something like 15-17 + 5-7 on the basic one-two punch, iirc. But every turn I maintain that on a single target sees the damage rise, which is nice, heh.

*Mind you, if that +10 level elemental spell bonus kicks in, it jumps up to like the 40-50 range, but that's silly anyway so eh.

Also yeah, joined nation thingy. The purple one, obviously. I don't actually know which one the purple one is, but one of them had a purple flag-whatsit and welp.

18069
Other Games / Re: Incursion (open source) play & development
« on: July 13, 2014, 10:10:43 am »
That'd be something for the players to have a go at, really. M'terrible with wiki stuff, which is why I didn't mess with it any even back when it was being meaningfully updated. The wiki itself was never directly connected with the game -- entirely player run, etc. As I've said previously, though, the in-game help and whatnot is pretty darn thorough, and the game is generally very transparent about mechanics and enemy stats and such. M'never entirely sure what a wiki would meaningfully add, beyond maybe tips and junk.

As for balance stuff, I think the consensus was "maybe after the bugs are squashed and remaining stuff implemented" with a side of "major consensus between players re: needed changes will be considered for implementation first". Personally, unless a class is unwinnable, I wouldn't suggest touching them until everything else is done -- and of the three noted, only monks really approach having a problem, and even that's only starting off (if that -- they're usually fine even then if you hold off on trying to punch things to death for a bit). Warriors are death machines once they've got the kit to offset their terrible utility, and rogues just pick up Use Magic and blow everything to hell* (they're often cited as one of the easier classes to win with, so I'm not sure "ass" is how they're rightfully described). Even monks do alright once they've got some levels in 'em.

*Mind you, anyone can do that, but skillmonkey rogues have an easier time than most. Skill mastery + skill focus + high int = massive UMD checks all day erry day.

18070
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 08:45:02 am »
Yeah, it says that about the microbots. Problem is keeping them around long enough to actually have two up. I... haven't managed that, yet. Don't have the AP to just flat put out two in one turn, and for whatever reason I've had them survive longer than one turn something like once. Would probably be easier if I weren't soloing at the mo', but eh.

E: Ah ha! Finally noticed what the hell was up with my bot-things. Big rub with them is they're pretty much entirely arranged around "charges", which is more or less their lifespan. Problem is that not only do they lose charge per turn, they lose charge every time something hits them. This includes if you're using them as a frogturret thing and something whacks you or... pretty much anything, really! Which basically boils down to they're effectively useless -- half the time, they won't even live past the turn they're pulled out, and the rest of the time they don't last any longer (even if they've got more than two charges, because something will hit them and then blort) -- until you stick quite a few points into both the microbot skill and groove, insofar as I can tell at the moment.

Probably worth the investment for the turret thing alone -- being able to fire your purple death beams any where in range, instead of just in straight lines, is a pretty big deal even it means you can't move for the interim -- but the bot stuff is definitely junk starting out.

Fortunately the purple death beam stuff is pretty straightforward and seems to do alright, especially once you've landed a few hits and got that purple death beam damage boosting debuff thing going. No clue how it compares to other classes, but right now (level 11) with a 100% stasisfied my base combo (1st+2nd stasis spells) does about 34-35 damage at 1-5 range. Somewhere between 15 and 20 otherwise (already forgot!), but it's not too bad. I think.

18071
How can a humanoid mountain titan with a broken leg run faster than an adventurer in a full sprint?
Titan: One legged hop like you want to live murder.

As for what do: Have you considered climbing? Climbing is always the answer in DF2014, from what I've seen so far. Or possibly try bunny hopping. Don't know what kind of land speed that gets, but it might be worth a shot.

18072
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: July 13, 2014, 01:11:28 am »
It's probably better to pay absolutely no attention to TES lore, though. It's bughumping insane, more or less, from everything I've picked up from people (like putnam, hello putnam, TES signal flashed again, huh) talking about it. It's kinda' interesting until you actually start getting a picture of what's going on, at which point you realize the creators were just incredibly intoxicated.

18073
Yup. The only thing I'm aware of more capable of stubbornness than humans are inanimate objects.

18074
Other Games / Re: Wakfu - A very sad ogre. Now F2P! Sorta.
« on: July 13, 2014, 12:52:42 am »
Hrm. I'll look into the stasis thing more t'morrow, I guess. From the text, it seemed like it had something to do with elemental balance (presumably between fire and earth, since frogbots don't seem to have water or air spells), but... eh. Re: Stats, what do you put your points in if the elemental stats are kinda' iffy and HP/initiative is all that's left, anyway? Or am I missing the ability to sink points into AP and whatnot?

Incidentally, d'you happen to know any other classes that have access to magnificently purple abilities? Given that the game is apparently willing to indulge my gratuitous love the color, s'probably a good idea to see what else they have to offer besides robotoads.

18075
General Discussion / Re: SCIENCE, the Higgs, and everything else!
« on: July 13, 2014, 12:45:18 am »
M'mostly just wondering if we could train a crack team of e-sport playing chimps, m'self. That would be pretty great, especially if it turned out they were incredibly good at it. Less likely to have steroid jockeys get their arms ripped off by angry monkeys, too.

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