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Messages - Frumple

Pages: 1 ... 1339 1340 [1341] 1342 1343 ... 1929
20101
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 11, 2014, 07:53:20 pm »
Thank you !
I didn't knew that you could buy the unlocking of the tree instead of using a category point., that cat point will then be very used in a very usefull way.
Mmhmm... it's also worth noting that you can go straight to the unlocked state for 500 -- no need to spend the initial... whatever that was... to see the locked cat. Afterwards, if it's anything like mindstars, you can sink in another 750 gold (for a total of 1250, but considering it's the equivalent of two cat points that's kinda' cheap, ha.) to bump the mastery up to 1.3, after you've bought the unlock. The mindslayer I'm running now got the full buy in price... before level twenty, I think. Doesn't take too long.

Would have got it sooner if the zig patrols weren't infecting the world map like lice and murdering all the adventurer parties. This character hasn't seen anything hostile on the world map since like level six (currently 27, and has spent several sessions just walking back and forth between the normal party spawn points for 5-10 minutes straight). Any advn parties that spawn get killed off before I can find them :-\

... I'd really kinda' like to grind a bit for more willpower/mindpower boosting stuff, too. Gotta' get uberkit to boost that reshape to yet more beautiful levels <3

20102
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 11, 2014, 04:18:35 pm »
Yeah... shalore are kinda' flimsy to begin with, and most of the rogue metaclass critters have it pretty rough until they can get some better daggers, which makes doing trollmire regardless of starting zone first (if possible, anyway) usually the best idea. Especially if you actually luck into a decent defense item on top of the dex you're probably pumping, since Bill has terrible accuracy.

So leaving the scint. caves for later is usually a good idea with rogue type shalore. Melee ones in general, really. Once you get used to the crystals, it's not like it's impossible to clear it out on the first go, but... it's usually more trouble than it's worth. Personally, I usually hit up the shalore elf zones last, before going on to the tier two stuff. Clear out the stuff near derth and the thalore area junk, then tap the zones with oodles of casters, heh.

20103
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 11, 2014, 02:35:00 pm »
Advn. parties are still fine for loot and gold grinding, though, especially earlier on (one of the earliest semi-reliable sources of blues and purples, really). Pretty excellent for it, if you can survive them. Even better, the loot you feed into the chest after killing them helps build up energy for more farportals, ha.

But yeah, still no respawning in dungeons. Once you've cleared it, it stays clear. Farportals are just a source of infinite new dungeons (though the boss from 'em will eventually luck out and generate as something that can kill you, so...).

20104
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 11, 2014, 12:49:17 pm »
Yeah, the big thing with earthen missiles is the synergy between it (and the stone tree forth tier, of course) and your normal melee attacks. Since you're primarily outputting physical damage, you can focus in on that more than a more damage-type diverse build would allow, letting you pump it higher and get better penetration. It also really does hit fairly hard, it's just that it's about on par with flame et al, instead of what you might expect from a 10th level tree. The real fun begins when you're putting out 6x3=18 shots in a single turn, though. Then it gets frisky.

Incidentally, incredibly annoying encounter? Eternal Bone Giant Shadowblade rare. It can't hurt me, like, at all. But trying to kill something that's invisible 75% of the time, has 50 something defense, evasion, a 755 hp shield, a 580 something hp heal, multiple lives, and 50% resall on top of that is, just.

It's taking a while.

Managed to cut down one life, so far. Might not have been able to manage that if it weren't for the fact the bugger's wearing some anti-magic kit and occasionally getting its invis turned off :-\

20105
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 11, 2014, 12:15:51 pm »
Anyway, question time. Is there a way to protect my army from banishment, or should I just create less demon-centric armies?
There's spells that can increase magic resistance, some of them battlefield wide, iirc (higher up in the research). Banishment damage can be negated (or halved? Something like that.) by a successful MR check, so if your demons have higher magic resistance...

Setting things up to kill the banishers might help, too, of course. Flyers set to attack rear, large AoE spells, stuff like that. Fairly sure Yomi's got access to at least death (and maybe blood?), so you might be able to sic some non-battle disease causing stuff on their armies, get the priest population headed toward death. Assassins might work too, if you've got access (and if you've got blood, or are willing to get into blood, something nasty with that assassin heart thing, if it's still in D4, would be vicious.).

I'm playing as early age Ulm. I have a fully kitted out Tartarian cyclops that killed about 200 soldiers in one battle and I have other equally capable commanders but against the sheer numbers my armies always rout eventually.
Unless D4's changed it, one thing you can do is send stuff like that cyclops in solo (or only supported by equally capable units). The rout is based, at least partially, on number of things killed (or something like the amount of HP lost by those things or whatev'.) on your side. If you've only got two or three guys that won't die, they won't rout. If they're in an army with a bunch of crap that does die, they can and will rout.

Alternately, if routing is the issue, get some morale boosters! Stick 'em in with the groups that are routing. If enemy chaff is the issue, get some of those mass AoE spells good at clearing them out. I'd personally just say screw the army and send in the SCs on their lonesome, though, especially if you're at the point of getting tartarians. Probably, anyway.

20106
We're working on that one, I think.
Yup. I'd be terribly surprised if we didn't have the capability to do so fairly easily in my lifetime (say, within next 30-40 years), if not necessarily the ready infrastructure et al to do it. Last I looked at it, we were already pretty close a few years back. The parts of medical science not in a corporate circle jerk reinventing the same pills are doing some pretty impressive stuff, really...

20107
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 11, 2014, 11:33:05 am »
Why? WHY!?

To see what it tasted like. There was no other consideration. Sometimes, when preparing consumables, the only step in the thought process is "I like the taste of this. I like the taste of that. DAMN THE GUNS, MIXING AWAY!" That is the first and last step, with nothing in between.

Sometimes it turns out well. Other times it... doesn't.

20108
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 11, 2014, 11:18:42 am »
Eh, specifically, it was about a half and half mix of hot chocolate (the kind made with the powdered stuff) and green tea. Y'know... just brewed separately and thrown together.

It... it was vile.

I imagine a more nuanced creation process might produce something more palatable, ha.

20109
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 11, 2014, 09:46:10 am »
Chocolate is good with most things, imo, even hot curry.
It really isn't, at least for me. There's quite a few things I've found that chocolate goes horribly with. Like green tea. Or cheese. 'Least the cheeses I've tried it with, so far. Anything involving ketchup. More I'm forgetting. Chocolate's actually been pretty persnickety for me in terms of what it'll go with. Honey is a lot more... accepting... in terms of sweet things added to other things.

It might depend on the chocolate, too, though. I've mostly done my experimenting with stuff easily accessible in the states, which isn't exactly high quality.

20110
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 11, 2014, 09:30:49 am »
Yeah, it only really takes off in terms of damage once you can fairly consistently get a full AC proc flurry, which takes a good chunk of cunning. And get the rest of it in place... full up crystal-whatever, higher spellpower, maybe some +physdam, etc. Before then... well, you'll still delete most things you run into pretty regularly, but it's not in the one/two-shot-the-end-fight-boss (Though I do think it's been somewhat nerfed since that happened >_>) range yet.

E: Hrrg. Reach wayist. Open door. TK Leap in between Z and wayist. Same turn, Z shadowsteps over me, getting critical on both attacks and instakilling the wayist. One turn, one action, dead wayist. It... it's always annoying when that happens. Z dies two turns later, of course. grumblegrumble
E2: Oh man, that good ol' Dark-Crypt-One-Step-From-Dungeon! It's been a while. I think I missed it.

20111
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 11, 2014, 09:04:39 am »
Yeah... it's a pretty simple concept, really. Hit them six times in one turn, cast Earthen Missiles (because both them and your melee attacks are physical, so you're getting the respen and damage boost from crystalline-whatever) six times in one turn. The latter alone will net, what 3-4k damage in the end game, easy? Nevermind what the actual flurry does. Add on beyond the flesh and you've got another hit+cast, you might still be able to get another one out of corrupted strength, and then what is that thing dissolve? You do it again the next turn with the physical attacks converted to acid damage. Or ideally you're running on some kind of global booster and do it in the same turn. If you're really frisky, you might even have a cooldown resetting talent (I think TW gets a stamina talent based one of those?) and then chain another flurry into that mess. If you're talking raw damage it's pretty much the most you can squeeze into a non-addon character.

20112
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 11, 2014, 12:43:22 am »
Today's WTF: Applesauce mixed with chocolate syrup tastes a lot better than I expected it to.

20113
Hrm? No, no. Some are purely aesthetic. Strictly visual and/or aural, with zero gameplay changes. Hell, I'd half wager a majority of mods are just that. Not gameplay related at all.

20114
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 10, 2014, 10:55:18 pm »
By making the statement while I was staring at the research list in game instead of looking at unit lists or whatev' :P

I do remember those things, now, though. They're also pretty nasty, but I think there was something about them being easy to get knocked into a second form or somethin'?

20115
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 10, 2014, 10:39:37 pm »
Fairly sure late game ABs can still break 10k with a lucky flurry, for what that's worth. An adventurer set up to exploit the same strategy (Arcane combat dual-wield flurry, for huge damage and ALL THE PROCS) but moreso (add TK wielding, and probably that acid flurry for a second round of it and, gods, I think the corrupted strength loop has been cut off, but it might still get an extra hit or two in and it'd be more damage anyway so.) could likely match or surpass it.

E: You know what's great? Meleeing everything to death in the initial level of the temporal rift and taking a grand total of two damage doing it. Temporal blocking kinetic shield + antimagic shield = HAHAHAHAHAHA BITE ME TIME!ES HAHAHAHAHA

E2: Holy hell, when did the sandworm tunnelers get huge? I wasn't expecting a 3x3 (well, looking. Still seems to only occupy one tile) w when I went into the lair...

E3: What the f... why does the ruined dungeon notes now start off as the Dragon Slave chant?

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