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Any workups on magical efficiency? in Avernum 4
Shaper
Member # 6292
Profile #9
Well, priests get cheaper priest spells with or without Pure Spirit and have no encumbrance issues, so a priest with Pure Spirit and a Mage with Natural Mage are roughly on the same foot, except the mage has more expensive spell levels and could still become encumbered, if you really weigh him down with the wrong combination of armor.

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike & Fast on Feet algorithm - done in Avernum 4
Shaper
Member # 6292
Profile #28
quote:
Originally written by Slartucker:

In your non-hasted test WHAT is the difference between the PCs you tested at QS 3 and 4, and the QS 7 PC?
Crikey, I checked his gear like three times and NOW I somehow notice that he has a +1AP shield, so his stats represent the effect of +1AP. I will rerun his test with a non AP-changing shield and post just the basic results. [EDIT: I have gone back and fixed all prior QS stats based upon that PC]

Meanwhile...

My Quick Strike tests from scratch on a non-equipped, non-traited human give:

Quick Strike Tests

QS Level 1 08AP = 95%
QS Level 1 09AP = 5%
QS Level 1 10AP = 0%
Average AP 8.05

QS Level 2 08AP = 90%
QS Level 2 09AP = 10%
QS Level 2 10AP = 0%
Average AP 8.10

QS Level 3 08AP = 75%
QS Level 3 09AP = 23%
QS Level 3 10AP = 2%
Average AP 8.27

QS Level 4 08AP = 68%
QS Level 4 09AP = 30%
QS Level 4 10AP = 2%
Average AP 8.34

QS Level 5 08AP = 50%
QS Level 5 09AP = 43%
QS Level 5 10AP = 7%
Average AP 8.57

QS Level 6 08AP = 53%
QS Level 6 09AP = 37%
QS Level 6 10AP = 10%
Average AP 8.57

QS Level 7 08AP = 47%
QS Level 7 09AP = 47%
QS Level 7 10AP = 6.6%
Average AP 8.66

QS Level 8 08AP = 33%
QS Level 8 09AP = 40%
QS Level 8 10AP = 27%
Average AP 8.94

QS Level 9 08AP = 28%
QS Level 9 09AP = 50%
QS Level 9 10AP = 22%
Average AP 8.94

QS Level 10 08AP = 28%
QS Level 10 09AP = 47%
QS Level 10 10AP = 25%
Average AP 8.97

QS Level 11 08AP = 22%
QS Level 11 09AP = 58%
QS Level 11 10AP = 20%
Average AP 8.98

QS Level 12 08AP = 17%
QS Level 12 09AP = 58%
QS Level 12 10AP = 25%
Average AP 9.08

QS Level 15 08AP = 7%
QS Level 15 09AP = 50%
QS Level 15 10AP = 43%
Average AP 9.36

QS Level 16 08AP = 3%
QS Level 16 09AP = 23%
QS Level 16 10AP = 73%
Average AP 9.61

QS Level 20 08AP = 0%
QS Level 20 09AP = 6%
QS Level 20 10AP = 94%
Average AP 9.94

---- SUMMARY ----

QS Level 1 - Average AP = 8.05 = 5% chance for +1AP
QS Level 2 - Average AP = 8.10 = 10% chance for +1AP
QS Level 3 - Average AP = 8.27
QS Level 4 - Average AP = 8.34
QS Level 8 - Average AP = 8.94
QS Level 10 - Average AP = 8.97
QS Level 12 - Average AP = 9.08
QS Level 16 - Average AP = 9.61
QS Level 20 - Average AP = 9.94
QS Level 22 - Average AP = 10.0 (every time)

OR, to chart it as you did:

-----+0AP +1AP +2AP
0 --- 100% 0% 0%
5 --- 50% 43% 7%
10 -- 28% 47% 25%
15 -- 7% 50% 43%
20 -- 0% 6% 94%

----

[EDIT] - And now the proper stats for my non-hasted Level 33 PC:

QS Level 7 - Average AP = 8.68
8AP = 38%
9AP = 56%
10AP = 6%

It look like we both line up in our results now.

It takes 8-12 levels of Quick Strike to get an average of +1AP (a quarter of the time getting no bonus AP, and a quarter of the time getting +2AP's)

Bottom line from my stats: One point in Quick Strike is roughly worth +1/10 of one Action Point.

5 out of 7 QS points my PC has at the endgame is all due to equipped gear, so if I had trained him 3 more points in Quick Strike, along with two pieces of +1AP gear equipped, he would typically get +3AP, and a quarter of the time he would get +4AP. With Fast on Feet, 50% of the time, he would get one more AP for a total of +5AP. This means, I believe, that the maximum AP when hasted is 12AP + 5AP = 17AP. I remember three body armors which add 1AP, one spear (I think), and one shield. If there are boots or sandals which add +1AP, then it is possible to get 18AP total in a turn.

[ Wednesday, December 21, 2005 21:29: Message edited by: Synergy ]

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike & Fast on Feet algorithm - done in Avernum 4
Shaper
Member # 6292
Profile #16
Just look at the summaries/conclusions at the end for the basic results. The nuts and bolts are there for anyone who wants to see where it all came from.

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike & Fast on Feet algorithm - done in Avernum 4
Shaper
Member # 6292
Profile #14
OK, I will do the test, except I'm going to use the editor to instantly give me enough points to be Level 35 and assign the points you request for each stage. The only difference will be the level of the PC will be 35 throughout the test, despite assigned skill points.

Meanwhile...I did one other set of tests with my Level 33 endgame PC's:

[EDIT: Fixed my failure to note the +1AP shield and resulting Quick Strike Stats - they are now correct here.]

Non-hasted PC test.
Luck = 2 for all PC’s.

Quick Strike = 7 (36 rounds total) +1AP shield equipped.

08 = 15x = 42%
09 = 17x = 47%
10 = 04x = 11%

Total AP = 349
Average AP = 9.7
Average Bonus AP = 1.7 - 1 for +1AP shield = 0.7 due to Quick Strike
Average Bonus AP per point in QS = 0.1

Quick Strike = 4 (36 rounds total)

08 = 18x = 50%
09 = 16x = 44%
10 = 02x = 06%
11 = 00x = 00%

Total AP = 308
Average AP = 8.6
Average Bonus AP = 0.6
Average Bonus AP per point in QS = 0.14

Quick Strike = 3 (72 rounds total)

08 = 51x = 71%
09 = 19x = 26%
10 = 02x = 03%
11 = 00x = 00%

Total AP = 599
Average AP = 8.3
Average Bonus AP = 0.3
Average Bonus AP per point in QS = 0.1

SUMMARY:

Quick Strike = 7, Average Bonus AP = 0.7, Average Bonus AP per point in QS = 0.10
Quick Strike = 4, Average Bonus AP = 0.6, Average Bonus AP per point in QS = 0.14
Quick Strike = 3, Average Bonus AP = 0.3, Average Bonus AP per point in QS = 0.10

[ Wednesday, December 21, 2005 21:13: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Forging in Avernum 4
Shaper
Member # 6292
Profile #4
Oh, gotcha..."ingredients" for forging, like Fine Steel.

I always save my game and test what the crafters actually make, since it doesn't tell you exactly ahead of time (there's an annoying factor Jeff could have left out).

I generally have a couple pair of Blessed Boots made in Formello (you get/find at least one pair soon after in the E. Gallery), and a Blessed Shield or two W of Silvar. The Runed Helms made by the guy north of the Castle are great for magicians, and you'll really want to save up for the fantastic stuff made by the nephil leather-maker in Bargha late in the game.

Kill all stray reptiles, since they sometimes drop leather. Steal the gold, iron, and steel (?) bars in the chest out of sight in the Draco Mines.

I basically had just enough leather and focusing crystals to make the leather goods I wanted (the helms, gauntlets, etc.). Leather is more the limiter of what I could make than anything else. Steel probably the least so. Either way, don't overspend those resources by making one of something for everyone. Generally, you will soon be finding or winning something to replace basic blessed boots and shields anyway.

Oh, and some of the really cool later leather goods require mandrake and/or graymold (typically mandrake) to make, so have some excess rare herbs for those too. In fact, I save nearly all my mandrake and graymold for Knowledge Brews and Bargha leather goods near the end of the game. Any other potions, including Invulnerability potions, you can buy or find throughout the game.

[ Wednesday, December 21, 2005 17:53: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike & Fast on Feet algorithm - done in Avernum 4
Shaper
Member # 6292
Profile #6
Vlish, your results make sense according to my data which suggest that around 4-5 points of QS gives you an average of +1 AP, and if FoF gives a 50% chance for +1 AP, then I think that getting +2 AP should occur around half of the time with 4-5 QS and FoF.

(I know just enough math to be dangerous) :D

[ Wednesday, December 21, 2005 16:06: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Forging in Avernum 4
Shaper
Member # 6292
Profile #1
Forging....foraging? We're talking herbs here?

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike & Fast on Feet algorithm - done in Avernum 4
Shaper
Member # 6292
Profile #4
[EDIT: My QS stats here are messed up because I missed a +1AP shield my PC was using. Yeah, I feel stupid!]

Good work, Slarty....I think. :) How does the fact that I could get 9, 10, or 11 AP out of Quick Strike alone account for your understanding that QS gives you two chances for an extra AP? It looks like it actually offers at least three.

My data:

Quick Strike = 7
No bonus Action Points gear equipped
32 Combat Rounds total, unhasted

I got:

09 Action Points 13x
10 Action Points 17x
11 Action Points 02x

I got 8 AP only once, in my Blessed test, which is about one out of 100 test rounds I've done in total. At 7 QS, I was about 50% likely to get 2 bonus AP according to my data. How does this add up with your observations? The only other factor I can think of possibly contributing is my Luck of 2.

Vlish, I just did a test on the effects of blessing on melee combat which I was posting in the other thread. Blessing does at least what it says under the spell description: increases your likelihood to hit and increases the damage of your strikes (on average). I am not convinced, despite my results below, which are not extensive enough to rule out flukes, that QA or LB are actually affected by Blessing. But they could be.

CONCLUSIONS ON EFFECTS OF BLESSING:

Average Hit Damage is increased 20%
Quick Action occurrence is improved 15%
Lethal Blow occurrence is improved 15%
Lethal Blow damage is not affected
Parry and Riposte are not affected
Quick Strike bonus AP are not affected

[ Wednesday, December 21, 2005 21:04: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Any workups on magical efficiency? in Avernum 4
Shaper
Member # 6292
Profile #3
I would recommend going up to 8 Intelligence, which is enough with 6 Priest or Mage Spells to give you Magery. Then you have the option of bumping up Magery or Spellcraft to make spells more powerful, whichever is cheaper. Eventually, you'll probably wind up with a couple of items to bump your spellcaster(s) up another point or two in intelligence. But I find 8-10 Intelligence plenty, and prefer making my spells more powerful. Quickly killing your foes is probably more important in this game than having great longevity in spellcasting ability, and that's what energy potions are for.

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike, Quick Action, and traits in Avernum 4
Shaper
Member # 6292
Profile #13
Vlish, I'd like to see your fighter's stats, as many relevant ones as you care to list, including his advantages and level.

Also, which Ogre battle do you keep referring to? The highway robbers, the camp between Fort Samuels and the Tower Colony, or the one underground north of the Tower Colony?

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Melee Skills Stats in Avernum 4
Shaper
Member # 6292
Profile #7
I mean to post this separately. This test compares melee stats while blessed. Same PC used as the previous test.

[EDIT: Removed mind-numbing details]

RESULTS ON EFFECTS OF BLESSING:

Average Hit Damage is increased 20%
Quick Action occurrence is improved 15%
Lethal Blow occurrence is improved 15%
Lethal Blow damage is not affected
Parry and Riposte are not affected
Quick Strike bonus AP are not affected

[ Wednesday, December 21, 2005 20:59: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Melee Skills Stats in Avernum 4
Shaper
Member # 6292
Profile #6
There are at least two Mercuric Leathers to be had in the game. I think one of the Craftsmen, possibly the one in Bargha, will make one for you, meaning you could have one for each PC if you wanted.

I just reconstructed a Torment party with two nephils and two sliths, all Divinely Touched, one Elite Warrior, two with Natural Mage, one with Pure Spirit. The two mages will be an archer and a thief in addition to their magical duties. I made a fighter and thief/mage slith because it made XP penalties wind up 55-65% for each, which is about as high and as close to one another as I could get. I will give the sliths a shield, however. They will not wield poles. The fire resistance can't hurt. My melee meat shield is therefore a Divinely Touched Elite Warrior slith. You can't get any hardier than that, supposedly.

I redid my Melee test a bit more unadulterated to compare results. Some are a bit different.

Melee Fighting Stats for Level 33 human fighter (Nimble Fingers/Strong Will) vs. Golem in Patrick’s Tower using the Radiant Blade (11-30 damage)

Strength 10
Dexterity 4
Melee Weapons 10
Quick Action 11
Defense 2
Quick Strike 7
Parry 5
Blademaster 3
Gymnastics 3
Anatomy 5
Lethal Blow 11
Riposte 3

[EDIT: +1AP due to shield not noted previously, and fixed QS stats throughout]

32 Combat Rounds total, unhasted

9 Action Points x13 = 13 Hit Rounds
10 Action Points x17 = 34 Hit Rounds
11 Action Points x 2 = 4 Hit Rounds

Total Action Points = 309 = 9.7 AP per round average
Base Action Points = 32 x 8 = 256 AP
Total AP - Base AP = 53-32 (due to shield) AP due to Quick Strike = 21
Average Quick Strike Bonus per round = 21/32 = .66 AP
Quick Strike bonus AP per turn per QS point = .66/7 = .09
~10 Quick Strike points = 1 bonus AP

Total Hit Rounds = 51 (no misses)
Total Hits in 51 rounds (including QA second strikes) = 76
Average Hit Rounds/Combat Round = 1.6
Average Hits/Combat Round = 2.4
Quick Action additional hits out of 51 Hit Rounds = 25 = 50%
Average Quick Action = 50%/11 = 4.5% chance/point

Lethal Blows out of 51 rounds = 20 = 39%
Lethal Blow = 39%/11 = 3.5% chance/point (at Level 33 vs. Golem)
Total Lethal Blow Damage = 928
Total Lethal Blows = 29 (including QA second strikes)
Average Lethal Blow hit damage = 32

Total Normal Hit Damage = 978
Total Normal Hits (including QA second strikes) = 47
Average Normal Hit damage = 21
Average Lethal Blow damage improvement = 11
Average Lethal Blow damage improvement over normal blow damage = 52%

Parries (at 30%) out of 52 attempted hits by Golem = 15 = 29%
Parry = 29%/5 = 5.8%/point

Ripostes (at 15%) out of 52 attempted hits by Golem = 5 = 10%
Riposte = 10%/3 = 3.3%/point

CONCLUSIONS:

1 point Quick Action adds 5% chance for second hit
1 point Lethal Blow adds 3% chance of a lethal blow at 50% ave. additional damage
1 point Riposte adds 5% chance to riposte (I had 15% Riposte with 3 points)
1 point Parry adds 6% chance to parry (I had 30% Parry with 5 points)
1 point Quick Strike adds 1/8 or 1/10 bonus Action Points
8-10 points Quick Strike add 1 bonus AP

Quick Strike needs more testing, considering the different results we are getting.
[EDIT: I fixed my QS Errors in these results]

[ Wednesday, December 21, 2005 20:56: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike, Quick Action, and traits in Avernum 4
Shaper
Member # 6292
Profile #10
I should have posted my melee stats in this thread, which inspired my testing. The conclusion I am coming to is that focusing on AP and extra hits by fighters (except QA which is essential) probably isn't very efficient, considering the relatively little damage a melee fighter does throughout the game. I'm more in line with Vlish's thinking that making your meat shield unhittable and taking much less damage due to Dexterity, Parry, and Gymnastics is the better investment.

Even with the occasional Lethal Blow, I was getting 30-something damage per hit instead of 20-something. This adds up to maybe one more hit needed without any Lethal Blow. It might make more sense for a pole fighter who regularly gets 40-something damage per hit, but a pole fighter is also more vulnerable and could use the unhittability all the more.

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Significant spell upgrade bug in Avernum 4
Shaper
Member # 6292
Profile #3
It's a tiny bug, or at least confusing, in that it says, "Learn Heal" when you have already learned Heal from a spellbook. What "learn" means technically, is that it is the first time you will have trained in it from a mage or priest whether you have learned it elsewhere or not.

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Melee Skills Stats in Avernum 4
Shaper
Member # 6292
Profile #4
quote:
Originally written by Slartucker:

Defense is also supposed to affect chance to be hit, isn't it?
Oops, yes, you are right. 3% per level and I have Defense of a whopping 2 with this PC I used, which means it figures into the Dexterity/Gymnastics total which I was unable to isolate with this testing anyway. I'd have to start from scratch and construct a PC with only Dexterity, and then Gymnastics. For Defense we already know the value. I also heard that Hardiness reduced all kinds of damge by 1%/point.

quote:
It's also interesting that you got an average of +1.25 AP out of 7 Quick Strike. My level 1 test with 5 Quick Strike got an average of only +0.6 AP.... 13.25 average AP with no boost items, were you HASTED?
Oops, again. Yes I was, for the simple convenience of getting in more hits and taking less damage. I edited the changes into the original stats.

quote:
How many AP-boosting items are there in this game?
Several pieces of Mercuric armor, of which only one can be worn by a PC at a time, and some Mercuric boots(?), so as Kel has done, I think you can reasonably wind up with +2AP through items on one PC. I think one spear also adds 1 AP, so if you were a pole fighter, perhaps 3 AP total.

Kel, according to your test, you got an average of 10.75 AP per turn. With a base of 10 AP per turn with the two +1 AP items equipped, you got .75 extra AP/turn due to 9 Quick Strike, which = 6.25% AP/point of QS/turn. I got 9% in my test, and was guessing it is 10%. More tests should pin this down better.

I am sure Lethal Blow has some kind of algorithm depending on relative level of PC to foe. So my test is only good for my PC vs. the Golem. Also, my PC is at Level 55 because I used to editor to give everyone XP to test Unlock Doors. I hadn't assigned any of the SP I got to the fighter PC, but his level is obviously made higher relative to the Golem. I bet if I went back and tried it with my fighter at Level 36 which he was before the test, he would get far fewer Lethal Blows. What I am mostly wondering, is whether the 40% extra damage is consistent, or if that varies too in some way?

One thing that makes Lethal Blow less fun than it could be is that Jeff's worlds are constructed so you pretty much never come across a truly weak foe like a goblin or basic skeleton late in the game, which you could merrily pulverize with Lethal Blow. The monsters are always conveniently at or above your level as you follow the plot.

[ Wednesday, December 21, 2005 10:57: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Melee Skills Stats in Avernum 4
Shaper
Member # 6292
Profile #0
These results are from tests I ran on my fighter from near the end of my second game. If anyone has a save game near the end, perhaps we can do some comparisons to further figure out the effects of various skills upon combat stats. If anyone wants to do equivalent tests, it should probably be against the same Golems outside the library in Patrick's Tower for consistency.

Melee Fighting Stats vs. Golems in Patrick’s Tower
with Oozing Blade (11-33 damage, +5% hit chance)

Strength 10
Dexterity 4
Melee 10
Quick Action 10
Defense 2
Quick Strike 7
Parry 2
Blademaster 3
Gymnastics 3
Anatomy 5
Lethal Blow 9
Riposte 3

+1AP due to shield

20 combat rounds total, fighter hasted

15 Action Points x4 =12 Hit Rounds
13 Action Points x13= 26 Hit Rounds
12 Action Points x3 = 6 Hit Rounds

= 44 Hit Rounds in total (no misses)
Total Hits in 20 rounds = 67 (includes QA second hits)
Average Hit Rounds/Combat Round = 2.2
Average Hits/Combat Round = 3.35 (includes QA second hits)
Quick Action additional hits out of 44 rounds = 23 = 52%
Average Quick Action = 5% chance/point

Lethal Blows out of 44 rounds = 12 = 27%
Lethal Blow = 3% chance/point
Average Normal Hit damage = 25
Average Lethal Blow hit damage = 35
Average Lethal Blow damage improvement over normal blow damage = 40%

Ripostes (at 15%) out of appx. 38 attempted hits by Golems = 6 = 16%
Riposte = 5%/point

Parries (at 15%) out of appx. 38 attempted hits by Golems = 7 = 18%
Parry = 9%/point

Misses (at 73%) out of appx. 38 attempted hits by Golems = 9 = 24%
4 Dexterity + 3 Gymnastics + 2 Defense = 27% chance to be missed by Golem
2 Defense = 6%. 4 Dexterity + 3 Gymnastics = 21% = 3%/point of each.

[EDIT OUT: Quick Strike stats messed up due to not accounting for +1AP shield]

CONCLUSIONS:

These are approximate guesses for the actual internal stats in the game:

1 point Quick Action adds 5% chance for second hit
1 point Lethal Blow adds 3% chance of a lethal blow at 40% ave. additional damage
1 point Riposte adds 5% chance to riposte
1 point Parry adds 7.5% chance to parry
1 point Quick Strike adds 1/10 bonus Action Point

It would be good to find out how Dexterity and Gymnastics each affect one’s chance to be hit, though I’m not sure how that would be calculated against the unknown hit chance of any foe. For the Golem, each point of Dexterity or Gymnastics (if equal) adds about 3% less chance to be hit.

1 point Defense adds 3% less chance to be hit
1 point Dexterity or Gymnastics adds 3% (?) less chance to be hit

[ Wednesday, December 21, 2005 20:49: Message edited by: Synergy ]

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Almaria warning(possible spoilers)... in Avernum 4
Shaper
Member # 6292
Profile #8
So the barriers out of Fort Emerald are dispellable, huh? Without any cheating, your mages at this point in the game can do it, or did a Piercing Crystal do it? If so, Jeff should just make those barriers non-dispellable until they are let down for your quest.

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
Magic Lore in Avernum 4
Shaper
Member # 6292
Profile #6
Arcane Lore of 5-6 is needed in the Formello area. AL of 8-9 is good for most things in the Eastern Gallery. AL of 12 is required to read the Spellbook under Fort Avernum, so these should be a gauge for how much you want to bump yours up as you go.

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
If I Could Make My Own Fantasy Game... in General
Shaper
Member # 6292
Profile #24
argh(...)...

You DO understand that I am not actually MAKING a game, right? I was just imagining the sort of game I would make if I were a game-maker...

...which I am not.

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Report Your Stats Here (Uncle Spam Needs YOU!) in Avernum 4
Shaper
Member # 6292
Profile #13
The common experience seems to be that people encounter single digit XP not terribly far into the game, no matter XP penalties. I'd like to hear from anyone with significant XP penalties on their PC's midways and late in the game, what kind of XP you are getting. Do they ever pick up again, or is it meager XP rewards for the rest of the game once you "catch up" to the curve?

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Posts: 2009 | Registered: Monday, September 12 2005 07:00
A4 Hidden Skills [SPOILERS] in Avernum 4
Shaper
Member # 6292
Profile #30
From an inquiry in the Level 3 Spells thread, I did a little research on some magical variables and Tool Use related to Unlock Doors. Interesting conclusions to say the least. Have a look. Most interesting is that Magery, Mage Spells, and Spellcraft all appear to have the exact same bonus/effect on spell strength.

MAGE TESTS UNLOCK DOORS USING THE FOLLOWING VARIABLES.
Mage = Nephil with Natural Mage and Deadeye.

• Doors ALWAYS OPEN when these stats are reached and NEVER open when they fall short.

• Luck has no effect on strength of Mage spells or likelihood of opening doors. Luck = 2 on all tests. Pumping Up Luck as high as 12 makes no difference on multiple attempts where Magery or Spellcraft are only one lower than necessary to open the door.

MAGE OPENS DIFFICULTY 35 DOOR WITH:

Mage Spells 18/Tool Use 5/Spellcraft 18/Magery 4 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 17/Magery 5 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 16/Magery 6 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 15/Magery 7 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 14/Magery 8 = 45 Total
Mage Spells 18/Tool Use 6/Spellcraft 17/Magery 4 = 45 Total
Mage Spells 18/Tool Use 6/Spellcraft 13/Magery 8 = 45 Total

Mage Spells 18/Tool Use 7/Spellcraft 15/Magery 4 = 44 Total
Mage Spells 18/Tool Use 7/Spellcraft 11/Magery 8 = 44 Total
Mage Spells 18/Tool Use 8/Spellcraft 14/Magery 4 = 44 Total
Mage Spells 18/Tool Use 8/Spellcraft 10/Magery 8 = 44 Total

Mage Spells 18/Tool Use 9/Spellcraft 12/Magery 4 = 43 Total
Mage Spells 18/Tool Use 9/Spellcraft 7/Magery 9 = 43 Total
Mage Spells 18/Tool Use 10/Spellcraft 7/Magery 8 = 43 Total
Mage Spells 18/Tool Use 10/Spellcraft 11/Magery 4 = 43 Total

Mage Spells 18/Tool Use 11/Spellcraft 9/Magery 4 = 42 Total
Mage Spells 18/Tool Use 11/Spellcraft 7/Magery 6 = 42 Total
Mage Spells 18/Tool Use 12/Spellcraft 8/Magery 4 = 42 Total
Mage Spells 18/Tool Use 12/Spellcraft 7/Magery 5 = 42 Total

CONCLUSION:

• Spellcraft = Magery (Each equally affect the strength of Mage Spells)

MORE TESTS (All totals for these = 44)

Mage Spells 19/Tool Use 7/Spellcraft 14/Magery 4
Mage Spells 19/Tool Use 7/Spellcraft 7/Magery 11

Mage Spells 20/Tool Use 7/Spellcraft 13/Magery 4
Mage Spells 20/Tool Use 7/Spellcraft 9/Magery 8

Mage Spells 21/Tool Use 7/Spellcraft 10/Magery 6
Mage Spells 21/Tool Use 7/Spellcraft 9/Magery 7
Mage Spells 21/Tool Use 8/Spellcraft 9/Magery 6
Mage Spells 21/Tool Use 8/Spellcraft 8/Magery 7

Mage Spells 22/Tool Use 7/Spellcraft 11/Magery 4
Mage Spells 22/Tool Use 7/Spellcraft 7/Magery 8

Mage Spells 23/Tool Use 7/Spellcraft 10/Magery 4
Mage Spells 23/Tool Use 7/Spellcraft 7/Magery 7

Mage Spells 24/Tool Use 7/Spellcraft 9/Magery 4
Mage Spells 24/Tool Use 7/Spellcraft 7/Magery 6

CONCLUSION:

• Mage Spells = Spellcraft = Magery (Each is equivalent for boosting the strength of Mage Spells)

TOOL USE RELATIVE TO MAGE SPELLS/SPELLCRAFT/MAGERY:

Tool Use Jump from 0-1 counts as 2 towards total (extrapolation)
Tool Use Jump from 1-2 counts as 1 towards total (extrapolation)
Tool Use Jump from 2-3 counts as 2 towards total (extrapolation)
Tool Use Jump from 3-4 counts as 1 towards total (extrapolation)
Tool Use Jump from 4-5 counts as 2 towards total (extrapolation)
Tool Use Jump from 5-6 counts as 1 towards total (extrapolation)

Tool Use Jump from 6-7 counts as 2 towards total
Tool Use Jump from 7-8 counts as 1 towards total
Tool Use Jump from 8-9 counts as 2 towards total
Tool Use Jump from 9-10 counts as 1 towards total
Tool Use Jump from 10-11 counts as 2 towards total

CONCLUSION:

• Tool Use point value = 1.5 x Spellcraft or Magery point value

Tool Use = 1.5 x Tool Use points, and the total adjusted points for opening a Difficulty 35 door = 48 points.

Mage Spells 18/Tool Use 12(x 1.5) = 18/Spellcraft 7/Magery 5 = 48 Total

THEREFORE:

Mage Spells 17/Tool Use 12(x 1.5) = 18/Spellcraft 8/Magery 5 = 48 Total

AND FINALLY:

Mage Spells 17/Tool Use 15(x 1.5) = 23/Spellcraft 4/Magery 4 = 48 Total
Mage Spells 17/Tool Use 15(x 1.5) = 23/Spellcraft 8 = 48 Total

These last two combinations represent the minimum Mage/Thief necesary to beat all traps and open all doors in the game. (Tool Use of 15 is required and 17 Mage Spell levels are needed to cast all spells.)

The most efficient way to boost spells is to add whichever is cheapest and avaiable at the moment: more Mage Spells, Spellcraft, or Magery.

[ Tuesday, December 20, 2005 22:39: Message edited by: Synergy ]

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator N:R Items The Lonely Celt A5 Items A5 Map
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Level 3 spells in Avernum 4
Shaper
Member # 6292
Profile #9
It is interesting to note that Spellcraft costs 2000 from Cecil in Cotra, but Magery costs 1500 and both are said to be "Pretty Average" in cost. This suggests Spellcraft is 1/3 more powerful than Magery, though I bet it isn't actually.

I have an endgame test setup for unlocking the L35 door with my mage/thief, and I bumped up Magery till it would open last time. I'll do a comparison to see how many levels of Spellcraft it takes and report back.

EDIT: The results are in! I put them in a more specifically relevant thread.

[ Tuesday, December 20, 2005 16:27: Message edited by: Synergy ]

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Registration Barrier in Avernum 4
Shaper
Member # 6292
Profile #6
Buy it from Swampwalker Hurking SE of Formello or steal it out from under the nose of Hamer the priest to the E of Fort Draco.

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Quick Strike, Quick Action, and traits in Avernum 4
Shaper
Member # 6292
Profile #3
If you want to put anything heavier than leather armor on your mages, you will need Natural Mage. There are some very good robes and decent leather armors in the game for magicians if you want to go the glass cannon route with a mage. There are a number of magical armors with bonuses I like to use, so I tend to give my mages Natural Mage so they can utilize them.

If you noticed in other discussion that loading up XP penalties on PC's in A4 is probably preferable rather than a handicap, then one might consider using Divinely Touched instead of Deadeye, as both give you Sharpshooter.

I gave my human melee fighter Strong Will in the first game, and he was definitely charmed and terrified less often than my slith who was without it, but others have claimed it seems to make little difference. Charming and Terror are frequent nuisances in A4, so it might be worth considering. Intelligence seems worthless to give a fighter to combat Charm and Terror.

[ Tuesday, December 20, 2005 14:20: Message edited by: Synergy ]

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Almaria warning(possible spoilers)... in Avernum 4
Shaper
Member # 6292
Profile #5
Yeah, that's the one, but I could only trigger it once, seemingly by shooting by bow from afar a skeleton who was in the hallway leading to Hrickis. Then I got the greeting dialog box from Hrickis as if I had rounded the corner and seen him. I think I stopped this before he actually attacked me through the wall, but this apparently, is also the issue in the Spire arena.

[ Monday, December 19, 2005 22:01: Message edited by: Synergy ]

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A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00

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