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#226894 05/05/04 08:28 PM
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alright, alright. everyone knows i'm a moron, so forgive the stupid questions (please).
1) i'm an archer (surprise!!) and putting points into 'agility' (obviously), then why would i put any points into 'speed' (evasion and initiative) instead of 'survival'(luck, regeneration, accuracy and initiative)??? 'agility' already adds to evasion and 'survival' covers initiative PLUS 2 additional.
2) skills. i'm an archer (let's say <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />) click an icon and choose warrior/ranged/bow/ then add a point to reload. my next point i would like point blank. do i add another icon? or just add point blank to the already created reload? is there a difference?

thanks for any and all help!
i'm sure i'll have a bunch more questions later.
can't wait to really get started!

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Heya bro,

Good questions, was asking the same kind of stuff when I started out...

From my experience, the stats seem to have varying levels of effect - even though they affect the same stat. For example, raising agility 10pts might give you 3 evade, while raising quick 10 would give you 7 evasion. Evasion seems to be the primary reason to jack quick - its the main modifier.

To answer your other question, I don't think its necessary to start a new skill unless you want to have 2 specialties, ie. xbow & bow.

cheers,
Cal

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thanks for the reply cal. it's appreciated!
i did some playing around and have come to the same conclusion as you - different skills produce different results (1 skill point in speed vs. 1 skill point in survival). eventually someone will do the correct formula(s), but here is a starter (besides, i'm far too lazy!! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />)
following is what i found along with a couple anomalies listed in the next two posts.
i gained two levels, so had 10 points to distribute, as an archer. please note i only distributed in agility, survival and speed to determine (somewhat) the different values to each.
here is the chart - speed/survival
please also note that the % to hit and be hit refer to the trophy page, level 5 ghosts (with me just attaining 6th level). the values adjust according to your attribute points...but they are also NOT constant (please see next post).
to my thinking, speed is desired, but nowhere near as vitl as agility or even survival. personally, i'd opt for the +5/+4/+1 (agility/survival/speed) model. this model will increase damage nicely while giving you very good 'to hit' and 'be hit' numbers. it also allows for gains in initiative and regeneration (and luck if it means anything).

back to one of my original questions - has anyone seen a reason NOT to simply add skills into the first skill icon?


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interestingly (and i don't believe this should happen!), each time the trophy page is pulled up, the % chance(s) change.
here are a few examples - trophy anomalies
(5 pics here, look at the % to hit and be hit)
all that was done was open the page, close the page and re-open. this created a spread from 80%-87% to hit and 40%-48% to be hit.
should not happen i'm thinking.

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another interesting thing.
i was able to distribute the 10 skill points into any attribute, but when i added 10 to speed and clicked the 'check' mark, it reverted back to 11 (instead of 12).
3 pics here - speed limit?

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it's safe to assume you've "patched" already?? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />


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absolutely.

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You can just add skill points to the first icon.
Speed also effects reload time and hit recovery.

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thanks for the answers raze.
what did you think of those anomalies? any ideas?
are they perhaps bugs and therefore ought to be passed along to larian?
hope you're (and everyone!) enjoying the game!

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chance to hit / be hit;
Luck is suppose to have an influence on your hit rate. Possibly that involves a random value?

speed limit;
Did you eat / drink / sleep anything that could have been giving you a speed boost, which was removed when you added the skill points? If you hover the cursor over 'Speed', what does it list as the base value in each case?
I think the Larians are following the forum, should already be aware of this.

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as for the speed question, no - it was just base 2. you can actually see that in the photos. no other enhancements. and those pics are taken in succession too.
as for the difference in 'to hit' 'be hit', i had not taken the possibility of LUCK into account. so that might very well be it. and it makes sense too.

if needed, i have a save right at the 10 skill point/speed thing. so can recreate it any time.
and it was with 1.4.

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Whereas the stats were fix in my case => the chance to hit/be hit varied in my quest log for the same monster class, due to my changing stats - were yours in evasion always the same?

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Whereas the stats were fix in my case => the chance to hit/be hit varied in my quest log for the same monster class, due to my changing stats - were yours in evasion always the same?

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hi kiy
so nice of you to write twice in one day!!!! <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />
yeah, evasion and ALL other stats stayed the same. the ONLY change was in the trophy page. those 5(?) screens were taken right in succession, though a sixth was deleted because it was so similar to another. so, i was just opening and closing the trophy page, no change at all to character no change in time. the speed issue was at a different point.
i installed patch 1.41 (which screwed up my quest page a bit - "$ERROR$" now prevails!), and the same changing of 'to hit' and 'be hit' continue. oh well. it's not really that big a deal, just makes it hard(er) to figure what percentage stats affect characteristics.
and raze, sorry - i just looked at the screens again and saw that i'd loaded one that DIDN'T have the cursor over the speed 2 skill. ooops. yes, it was base 2 only (and 2 is what it read).


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