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It's logical and a good step towards balancing intelligence (which is too strong) and Perception (which is too weak).


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Isn't perception also used as a modifier for Treasure Hunter? It's not implemented yet, but I saw in one video you can spot buried chests with it.

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Originally Posted by Aramintai
Isn't perception also used as a modifier for Treasure Hunter? It's not implemented yet, but I saw in one video you can spot buried chests with it.


Yes it is, but is definitely not enough compared to the other stats benefits. Right now Perception looks like a dump stat.

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Swen Vincke said in a video that stats modify the social skills (CON for charisma, STR for intimidate, etc) but it doesn't show on the character sheet so not sure if the idea was dumped or not implemented yet.

I suppose having perception determine chance to hit for ranged attacks, and have Dex do something else, like add crit chance, could be a viable alternative to how stats currently work.
The main issue imo is that melee characters currently need Str for attacking, Con cos they'll be more likely to be hit, and Spd because they have to move more, while ranged and magic specs can just focus on their primary stat. Even if the game is classless, and ignoring how broken Int is now, some options are just way more viable than others.
Of course if stats are changed in a way that makes each "specialisation"/class rely on more stats, it'll probably make hybrid builds less viable and noone wants that.
I hesitate proposing something like Perception determining % to hit for everything (except maybe magic), but then it would turn Per into a primary stat for everyone and reduce diversification.

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How does Constitution get used when calculating your HP?

At character creation, Health = 2 * CON, so 5 Con is 10 HP, 6 = 12, 10 = 20...

At level 2, my 5-CON character went from 10 to 12 Health. My 6-CON char went from 12 to 15.
At level 3, my 5-CON character went from 12 to 16 Health. My 6-CON char went from 15 to 20.


I have not tried getting 7-CON, 8-CON, 9-CON and 10-CON characters to level 3, so my formulas may be in error, but here's what I guess:

The formula for HP you gain when leveling up seems to be Health Gain = (2 * (Character Level - 1) + (CON - 5)):

5-CON @ Level 2 -> ((2 * (2 - 1)) + (5 - 5)) = ((2 * 1) + 0) = 2
5-CON @ Level 3 -> ((2 * (3 - 1)) + (5 - 5)) = ((2 * 2) + 0) = 4

6-CON @ Level 2 -> ((2 * (2 - 1)) + (6 - 5)) = ((2 * 1) + 1) = 3
6-CON @ Level 3 -> ((2 * (3 - 1)) + (6 - 5)) = ((2 * 2) + 1) = 5


There's one thing that confuses me, though:

5-CON @ Level 3 has 16 HP. 6-CON @ Level 3 has 20 HP. At level 3, you get an attribute point. If I put the point into CON for both of them, taking 5-CON to 6-CON and 6-CON to 7-CON, here's what the screen shows:

The new 6-CON's HP goes from 16 to 20, a gain of 4.
The new 7-CON's HP goes from 20 to 23, a gain of 3.

Why does the character with more CON get fewer HP from an extra point into CON? EDIT: Durr I am dumb. It's retroactively calculating your HP as if you had set it to the new number from the start.


It seems as if there's little reason to have a lot of points into CON at Character Creation, because you only get 2 points of Health per point of CON at level 1. Most of your health gain looks like it comes from leveling up.

Last edited by Stabbey; 30/12/13 10:55 PM. Reason: duh
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If I'm not mistaken the formula for health is:
floor((1.3 ^ (Level - 1)) * (CON + (1.0 - Difficulty) * CON * 2.5) * 2)

(Difficulty being 1.0 in the alpha)

Last edited by Norbyte; 30/12/13 11:18 PM.
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The formula looks pretty close. So at level 20, a character with 5 Constitution would have in the ballpark of 1461 HP.

It also fits the Level 27 Zixzax, who has 36693 HP, which means he has 20 CON.

If monsters are supposed to follow the same rules as PC's, that means... I think I'm starting to see why spell damage is scaled based on your ability points in a school, and not points spent on improving individual spells/skills.

I don't think this game will be wanting for weak bonus bosses.

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Hi,

I was wondering. Is there a cap on the skill system in the current build ? I can't manage to have more than 5 points in a skill (Earth Elementalist for exemple). Even with an item giving +1 to this particular skill.

Furthermore, are the skills "sourcery", "way of the ranger" and "way of the warrior" not yet implemented ? Look like's there are not doing anything.

Also, are skills like "Two-handed" only used to equip gear ? No hit / damage bonus ?

Thanks !

Loug'

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At the beginning of the first battle with the orcs Scarlett was suddenly transported to the bridge with the two legionnaires. This happened when her turn came up.

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So what does Way of Warrior and Way of Ranger do now? Are they redundant now?
It seems that similar skill for the Wizard was removed as well as some others.
Also, Intelligence - what does it do for a Wizard now? The desciption only says that you get more ability points.

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You now get a fixed 3 Ability Points per level, regardless of Intelligence, I think.

Ability Rank 1 costs 1 point.
Ability Rank 2 costs 2 points.
Ability Rank 3 costs 3 points.
Ability Rank 4 costs 4 points.
Ability Rank 5 costs 5 points. This is the cap, you can't put any extra points in after this.

I'm not sure what to think of this system yet. Two things come to mind, which are kinda contradictory.

It seems like it may not take too many levels to max out your primary abilities and then what?

On the other hand, you can't really have ability ranks going all the way to 10, because at that point, it would take like 19 levels worth of points to max out just one skill, and that means that the enemies would be getting stronger and your character would not be, and that would be a problem.


Originally Posted by Loug
Hi,

I was wondering. Is there a cap on the skill system in the current build ? I can't manage to have more than 5 points in a skill (Earth Elementalist for exemple). Even with an item giving +1 to this particular skill.

Furthermore, are the skills "sourcery", "way of the ranger" and "way of the warrior" not yet implemented ? Look like's there are not doing anything.

Also, are skills like "Two-handed" only used to equip gear ? No hit / damage bonus ?

Thanks !

Loug'




Yes, the cap on Abilities is 5. Any higher and it would take prohibitively long to increase them, because of the points required to boost them by just one level.

Sourcery does nothing at the moment. You're right that I don't know what the other ones do - they used to be required for your skills, but that's changed.

I'm pretty sure weapon skills are supposed to boost your damage and to-hit.


Last edited by Stabbey; 19/01/14 02:40 PM. Reason: ability point system
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You'll actually win 4 skill point per lvl with 10 int. (My guess is that you gain +1 skill point per 5 int).


I don't think int is doing anything else at the moment (it won't upgrade your spell damage).

My friend (we're playing in co-op) told me that he need 6 int to cast a fireball (he can learn it but can't cast it)... Seem's like int is usefull to mage afterall.

I'm currently trying an earth / water mage. With the geomancer talent (+1 earth elem) and a magic staff (+1 earth) i can reach the cap with the third ability rank. Increasing the ability rank won't do anything (making the magic staff and/or the talent useless).

This make me think that capping all elemental skills will be really easy (sitting with 16 unspend skill points at lvl 7 - for research purpose :p)

Then what ? Seem's like there is no possibilty to improve your magical abilty further, this kinda force you in playing an hybird.... fire diving 2handed warrior here i am !

PS : seem's like the warlord talent description is not accurate, it's not working on magical damage.


edit : int & fireball

Last edited by Loug; 19/01/14 04:23 PM.
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Originally Posted by Loug
You'll actually win 4 skill point per lvl with 10 int. (My guess is that you gain +1 skill point per 5 int).

I don't think int is doing anything else at the moment (it won't upgrade your spell damage).

I'm currently trying an earth / water mage. With the geomancer talent (+1 earth elem) and a magic staff (+1 earth) i can reach the cap with the third ability rank. Increasing the ability rank won't do anything (making the magic staff and/or the talent useless).

This make me think that capping all elemental skills will be really easy (sitting with 16 unspend skill points at lvl 7 - for research purpose :p)

Then what ? Seem's like there is no possibilty to improve your magical abilty further, this kinda force you in playing an hybird.... fire diving 2handed warrior here i am !

PS : seem's like the warlord talent derscription is not accurate, it's not working on magical damage.



Do points in Int still increase your Telekinesis and let you see enemy attributes when holding Control and mousing over NPC's?


If you can still use Telekinesis with 0 points in Telekinesis (because your Int is > 5), I'm again going to complain and suggest that you should not have Telekinesis at all until you have 1 or more points into the actual skill. Int can increase your power with Telekinesis, certainly, but I think you should have to invest at least 1 point into it before you can use it. EDIT: Hooray, it already works this way!


Bonuses from Traits, Talents, and Equipment should definitely NOT count towards the ability point cap, if only because capping them like that makes those Traits and Talents WORTHLESS - that is bad, and it's one of the worries I mentioned above about your skills being capped at 5. The hard cap of 100 points in an attribute - both bonuses and normal points is one of the things I didn't like about Divinity 2. Points you get from Traits, Talents, and Equipment should be allowed to exceed the cap of points you put in yourself, that's half the point of having bonus points in the first place!


16 unspent points will let you take one Ability sitting at rank 0 to rank 4, with enough spare points to increase it to rank 5 on your next level-up.


I wouldn't expect Warlord to increase magical damage, but the description could be clearer on that, yes.

Last edited by Stabbey; 19/01/14 11:04 PM. Reason: telekinesis
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Int won't let you see hit point and other info when holding ctrl and mousing over NPC. The loremaster skill will.

I never used telekinesis... don't know how...


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An intelligence of 11 doesn't give you Telekinesis; you need to invest points in it (directly or have the Spook talent).

Telekinesis is automatic; when looting it allows you to click on stuff and get it from farther away, and has a squiggly line effect, rather than the object just hopping over for the character to grab.

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