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journeyman
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OP
journeyman
Joined: Sep 2017
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Acid status resisted by phys armor? So what's the point? Especialy on some weapons like daggers... Seems useless. Am i wrong?
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member
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member
Joined: Sep 2017
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Is it..? As a surface it's applied anyway. I know it's countered by fortify.
What's the spell?
Trap Strats: DOS1:EE? Cheese - DOS2? Mashed potatoes - Proper nutrition is key to dungeon delving.
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journeyman
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OP
journeyman
Joined: Sep 2017
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Is it..? As a surface it's applied anyway. I know it's countered by fortify.
What's the spell? What surface? There is no acid surface. Corrosive spray is the skill. But i'm worry most about weapons because it could be useful, but the status is blocked by armor. I'd say it's useless to apply status that reducing armor only when there is no armor left.
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apprentice
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apprentice
Joined: Jun 2017
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It's not blocked by armor, it destroys phys armor each turn. And cursed poison = acid
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journeyman
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OP
journeyman
Joined: Sep 2017
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It's not blocked by armor, it destroys phys armor each turn. And cursed poison = acid Ok, didn't know about cursed poison. But why i always see something like "unable to apply acid" on hits? It was applied couple of times after armor is already gone
Last edited by Sergey Butsenov; 30/10/17 04:04 PM.
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veteran
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veteran
Joined: Jan 2009
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Ye, I agree, having Acid blocked by it is completely pointless. Just like Taunt - why is that still a thing?
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member
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member
Joined: Sep 2017
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I'm using a mod that allows minor effects to apply regardless of armor, it's pretty good. If you run through a massive inferno, you should probably be lit on fire.
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old hand
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old hand
Joined: Jan 2011
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I'm using a mod that allows minor effects to apply regardless of armor, it's pretty good. If you run through a massive inferno, you should probably be lit on fire. I like that my Magic Armor do its magic thing, don't ask me how... I'll just answer magic and to me that works.
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apprentice
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apprentice
Joined: Sep 2017
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Ye, I agree, having Acid blocked by it is completely pointless. Just like Taunt - why is that still a thing? Probably because otherwise it would be completly broken. It would basically be an unblockable aoe dominate. Dominate costs 3 AP to cast, so what should taunt be cost? 5 AP? So a normal character can't even cast it with a rounds worth of AP. You could make it single target, but that would still make it incredible, even with a bump to 3 AP like dominate is, and making dominate obsolete in the proces At least now it feels like it's own thing that can be useful in niche situations, not just a superior dominate.
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veteran
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veteran
Joined: Jan 2009
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Ye, I agree, having Acid blocked by it is completely pointless. Just like Taunt - why is that still a thing? Probably because otherwise it would be completly broken. It would basically be an unblockable aoe dominate. Dominate costs 3 AP to cast, so what should taunt be cost? 5 AP? So a normal character can't even cast it with a rounds worth of AP. You could make it single target, but that would still make it incredible, even with a bump to 3 AP like dominate is, and making dominate obsolete in the proces At least now it feels like it's own thing that can be useful in niche situations, not just a superior dominate. Unfortunately, that niche is also occupied by every other PA-blocked skill which includes a hard CC and Atrophy. Provoke is just plain bad. It's definitely NOT the same thing as Dominate. Dominate converts an enemy to an ally, usually for more than one turn. Provoke works for a single turn and doesn't change the target's affiliation.
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journeyman
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journeyman
Joined: Aug 2014
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It's still pretty much hard CC and incredibly annoying when used by mobs since you lose control of your characters and they start doing dumb shit. Having it ignore armor would be really OP.
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journeyman
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journeyman
Joined: Jul 2014
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Pretty sure that acid works regardless of physical armor or not, and that this is just a case of the weapon attribute (i.e 10% chance to set acid) simply failed due to statistics, not physical armor.
Any chance that I'm right?
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member
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member
Joined: Sep 2017
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It's still pretty much hard CC and incredibly annoying when used by mobs since you lose control of your characters and they start doing dumb shit. Having it ignore armor would be really OP. Just make the range smaller. This is why percentage based resists are so good. I currently use a mod that gives you a chance to resist based off of your armour values. It's pretty great.
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veteran
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veteran
Joined: Jan 2009
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I see the points people are making about why simply having Taunt ignore Physical armor might cause other problems, and they are valid. Still, there has to be something which can be done to tweak Provoke/Taunt. I am not a fan of armor-percentage-based status ailment resistances. But perhaps Taunt should have a 50% chance to land (armor doesn't matter), or a chance to land where higher STR increases the chances of Taunt landing? If taunted you can only do basic attacks? Sure, that could be a thing.
Last edited by Stabbey; 31/10/17 01:22 PM.
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veteran
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veteran
Joined: Oct 2016
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If taunted you can only do basic attacks?
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journeyman
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journeyman
Joined: Jul 2014
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It's still pretty much hard CC and incredibly annoying when used by mobs since you lose control of your characters and they start doing dumb shit. Having it ignore armor would be really OP. Just make the range smaller. This is why percentage based resists are so good. I currently use a mod that gives you a chance to resist based off of your armour values. It's pretty great. Got a link for that?
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journeyman
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OP
journeyman
Joined: Sep 2017
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Pretty sure that acid works regardless of physical armor or not, and that this is just a case of the weapon attribute (i.e 10% chance to set acid) simply failed due to statistics, not physical armor.
Any chance that I'm right? Yes. Looks like it is. I thought that when it's not a chance the thing like "error applying" shouldn't appear
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