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Messages - tholuneve

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31
2) Difficulty based on player level, game difficulty(normal, epic,legendary), and number of players in party.
I have never heard about player level made any difference in difficulty. Nor do I observe or feel such difference. Do you have any proof on that?
I believe these are the equations we are talking about.

I haven't figured out yet how these get multiplied to monster stats. So hard to give exact variations. We don't see exact monster health anywhere so it's hard to investigate after these equations.

I don't think they totally randomize numbers. For same type of monsters they have several variants with similar but different stats. I think they only pick from one of these, not randomize numbers.
I am aware that they have several variations.
But they do randomize some stats. If you could debug Game.GAME::Player::OnCreatureDeath method from game.dll and try killing same monster multiple times, you'll see different health and energy each time.
I killed legendary Typhon 3 times with debugging on, and I got following health and energy.
First kill     HP: 124,352 energy: 28,620
Second kill HP: 148,868 energy: 30,528
Third kill    HP: 139,031 energy: 29,574

They have taken utmost care not to display monster health. Even in save files you don't get exact health of the greatest monster killed...
That's interesting.
Provided that you mentioned debug mode although I am not capable of using it, I think you are right on it. So the next step is to find the range of these RNG, and what stats are actually randomized. It would be great help if you can find these.
Regarding player level affect difficulty, I'm still doubtful about it. It's really beyond the experiance of any player or forum I visited. It might because the actual influence is so small that is easily neglected, or maybe they are only used in multiplayer game. Or is it possible that these equations are just abandoned equations and are never used in game?
One interesting thing in these equation is that it seems they could be used in multiplayer game. I know devs of AE said they totally reworked the balance with difficulties and multiplayer game, but since they never announced any detailed patch notes since Ragnarok, it would be glad if someone figure that out.
Plus, maybe, just maybe it does not affect actual stats of monsters, but affect the chance of hero monsters or higher tier monsters to be generated in game?

32

2) Difficulty based on player level, game difficulty(normal, epic,legendary), and number of players in party.

I have never heard about player level made any difference in difficulty. Nor do I observe or feel such difference. Do you have any proof on that?

Finally they randomize numbers by some percentage. So even if you face same monster at same place, same level he'll have different health(energy, dex, str etc) each time. But I don't know if they randomize resistances or not.
I don't think they totally randomize numbers. For same type of monsters they have several variants with similar but different stats. I think they only pick from one of these, not randomize numbers.

33
What would be the best poison resistance reduction technique in this case, if he goes with Hunting as secondary?
You get poison resist from armor, rings, charms etc. Just like you'll get other resistance like fire, bleeding.
Why bother more about poison resistances over other? It's not likely he's going to take poison damage from his own bombs.

Just Monkey kings and Shen Nongs with appropriate gear would be enough? I'm really curious about this..
Resistance reduction doesn't stack/add. Game picks up one highest number available from skills and gears. So using two rings with monkey kings(12 reduction) and one weapon with Shen Nongs(18 reduction), won't improve anything.
E.g. if you are using Monkey king relic and you have Sappros the Ccorrupter(60 reduced resistances), game will pick 60 reduced resistance from Sappros and ignore Monky King's 12 reduction.

For enemy resistance reduction he could use battle standard or death-chill aura but these have limited range, not good for throwing build.

Study pray offers 48-62% reduction which is way higher than any relic or charm. Since he wants  to throw weapons, Study pray is viable choice to reduce resistances.
They do stack. Same type of resistance reduction from same attack do stack. They do not stack if they come from different attacks. By same type I mean XX reduce ALL resistances in Y seconds.
Battle standard and study pray do not belong to the type above so they can further stack. It's a long and tedious story for the whole resistance reduction stack thing. I guess someone else can link a guide to you.

34
if i would also assume it's multiplicative because the closest thing to elemental conversion is pierce conversion, which in TQ is pierce ratio.. pierce ratio is multiplicative

GD seems to have many damage conversions, maybe some of the GD guys know.. I'm a novice in GD

everytime i distance myself from TQ it pulls me back lolz.. but my playing time is much less now.. Tauceti, i was rooting for your ternion HC challenge.. when i read it died i was like ooowwwwww damn

edit: a good way to test this is stacking 100% converted to elemental through items.. then what some people do that makes the game treat each attack as crit. if there's no damage numbers then that's probably additive because elem damage don't crit.. i don't know how to do that (hack?) treat each attack as crit.. i have the items but does someone know how to do that?
Yeah that's what I plan to do. Since we only need to test if the physical damage still exists, so just attack some dummies, scarecrow, bell or something else. If crits still exist, then it's multiplicative, otherwise it's additive.

35
P.S. elemental conversion works as damage absorption, that is stacking is multiplicative.
Last time I checked (1.53), it is additive. But since you said that, I will check again with the latest version. It's important to confirm the correct method to calculate.

And as for the topic itself, I would suggest Earth/Storm + Warfare/Defense/Hunting/Dream. Each one of the combination should work and Storm are automatically superior to Earth in terms of damage since converted damage contains only 1/3 of fire damage.

36
how funny to see typhoon got way more hp than  hades / surtr in every diff
I think the hp for Hade/Surtr are for each stage/form, not total health. I don't know how the game wokrs but at least both Hades and Surtr has 2 forms.

37
I am working on bleeding + pierce damage Brigand, theory crafting completed, character is already in legendary, just missing some items to complete it. I'll update on if it is viable.
For poison damage my best idea now is Rogue+Rune. I'm not sure whether I should go elemental + poison or physical + poison. Both have pros and cons and either require one specific weapon to work: Gorgon's Edge. It's still under theorotical crafting.

Hey @tholuneve , what's about your progress with your brigand and your trickster ? I am interested in your feedback about issues and solutions with poison/bleed builds. New gear from TQ AER is really appealing, it's like an invitation card for these builds with all these defiled armor, gorgon's edge, headhunter's pride and others items. But i really wonders if it can handle in legendary. Your feedback is appreciated  ;)
OK my bleed + pierce knife thrower Brigand is in Legendary A2 now. Please note he is fully geared including items that can only be found in Legendary A5. It's clear speed for non-undead monsters is really great. Most minions require only Study Pray and a single hit from knifes, then I can walk away and watch them bleed to death. Bosses...I killed Hydra in 5 seconds, that is totally not bad.
However, Undead monsters are really annoying and hard to kill with this build. Bleeding is totally useless on Undead, and the pierce damage is not as high is I expected. Although with all the cc from envenom weapon they are equally hard to kill me, I am still not satisfied with current situation. I'm working on solution to deal with Undead now.
Oh and regarding constructs/devices, they are not a problem at all, just toss Study Pray and all fine. Talos survived less than 3 seconds, as a reference.

38
General Discussion / Re: Legendaries non-existent?
« on: 06 June 2018, 03:39:10 »
are the loot tables from https://www.tq-db.net/ accurate for AE and/or ragnarok?

athena's battlegreaves, for example, supposedly have the most chance of dropping on epic:

https://www.tq-db.net/equipment/athenas-battle-greaves

For Ragnarok. You can find Ragnarok items in it which has a label "R". It is not accurate, but it's the closest reference we have after devs improved (does not neccesarily mean increased) the drop rate across the game. The major problem for this database is known to the creator of the database website, which is he forgot to calculate the quantity of items dropped. That is the reason why you always find monster heros have higher drop rates than bosses.
Another minor problem is that devs changed stats of several items, especially MIs, after the latest update of database website. I don't have a list of them since devs didn't provide a detailed changelog anyway.

39
General Discussion / Re: Legendaries non-existent?
« on: 05 June 2018, 03:56:57 »
50 times...I would like to ask which bosses you farmed?

40
If I'm reading correctly, you mean bow Stonespeaker, rather than thrown weapon or others.
Well...I never thought about that. I think it might work. But...your link is a Thunderer build...so I don't know what makes you level 82 to complete.

In fact, taking Runeword: Feather and then dropping it once you're fully geared (and probably got at least some +Str. modifier somewhere), might be the way to go.
About this I can safely say always max Runeword: Feather and don't invest str is the best choice.

And someone recently find out that Gusir's Gifts has hidden 100% chance to pierce. I haven't find it yet so I can't verify. But if it does, I think it would also be a good choice.

41
Other Modifications / Re: [Tool] TQ Blacksmith
« on: 30 May 2018, 05:32:56 »
Is it capable of generate items that could drop in game? Or only for those that couldn't?

42
Distortion wave + Reality combo is fine in Epic, but not very efficient without Phantom Strike in Legendary, especially in boss fight.

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OK. Although there are some unanswered questions with unknown reasons, it seems tha'ts exactly what I suspected.
I think your problem is not you are not good enough in this game, or maybe any game as you mentioned. Your problem is, you somewhat instantly lose all confidence when face some difficulty.
As already been mentioned, 8 deaths is not a bad nubmer at all. You repeatedly talking about how bad you played and how difficult you feel in Act4 Normal, but in the end you did NOT die a lot of times. That says, you are actually doing well, or at least doing OK. Especially given the fact that your character level shows you almost fully cleared the map. It seems you expectation is somewhat unreasonably high, because "almost died" is a very common state for average player in most build since AE. You just can't avoid it.
IMO you CAN actually go through Act4 Normal or even legendary with any of your characters, but you forfeited before you tried really hard. Now I know you are about to say you did tried hard, but your death count said the opposite. I have a friend, who died more than 1500 times on his first playthrough to complete legendary as Conquerer, and that's in TQIT. That's approximately 500+ deaths per difficulty, 100+ deaths per act, and 10+ deaths per boss and you can imagine how many deaths to Dactyle. I don't think you died that much. In the end, he became an expert. So just be positive and give some confidence to yourself, don't be afraid of deaths in game.
I made this judgement based on your posts. You blamed yourself while nobody was blaming you, you asked repeatedly for a detailed guide while you do not trust your hundred of hours of experience in TQIT and AE, and it was not even because you are too lazy to think about builds yourself. So how about give yourself some trust now?

44
Shouldn't be.  Normal speed should be the default.  I don't remember changing it when I installed the AE version.

That is true, game speed is normal by default.

I cant imagine if very fast was set , geez, poor newbies jeez
Well then I made a mistake. This might because in my regional forum the mainstream opinion encourages players to set game speed to very fast (although I disagree on that).

45
Ok so 8 deaths on your current Druid. Got it.
I'm not sure why you don't know the deaths of your old character, there is a death count on your character panel so you don't have to record deaths manually. Or is that because you deleted all your old character? I know some people may have such habit. They prefer start over from nothing again and again.

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