Dumb questions thread
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Re: Dumb questions thread
What are stats like
1)Fatigue?
2)Saves(spell,mental...)?
3)Difference between Defence and Armor?
4)Does 'resist all' applies also for physical, stuns etc?
1)Fatigue?
2)Saves(spell,mental...)?
3)Difference between Defence and Armor?
4)Does 'resist all' applies also for physical, stuns etc?
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Re: Dumb questions thread
Fatigue is an extra percentage of stamina/mana/etc that must be used for talents when using armor.Graziel wrote:What are stats like
1)Fatigue?
2)Saves(spell,mental...)?
3)Difference between Defence and Armor?
4)Does 'resist all' applies also for physical, stuns etc?
Saves are your defense against a spell/mental/physical effect, for example stun.
Defense factors into how likely an attack is (not) going to hit you, whereas armor is how much damage reduction is applied to a physical hit.
Resist all only reduces damage and does not affect saves.
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Re: Dumb questions thread
I'll add mine here:
What's making worth to develop at some grade different skills like Phase Door, Teleport and Probability Travel? I can't really see the difference between them, apart from range, i.e. I don't see why I should not get just 1/5 PD and 5/5 teleport, and can't see the utility of PT at all, once you have teleport.
I'm certainly missing something here -.-
What's making worth to develop at some grade different skills like Phase Door, Teleport and Probability Travel? I can't really see the difference between them, apart from range, i.e. I don't see why I should not get just 1/5 PD and 5/5 teleport, and can't see the utility of PT at all, once you have teleport.
I'm certainly missing something here -.-
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
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I will take part in your damned fate
Re: Dumb questions thread
Note that armour applies before critical hit modifiers, and maybe also before modifiers for special abilities. So it's more useful than you might at first thinkDefense factors into how likely an attack is (not) going to hit you, whereas armor is how much damage reduction is applied to a physical hit.

PT at level 4 lets you be more precise about where you land, and at level 5 it lets you target other creatures and move them around. Extremely useful. (note that mastery 1.30 gets you effective level 5 with 4 points in the skill).Feanor.81 wrote:I'll add mine here:
What's making worth to develop at some grade different skills like Phase Door, Teleport and Probability Travel? I can't really see the difference between them, apart from range, i.e. I don't see why I should not get just 1/5 PD and 5/5 teleport, and can't see the utility of PT at all, once you have teleport.
Teleport doesn't let you specify your destination with as much precision.
Re: Dumb questions thread
Repton meant PD, not PT. Phase Door at high talent levels allows targeted short-range movement, of yourself or of a monster.
PT (Probability Travel) is something I've not actually played with yet, but some of the better Mage players swear by it.
PT (Probability Travel) is something I've not actually played with yet, but some of the better Mage players swear by it.
Re: Dumb questions thread
PD vs TP vs PT:
The point is, that they behave differently. Actually your first guess about TP replacing PD is not correct, its (in my experience) exactly the opposite. I used PD quite often and TP maybe something like... 2 times during the whole life of my mage.
But lets first look at how the spells behave:
Phase Door (PD):
It teleports you in a small range. With high lvls (I assume >5 effective spelllvl), you can choose the target area within a radius of 1 (0 would mean exact choice).
In addition it allows you to teleport *others* away with that precision!
Teleport (TP):
It teleports you a large range. Analog to PD it will allow you to choose an target area and teleport others. However, the target area you can specify is huge! This reduces the use of TP to basically nil except absolute emergency "i gotta get out of this place - no matter where!" situations. And this only applies if you are in such a situation AND PD is on cooldown (CD). Otherwise a PD is safety is usually the better choice.
Probability Travel (PT):
Now, thats something entirely different!
First: it is sustained. That means, you activate it and while it is active (in theory infinitely) you maximum mana gets reduced by its cost (200mana for PT). That may sound expensive but its worth it!
Second: It doesnt teleport you around, it makes you pop right through walls. Means: If you walk against a wall (or tree or whatever non-monster obstacle) and withing the spell radius in a straigt line is a free spot (room, passage, whatever) you will appear there the next turn.
Combined with the fact that its sustained that means you can hop in and out of situations as you wish without being bound by a CD as with PD. In addition, it makes you *fast* in terms of movement, because you can move many grids in one round if wall is in between. Short: It gives you ultimative mobility.
Conclusion:
IMHO Teleport is not really that useful if you don't mess up severly. PD 4/5 or 5/5 is absolutely necessary because its utility will not only save your butt several times but also allows for advanced tactics and can save the butt of others (e.g. escort quest if the guy goes sucicidal again, phase door him begind you and seal the passage. That stops him from running in certain death). PD is a must have for any char that has access to the skill!
PT in short just rocks. With it you can avoid hard situations, can get away quickly, can hop through obstacles that break LoS while a tough monster (e.g. a boss) has to walk around it etc etc. As a mage I usually try to get it as soon as possible. With my winner I started to keep it permanently active since lvl 18-19 - what meant that I had only ~100 maximum mana left in my manapool. That hurts but can be compensated with clever tactics - and PT allows you access to tons of clever tactics.
The point is, that they behave differently. Actually your first guess about TP replacing PD is not correct, its (in my experience) exactly the opposite. I used PD quite often and TP maybe something like... 2 times during the whole life of my mage.
But lets first look at how the spells behave:
Phase Door (PD):
It teleports you in a small range. With high lvls (I assume >5 effective spelllvl), you can choose the target area within a radius of 1 (0 would mean exact choice).
In addition it allows you to teleport *others* away with that precision!
Teleport (TP):
It teleports you a large range. Analog to PD it will allow you to choose an target area and teleport others. However, the target area you can specify is huge! This reduces the use of TP to basically nil except absolute emergency "i gotta get out of this place - no matter where!" situations. And this only applies if you are in such a situation AND PD is on cooldown (CD). Otherwise a PD is safety is usually the better choice.
Probability Travel (PT):
Now, thats something entirely different!
First: it is sustained. That means, you activate it and while it is active (in theory infinitely) you maximum mana gets reduced by its cost (200mana for PT). That may sound expensive but its worth it!
Second: It doesnt teleport you around, it makes you pop right through walls. Means: If you walk against a wall (or tree or whatever non-monster obstacle) and withing the spell radius in a straigt line is a free spot (room, passage, whatever) you will appear there the next turn.
Combined with the fact that its sustained that means you can hop in and out of situations as you wish without being bound by a CD as with PD. In addition, it makes you *fast* in terms of movement, because you can move many grids in one round if wall is in between. Short: It gives you ultimative mobility.
Conclusion:
IMHO Teleport is not really that useful if you don't mess up severly. PD 4/5 or 5/5 is absolutely necessary because its utility will not only save your butt several times but also allows for advanced tactics and can save the butt of others (e.g. escort quest if the guy goes sucicidal again, phase door him begind you and seal the passage. That stops him from running in certain death). PD is a must have for any char that has access to the skill!
PT in short just rocks. With it you can avoid hard situations, can get away quickly, can hop through obstacles that break LoS while a tough monster (e.g. a boss) has to walk around it etc etc. As a mage I usually try to get it as soon as possible. With my winner I started to keep it permanently active since lvl 18-19 - what meant that I had only ~100 maximum mana left in my manapool. That hurts but can be compensated with clever tactics - and PT allows you access to tons of clever tactics.

Re: Dumb questions thread
Good summary.
Another note to PD vs Teleport:
Shadowblades have less precision with those spells. PD targets a square of 5x5 and the circle for teleport target spots is huge.
The latter can sometimes be used to your advantage though, for example to get to the end of a long corridor you just have to aim roughly in the direction you want to teleport to. Chances should be pretty small that all fields in that circle are stone walls
.
There's also a cost aspect, Teleport costs twice as much mana as PD.
Plus you get another cooldown if you use it for emergency teleports of opponents or yourself.
Another note to PD vs Teleport:
Shadowblades have less precision with those spells. PD targets a square of 5x5 and the circle for teleport target spots is huge.
The latter can sometimes be used to your advantage though, for example to get to the end of a long corridor you just have to aim roughly in the direction you want to teleport to. Chances should be pretty small that all fields in that circle are stone walls

There's also a cost aspect, Teleport costs twice as much mana as PD.
Plus you get another cooldown if you use it for emergency teleports of opponents or yourself.
Re: Dumb questions thread
@Fela: yes, I think I only used TP to port a nasty monster (eg. a boss) as far away as possible to win some time for preparation. TP yorself imposes the risk of ending up somewhere very unfortunate.
Re: Dumb questions thread
Thanks for the explanations, I have a good picture now 

Don't fear the eyes of the Dark Lord / Morgoth I cry
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Re: Dumb questions thread
What are the progressions of the various materials?
Iron-Steel-Dwarven Steel-Galvorn-Mithril
Elm-Ash-Yew-Elven Wood-Dragon bone
Rough Leather-Cured Leather-Hardened Leather-Drakeskin
Linen-Woolen
I don't know what the other materials are, or the strength/order in which the materials are in. I also don't know exactly what items can be made of what materials. For instance, can an amulet be dwarven steel or only steel?
Iron-Steel-Dwarven Steel-Galvorn-Mithril
Elm-Ash-Yew-Elven Wood-Dragon bone
Rough Leather-Cured Leather-Hardened Leather-Drakeskin
Linen-Woolen
I don't know what the other materials are, or the strength/order in which the materials are in. I also don't know exactly what items can be made of what materials. For instance, can an amulet be dwarven steel or only steel?
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Re: Dumb questions thread
How is archer damage calculated? When I shoot I am assuming strength somehow plays into that?
Re: Dumb questions thread
The other cloth ones are Cashmere, Silk and Elven-Silk but I have no idea in what order.Linen-Woolen
Re: Dumb questions thread
Arrows get +50% ST, +70% DX to ammo raw damagepaboperfecto wrote:How is archer damage calculated? When I shoot I am assuming strength somehow plays into that?
Sling Shots get +50% CU, +70% DX to ammo raw damage
You can check it by yourself looking at the description of the ammos in your inventory.
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
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I will take part in your damned fate
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Re: Dumb questions thread
Thanks...I hadn't read the descriptions in detail. That got me enough so that I could understand what was happening as I looked through the code (I had taken Range in the ammo description to mean arrow range but I see that's not the case).
Re: Dumb questions thread
Yes, firing range is determined only by the bow/sling equipped (it is reported in their description, too).
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate