Dumb questions thread

Have a really dumb question? Ask it here to get help from the experts (or those with too much time on their hands)

Moderator: Moderator

Locked
Message
Author
lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Dumb questions thread

#721 Post by lukep »

wobbly wrote:Does flameshock & backstab work together?
yes.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

oldBeaver
Posts: 4
Joined: Thu Nov 01, 2012 8:59 am

Re: Dumb questions thread

#722 Post by oldBeaver »

Where can I find ritch stinger for Agrimley's elixir of focus, if I don't playing yeek? I know, there's a couple of them in Eruan, but it's pretty late in comparison to other ingredients. Maybe I'm missing something?

Also, two questions - just to improve my understanding of heavy armor:
Does armor reduce damage before physical resist, or after it? Is it really beneficial to have near 100% hardiness in lategame?
Does it affect only direct physical damage from melee blows and arrows/shots, or works with other sources of damage as well?

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Dumb questions thread

#723 Post by Mewtarthio »

There's a small chance of finding some in the Ruined Dungeon. A small one.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Dumb questions thread

#724 Post by lukep »

oldBeaver wrote:Also, two questions - just to improve my understanding of heavy armor:
Does armor reduce damage before physical resist, or after it? Is it really beneficial to have near 100% hardiness in lategame?
Does it affect only direct physical damage from melee blows and arrows/shots, or works with other sources of damage as well?
Armour reduces damage before anything else, even before crits and the increased damage from talents. It essentially reduces the "damage" number shown in the character sheet.

Armour hardiness is very good, if you have enough armour to back it up.

It only affects melee/archery attacks, not other sources. Note that non-physical melee damage is still reduced (eg, hitting with a staff, damage conversion, some enemies)
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Dumb questions thread

#725 Post by Hunter »

Scumming adventurer parties are always a last -- and very dangerous -- resort. It's how I find stuff I will almost never find before the Far East, like ancient drake scales (occasionally I'll acquire the cold and fire in the Ruined Dungeon, but almost never the multihued) and faerthing fangs.

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Dumb questions thread

#726 Post by Hunter »

I've been wondering this for ages...why is there often a discrepancy between the tooltips numbers and the character sheet or power description number? For instance, I would get a Healing Light power from an escort, and the power description tells me that it heals XXX damage when I'm on the menu, but when it actually appears on my bar after selecting it, the healing amount has gone down by several points. Or, as in a current case, I'm using a low-level dagger artifact that gives +20 to accuracy in the item description, but on my character sheet, it only adds +10. I've noticed this sort of discrepancy between item/power description and actual effects when used in several cases.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Dumb questions thread

#727 Post by lukep »

That looks like two separate issues. For accuracy, it is being run through the tier system, and gaining 1 more "tiered" accuracy requires 2 "untiered" accuracy between values of 20 and 40.

For healing, the numbers shown never take heal mod into account, so you are actually recover 130% (or whatever) as much HP as the heal shows in the tooltip.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Dumb questions thread

#728 Post by Hunter »

lukep wrote:That looks like two separate issues. For accuracy, it is being run through the tier system, and gaining 1 more "tiered" accuracy requires 2 "untiered" accuracy between values of 20 and 40.

For healing, the numbers shown never take heal mod into account, so you are actually recover 130% (or whatever) as much HP as the heal shows in the tooltip.

Okay, that 2nd one I understand, thanks. I'm not sure I follow what you're saying in the first. The number in the description is absolute without any listed modifiers (unless the ego multiplier is relevant..but that's 80%, so it wouldn't cut the effect in half, right?) What would raising the effect a tier entail and how would one go about doing that?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Dumb questions thread

#729 Post by lukep »

Hunter wrote:I'm not sure I follow what you're saying in the first. The number in the description is absolute without any listed modifiers (unless the ego multiplier is relevant..but that's 80%, so it wouldn't cut the effect in half, right?) What would raising the effect a tier entail and how would one go about doing that?
Accuracy, Defense, phys/mind/spell power and phys/mind/spell save are "tiered". Values from 1-20 are tier 1 (gray), 21-40 is tier 2 (white), 41-60 is tier 3 (green), 61-80 is tier 4 (blue) , and 81-100 is tier 5 (purple). What this does is slows down scaling of power, by needing an extra point to increase in value for each tier.

Example: All of your bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3.
Getting through tier 1 takes 20 points, leaving 52.
Getting through tier 2 takes 40 points (each increase needs 2), leaving 12
In tier 3, those 12 remaining is enough to give 4 more spell save.
This means that you would have 44 spell save, when you have a total bonus of 72.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Dumb questions thread

#730 Post by PureQuestion »

It also works out that to reach 100 in tiered points (the maximum), you need 300 in true points.

For reference of scale, it takes 200 true points to reach 80 in tiered points.

In other words, have fun with reaching 100.

Squibbly
Low Yeek
Posts: 9
Joined: Wed Sep 05, 2012 4:21 pm

Re: Dumb questions thread

#731 Post by Squibbly »

Could someone please tell me the names of the talents that cause reduced healing/regeneration? The only thing that comes to mind is blood lock but that's not quite what I'm trying to remember.

EDIT: I just remembered about insidious poison infusions. Anything else?
Last edited by Squibbly on Thu Jan 17, 2013 10:36 pm, edited 1 time in total.

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Dumb questions thread

#732 Post by Hunter »

Okay, gotcha. That does complicate things for me. The best strategy appears to be to be to invest just enough resources in something that you get maximum efficacy from external sources at a given tier. So much for my dreams of making the most accurate .player in existence, able to threat a needle with a swinging greatsword. :P

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Dumb questions thread

#733 Post by lukep »

Squibbly wrote:Could someone please tell me the names of the talents that cause reduced healing/regeneration? The only thing that comes to mind is blood lock but that's not quite what I'm trying to remember.

EDIT: I just remembered about insidious poison infusions. Anything else?
Deep Wounds from the Bleeding Edge talent, and that might be it for reducing (but not stopping) healing.

Also, being Frozen prevents healing (but not regen), Impending Doom prevents both, and Curse of Death prevents regen.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Squibbly
Low Yeek
Posts: 9
Joined: Wed Sep 05, 2012 4:21 pm

Re: Dumb questions thread

#734 Post by Squibbly »

lukep wrote:
Squibbly wrote:Could someone please tell me the names of the talents that cause reduced healing/regeneration? The only thing that comes to mind is blood lock but that's not quite what I'm trying to remember.

EDIT: I just remembered about insidious poison infusions. Anything else?
Deep Wounds from the Bleeding Edge talent, and that might be it for reducing (but not stopping) healing.

Also, being Frozen prevents healing (but not regen), Impending Doom prevents both, and Curse of Death prevents regen.
I was trying to remember Epidemic. As far as I can tell it is by far the most common healing debuff in the game. The reason I couldn't remember it is that I've been playing as a disease-immune Thalore...

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Dumb questions thread

#735 Post by Frumple »

I... almost never seen epidemic. Like, at all. It's on an item, but the item's fairly rare and saving versus item procs is generally fairly trivial, so it only very, very rarely lands on the player.

Insidious poison is certainly the most common healmod reducer in the game, likely followed by impending doom or curse of death, possibly cursed wounds, and the latter trio simply because they show up on classed crap.

Locked