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By the way, Revan. Maybe we should ditch this adventure element and just go straight to PvP? Wall vs. wall or free-for-all. Because some people are already starting to measure their worth based on their stats.
Xostor
Logic and a balanced approach. I don't even care that your "homie" allows you to play on two fronts, but a living shield with 125 HP, which has more health than players from Haven – that's just munchkinry. In a battle with monsters, some player will die and leave the game, but the "homie" from Arandor will survive, hooray!
During combat, Kerlian doesn't stray far from the group, employing a defensive tactic, striking rarely but accurately (not literally! meaning he focuses more on enemy attacks, deflecting them, ensuring the enemy doesn't get too close and injure him, and then making counter-attacks). Anter stays close and protects his master (they can surround a single enemy), unless other instructions are given (regarding protecting allies, etc.). If there is a mage (elemental!) among the enemies, Kerlian tries to approach him stealthily, flank him, and deliver a precise strike with maximum damage. In this case, Anter follows him and can take on the enemy that noticed them, while Kerlian continues towards the mage or finishes him off. In battle, the hunter uses tricks and doesn't shy away from dirty tactics. He can use his cloak to distract attention (leave it somewhere, as if he hid behind it). If the enemy is far away, he uses his bow. If the mage is guarded, he again uses his bow, trying to hit him from cover. He doesn't rush headlong at the enemy, and if he feels the enemy is stronger, he will try to retreat, possibly crippling him beforehand (cutting tendons, etc.). In close combat, he uses a saber. A dagger is used rarely, usually against mages. He rarely uses it in conjunction with a sword, usually entering the fray during a critical moment (to deliver the final blow while the sword is used for blocking, or if he is left without a sword. although there is also a falchion). If he is nearby, he can use it. If the enemy has magical protection, he removes it.
Now you're going to regret it. Your line of thinking shows that you've been planning for a while who and how to eliminate (except for Trollondor).
"Who are you, kid, to" read my mind? x) Eliminate? Come on, it's someone else here who's obsessed with PeVoPe and imagining protection amulets against specific people and battle-hardened players, while I just want to have fun playing the game.
Hmm, I really don't have a stamina-based absorption bonus. Revan, should the stats be calculated with or without wisdom? And yes, you still haven't answered what the duration of the buffs is. And how is mana restored? Or is it restored immediately after the battle? And where is my hunting crossbow? It's also a weapon. Although, never mind. And why is the formula for calculating dexterity 1% critical hit for some characters, instead of 0.5%, as in the first post?
Can I ask you to add the ability for him to provide medical assistance to the wounded after the battle? Bandages, powders, acupuncture, massage, and, as a last resort, pills.
If this is played out in some way, and not just "here, take a pill, eat it," then it's possible. Of course, within reasonable limits. That is, there shouldn't be a situation where, if the entire group is injured, the healer runs around, gives everyone massages, and makes them take healing potions, while they run around the location as if they were perfectly fine.
Does Stasis affect only one target?
Yes.
Is the staff ranged? Or do you have to swing it?
How can it be ranged? Throw it at enemies? Or like in DA2, perform acrobatic movements, twirling the staff behind your back or somewhere else, releasing magical energy from it?
How does Discharge differ from Lightning Strike?
Discharge drains mana from the opponent, while Lightning Strike hits the enemy.
Revan, you also didn't take everything into account when calculating my stats. Specifically, you didn't write down Wisdom and the Air sign; I fixed it:
I already talked about Wisdom – I'm still thinking about whether to add it or not. I forgot to include the dodge bonus for the Air sign, yes.
Regarding mages, it turns out to be quite overpowered – any lightning mage can kill any of us with the first hit.
Or they can deal several consecutive hits with the minimum damage (in the case of Lightning Strike).
Do the numbers in parentheses mean +1?
Yes.
Hmm, I really don't have a stamina absorption bonus.
From stamina? I thought it was from armor.
And yes, you still haven't answered what the duration of the buffs is.
You will find out about this after the start.
And why, when calculating dexterity, is the formula 1% critical hit chance used for some characters, and not 0.5%, as in the first post?
Naira already pointed this out to me; I will fix it later. The fact is that initially, it was 1% per point of dexterity, then I decided that it was too much and reduced it to 0.5%. And when I was writing it down from memory, I calculated it as 1%. However, most likely it will be 1%, because I switched from "double damage" to armor penetration.
If it's roleplayed properly, and not just "here, take this, eat it, you're good," then it's fine. And of course, within reason. Meaning, if the whole group suffers, it shouldn't be like the healer runs around, giving everyone massages and forcing them to take healing potions, while they run around the location as if nothing happened.
Everything will be fine; my character won't heal more than one person this way in a day (if they're being healed well). Otherwise, they can bandage broken arms and so on for a few people, but then they won't be able to heal anyone properly or completely. This is assuming that the game even allows you to break arms, legs, and wound specific areas, and then limp or be unable to do something because of it.)
Added 2 minutes later Hostor and Lizadr, let's just roleplay our characters, and not try to achieve personal victory ;)
By the way, I'll remove the bonus to the amulet slot from the bracers altogether, for everyone. I just thought that since Arandor specifically highlighted the "left bracer," it must be special or used in a particular way.
Thank you for your answers. So, here's the tactic: don't conserve mana too much, actively use Stasis and Lightning. It's better not to use Chain Lightning: for a cost of 50 mana, it will drain more of my mana than the enemy Warlock's. So, act like this: against a strong enemy that passes the stat check, first use Stasis on him, then Lightning. Against a weak/failing the check enemy, use Lightning immediately. If mana runs out, take out the bow. If the enemy gets close and there's no mana, hit with the staff. That's how it works.