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Posts from Expedition: general discussions. Auto-translated

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#738
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You said "I wouldn't say so" in response to my statement about the incorrectness of comparing the strength of characters through a duel rather than a battle with a group of opponents. So, why are you suggesting nerfing them if you now acknowledge that the current situation is adequate for mages?
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#739
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You said "come on, don't say that" in response to my statement about the inappropriateness of comparing the strength of characters through a duel rather than a battle with a group of enemies.
So why "nerf" them if you now admit that the current situation is adequate for mages?
Oh, I apologize; it's just that I keep losing my train of thought when typing on my phone.

In general, if we take a mage who isn't overly powerful, without considering magical abilities and various skills, we have 1000 mana and spells that kill >80% of enemies in one hit. In battle, we get, let's say, 5-10 casts with spells that cost an average of 100-200, which is definitely too much. However, the problem is that simply reducing the maximum mana pool won't fix anything; otherwise, weaker mages will not only become useless, but it also won't make sense to choose other races as mages.
Therefore, I concluded that we need to come up with something that wouldn't change the current balance of power but could somehow reduce mana regeneration or increase the cost of spells for advanced mages. This is, again, more of an argument in favor of hybrid classes, because right now, as I see it, investing in several different skill branches is quite useless.

Whatever
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#740
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Crab crawled in*
increase the price of spells for leveled-up mages
I think I wrote that myself. Calculate the spell cost as Const + function(SP), it doesn't have to be linear.
*crawled away
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#741
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Well, that’s actually one of the suggestions.

Whatever
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#742
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This mage needs to survive long enough to cast those 5-10 spells. Considering the low hit points of such a mage, a couple of arrows will be enough to take him down. And archers almost certainly have a greater range.
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#743
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Let him bring a tank with him!

Whatever
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#744
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Does Perception and Dexterity increase accuracy and dodge chance in general, or only within their respective ranges?
Accuracy only applies to its own range, and dodge chance is a single value. I didn't like the situation in my previous game where all melee units were unable to defend against ranged attacks. Of course, you can criticize the player for not leveling up Perception, but even without it, melee units need a lot of stats.
Now, with, say, 30 Dexterity and 10 Perception, the accuracy in melee combat and the character's dodge chance will be equal (using an Illarion as an example). And the same applies in reverse.
Are there any plans to give two-handed weapons smaller offensive and defensive stat penalties?
In the current state of affairs: two-handed weapons have higher damage on skills tied to Strength + even more damage in mass battles.
Overall, it seems very niche right now, only suitable against very tough non-human units. Because in other situations, it will deal approximately the same amount of damage in ten turns as a regular spell of equal cost deals in one cast. Or does it have some hidden features, such as armor penetration, that other spells in the school do not have?
No, it doesn't have any hidden features, and in a normal situation against a not-so-tough opponent, the damage is not very impressive, but overall it's a highly specialized spell: it's useful either against tough opponents or in situations where there's an opportunity to cast the spell and "bring" the enemy to the brink of death (the first thing that comes to mind is the Fortification spell in the Earth magic school, which allows you to build walls on cells).
Is there a dodge chance against targeted spells? Is it calculated the same way as before?
The effect of spells is avoided in two ways, depending on their type, as before. Either through Psyche against the spellcaster's magic power, or through dodge chance (with the current stats, however, the chance of success is not very high).
And where is Initiative?
=a stat of consciousness, or the presence of a special skill, or the presence of a leader for the entire team.
assuming that 10 is required as a minimum value, otherwise two or three characteristics can be completely ignored and the necessary ones can be maxed out.
I didn't think about the minimum required value, but the magic stat definitely won't need to be leveled up. It determines either a person's potential in this art or their experience. Some characters may be completely devoid of it.
Firstly, mages themselves have the ability to invest in 2(3) stats and ignore the rest, which leads to some imbalance.
Well... If we assume that there are a hundred stats, and the ability to leave other characteristics at zero, then even if we max out consciousness and magic, it would turn out that the character would not be able to move, would have 1 HP, etc.
That is, they are in any case fragile, immobile, and not agile.
-reduce the amount of magical energy, which in principle will lead to an even greater weakening of average mages.
There is also a problem here that even a strong mage in such situations will cast something a couple of times and go to rest on the bench.
-partially tie the cost of the spell to the strength of the caster.
This option seems balanced, but a little anti-fan. I wouldn't want to play as a mage under such conditions.
If Revan didn't develop a platform with calculations and is now finishing the 3D engine.
Danmaku engine.
____
Oh, and you should also remember that the defense from armor, as in the previous game, is still there - ordinary heavy armor will give 40-50% damage reduction, but will limit movement to three (six with a skill).

As an option, you can also prohibit mages from moving in the same turn in which they cast spells. Exclude from this rule those that have a short range and add a skill for the ability to move as it was for archers.

And you should also remember that not every second mage is from Ishanada.

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#745
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Anyway, half of the players will fall in the very first battle.
А, вот почему.

🏹🎪+⛓️♿=💕
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#746
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Reducing movement speed isn't necessary; most decent mages already have very low speed.
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#747
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Something else to consider.

This shows the character's field of view. Green arrows indicate full visibility with no penalties. Gray indicates that all characteristics related to defense (dodge, block chance, etc., but not psychic abilities) are reduced by 40%, and red indicates a reduction of 80%.

In the current system, the character automatically turns towards the enemy if they are fighting one-on-one, but I haven't fully decided how to implement this "turning" in other situations. The most logical solution seems to be removing this ability altogether, but then problems might arise, such as one of the enemies flanking the character and attacking from behind while he is admiring the sunset.

And regarding this, let me give an example using one of the assassin's skills (now a separate specialization).
Penalties for targets in the gray zone increase to 60%, and in the red zone to 100%.
Melee: attacks made directly from behind deal ten times the damage.
Ranged: attacks made from the red zone or surprise shots deal five times the damage.
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Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#748
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You'll need to carry an extra shield on your back, like in Mount & Blade.
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#750
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how to implement this "turning" mechanic in other situations
Allow the player to target any opponent or the target of the last attack/the last damage dealer. And add a skill similar to the classic "aggro" skill, like a battle cry, to turn enemies towards the player.
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#751
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The meat shields will distract the enemies, while the real heroes will attack from the rear.
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#752
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Accuracy is only effective within its range, and there's only one dodge.
Well, generally speaking, it's okay!
 

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