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Might and Magic Might & Magic X: Legacy

Discussion in 'General RPG Discussion' started by alkeides, Jan 23, 2014.

  1. GrimoireFTW Learned

    GrimoireFTW
    Joined:
    Jan 26, 2013
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    you cant complete the quest until you get to karthal and buy 1 of 3 stone fragments needed to complete the quest. I don't even remember where the other 2 were. anyways I was around lvl 17 when I cleared the dungeon and even then It was a tad difficult on some fights.
     
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  2. Quatlo Arcane

    Quatlo
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    Nov 15, 2013
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    835
    You get 1% mana back for each 2% of health lost, needless to say when anything hits you with aoe you get free mana back and can keep regeneration up 100% of the time.
     
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  3. Sceptic Prestigious Gentleman Arcane Patron

    Sceptic
    Joined:
    Mar 2, 2010
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    Divinity: Original Sin
    What's more annoying is that the XP doesn't get redistributed. Say in MM6 you defeat something that gives 80 XP, each character gets 20. If 2 are unconscious, the 2 surviving ones get 40 each instead. In MMXL, if an enemy gives 20 XP to each character, and 2 are stunned, then the surviving ones only get 20 each. Basically every time you kill an enemy with a stunner character you are wasting the XP. It's pretty irritating.
     
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  4. gaudaost Arcane

    gaudaost
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    You're wrong. Destiny is a good all around stat for every class, and almost every char benefits from some spell casting. What's more, the returns are diminishing from pumping all into one stat.

    I don't see why it should be hard to figure out what the different stats do either.
     
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  5. Disgruntled Savant

    Disgruntled
    Joined:
    Sep 17, 2012
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    400
    Ok, this is driving me a bit nuts. How/when am I supposed to visit the menthil coast?
    Got like 3 promotion quests in that area and i havent found a way in. Am I supposed to get well past act 3 before its unlocked through the run of play?

    I tried getting through the jungle and its too difficult atm. Party is at level 19, act 2 completed with Earth and Water blessings unlocked.
     
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  6. funkadelik Arcane

    funkadelik
    Joined:
    Jul 30, 2010
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    1,496
    Show Spoiler
    You need the air shard and to defeat the air guardian at the elemental forge to get the blessing to jump using those platforms. You can go through the jungle up north or you can access it through the wildlands. ACT 3, mid 20s is when I got my promotions.
     
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  7. golgepapaz Augur

    golgepapaz
    Joined:
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    Location:
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    Divinity: Original Sin Wasteland 2
    What stat does one need for opening secret doors with the two gears glyph? I can't seem to open the one in the elemental forge
    where you find the grandmaster in magic focus or something like that.
     
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  8. Average Manatee Prestigious Gentleman Arcane

    Average Manatee
    Joined:
    Jan 7, 2012
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    10,150
    Fuck are you kidding? I was wondering why my XPs were so mismatched even though noone was dying and XP for kills is only 1 off at most. This will hurt me in the OCD so much.

    Remember that you get XP per kill mid-battle, so if you have someone stunned/dead and kill anything you are losing XP, even if you aren't ending the fight with them out of combat. This is going to be so god damned annoying.
     
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  9. Decado Prestigious Gentleman Old time handsome face wrecker Patron

    Decado
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    Codex 2014
    Perception. Just keep trying it.
     
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  10. golgepapaz Augur

    golgepapaz
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    Location:
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    Divinity: Original Sin Wasteland 2
    Hmm tried a lot. Also I've noticed if you cast regeneration you recover health after taking damage from the glyph, but the spell does not expire since you are not moving.
    Probably a bug..
     
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  11. Abelian Somebody's Alt

    Abelian
    Joined:
    Nov 17, 2013
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    What do you mean by "waste the enemies' blocks"? Does this work similar to the retaliation mechanic in the HoMM games where a creature could only retaliate (or in this case, block) once per turn (unless it has a spell or special ability)? It would sure explain why my defender misses a lot more than my hunter.
     
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  12. Damned Registrations Prestigious Gentleman Furry Weeaboo Nazi Nihilist

    Damned Registrations
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    I killed those spectres first thing after coming out of the elemental forge the first time. Was level 11-12 I guess? My only melee was a barbarian with a twohander maul, he was clubbing for 90 each round, 3 runepriests spamming heals or fireballs or just plinking for like 16 damage with a useless unskilled melee attack. I went through a lot of mana potions (probably like 15-20, around half my stock, all the weakest variety) but was never in any serious danger. Turned around after seeing the ghouls inside the crypt, clearly not worth the effort to fight that shit right now.

    This is the part where the game is supposed to open up right? I hope it gets a lot better now, up to this point it has felt really linear and going through the dungeons for a giant pile of nonmagical rings and potions I'll never use is just a chore.
     
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  13. golgepapaz Augur

    golgepapaz
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    Divinity: Original Sin Wasteland 2
    Does the block chance affected by anything? I've noticed my barbarian's attack easily blocked whereas my blademaster make deadly combos with her daggers..
     
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  14. Average Manatee Prestigious Gentleman Arcane

    Average Manatee
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    How does the Dodge scale? Because the crit bonus is just crap. Unless there are some serious boosters I'm missing the best you can get is +.35% per point, which with even +70% crit bonus from daggers equates to an average of +.245% damage. The point at which diminishing returns on a point in Might or Magic would make them worse than a point in destiny would be around 2000 in either stat.

    AFAIK it's a flat rate independent of the attack you are guarding against, and defending doubles your chance. But it can only trigger a set number of times in a turn (depending on abilities), so multi-hit attacks will outright hit more times than they can handle. OTOH, two-handed grandmaster bonus makes you unblockable (someone check: do you still suck up block attempts that way?)
     
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  15. bonescraper Guest

    bonescraper
    6 attacks make a difference though.
     
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  16. Arkeus Arcane

    Arkeus
    Joined:
    Oct 9, 2012
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    1,395
    So, Elven gloves that gives +Dark Magic skills dropped for me.

    Suuuuuuuuuuure.
     
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  17. Great Deceiver Arcane

    Great Deceiver
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    This is exactly how I feel about my Ranger - I started out pumping Bow expecting it to be a decent skill, but it's horrible, so now she's just a ghetto dagger Bladedancer/backup buffer. I feel like Bows should do a lot more damage (like ignoring the melee penalty at Master/having a guaranteed crit/doing more base damage). As it is now, there is really zero reason to have a Ranger in your party.
     
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  18. sser Arcane Cuck Developer

    sser
    Joined:
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    Really, ranged skills should just drop the -50% debuff after a certain point (Expert or Master if we're being reasonable, GM is too far). With that there you're almost always gimped and while you could theoretically push enemies back there's a lot of areas where that just isn't going to happen. Also, many enemy parties will flatout win the damage war if you're going to range attack them with your one or two bowmen/mages. There's a number of nasty enemies in the game whose ranged attacks/spells can seriously smash the entire party real fast.
     
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  19. Decado Prestigious Gentleman Old time handsome face wrecker Patron

    Decado
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    Codex 2014
    Also, ranged damage from bows should have some kind of attribute that makes it worth taking. Armor penetration, or something like that. Otherwise, bows are just long range melee attacks without any of the status effects (like stun, bleed, etc).
     
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  20. Lhynn Arcane

    Lhynn
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    Where is the water expert trainer?
     
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  21. InspectorRumpole Cipher

    InspectorRumpole
    Joined:
    Oct 4, 2010
    Messages:
    985
    Enjoying this game so far, but damn..it's in dire need of an "auto-walk" function.
     
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  22. Syvere Educated

    Syvere
    Joined:
    Apr 12, 2008
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    Location:
    Finland
    I'm currently at the lighthouse and I tear everything up with my blade dancer, barbarian, freemage and rune priest. With that said I think I'm gonna reroll as I have come up with a pretty much unbeatable team.

    Bladedancer with daggers, DW, warfare and dodge = 7 hits per turn, warfare skills will hit pretty much always thanks to the number of hits
    Crusader with Light, Swords, Shield, Heavy armour, Mysticism = primary healer and celestial armour, paladin skill will grant +dps and will be insane on blade dancer with 7 hits
    Druid with earth, water, mysticism, foci = water will reduce enemies number of attacks (also works on bosses), earth will have regen and number of other good skills like stone skin
    Freemage with dark, air, mysticism, foci = dark has agony that gives dps to each hit so this combined to paladin's skill will make blade dancer hit like a truck, shadow cloak, air has very good aoe, buffs to perception etc.

    Bladedancer will pump destiny, might and some vitality, Crusader will have some spirit, some vitality, might and magic (maybe 1/1/1/1? until you have decent enough vit and spirit then just magic and might),
    Druid and Freemage raise spirit to around 25 first, then magic. Mysticism brings the mana up pretty quickly. Some vitality as needed.
     
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  23. Damned Registrations Prestigious Gentleman Furry Weeaboo Nazi Nihilist

    Damned Registrations
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    How do you derive those numbers? Might gives 2% per point (mind you, this stacks additively with skill bonuses as well, so you hit diminishing returns faster with skilled weapons) so at 100 might, you're dealing triple damage. Which means each point in destiny is effectively giving +.835% damage instead of .245%. The break even point would be around 300-400 might, I can't be assed to do the math, but it's nowhere close to 2000.

    That's still pretty awful, but crits also trigger special effects for axes and maces with decent skill levels. And destiny shouldn't be outstripping might anyways, since it has defensive benefits, while might is purely offensive.
     
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  24. Lhynn Arcane

    Lhynn
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    Runepriest is so much better than crusader.
     
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  25. Syvere Educated

    Syvere
    Joined:
    Apr 12, 2008
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    Location:
    Finland
    But rune priest doesn't have nearly as much synergy value. Paladin's skill alone is good enough reason to pick him over rune priest.

    Besides if you build crusader like he's meant to be, a battle priest he'll fill the role much better. He'll have much more HP, be tanker thanks to armour, hit harder thanks to relic swords, and get to GM Light faster.

    Sure his magic might not be as high as runepriest's but he has other advantages over the dwarf. And since his only use of magic is celestial armour his smaller mana pool shouldn't be an issue with mysticism. Warfare also increases your mana so that might be a solid use of skill points as well.
     
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