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Might and Magic Might & Magic X - Legacy

Self-Ejected

Excidium

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Scout is still probably better than the Barbarian even though his class skill is meh (though you can abuse it the same way as cyclone). Axe grandmastery bonuses are a lot better than the dual-weild grandmastery bonuses. The extra HP from dwarf racial is also nice because it lets you level up might 100% and survive from just items/endurance.
I don't know, you seem to be ignoring barbarians +20% crit damage and unblockable AND their promotion ability, which iirc is 1% more damage for each 1% missing health.
 

sser

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Now that I think about it, swords are definitely the best possible way to benefit from destiny, dps wise. With the extra hit, your crit multiplier is essentially given a 100% bonus (or way more, depending on how it works. Does the second attack auto crit? If it doesn't, can it crit and trigger additional attacks too?)

That's what I'm wondering. I do recall an instance where my (GM Sword) Crusader hit an enemy for astronomically huge damage, but I didn't bother checking the numbers. It could have just been two crits, but maybe it was two crits and an attack, either way that's a lot of damage and it's precisely what I'm going to go for with the Mercenary.

Crusader's Light damage party bonus + Bladedancer is probably the highest DPS in the game. A Might-oriented Scout with a bit of Destiny thrown in there might be close, though, as GM Axes hit exceptionally hard on crits.

Few of the characters can really be "built" in a vacuum, though. It's all about what suits your party makeup. Bladedancer and I suppose the Defender are probably the most straightforward of the bunch, but generally speaking you could build the rest of the cast a great number of ways which is really cool.
 

Decado

Old time handsome face wrecker
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Water Elemental is kicking my fucking ass. Liquid Membrane makes me fucking:rage: so fucking bad.
 

Greatness

Cipher
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I don't know, you seem to be ignoring barbarians +20% crit damage and unblockable AND their promotion ability, which iirc is 1% more damage for each 1% missing health.


Orcs get 20% more crit damage from their race, but they will miss out on the 50% more crit damage from the axe skill, unless they go axe anyways but then they miss out on the grandmastery perk which is huge.

Goign 2H over dual-weild will just end up with worse damage overall, even if you can't be blocked. The weapon damage difference between 1H/2H doesn't make up for the lost attacks. The unblockable perk isn't very good either; you bypass their blocks only to have your next party member get blocked so you didn't really gain much (unless you're playing with only one physical damage character). The bonus attacks from dual-weild would eat up their block usage anyways and allow your next party member to do full damage as well.

As for the bonus damage on missing health, I don't see that being very useful due to the way the game works. In general you're gonna either be full health or dead for the vast majority of the game, seeing as how Celestial Armor works along with all the healing spells scaling so rediculously well, it's hard to not have full HP.
 

Decado

Old time handsome face wrecker
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Purge dat shit yo.

I don't have that spell yet. I was literally going to buy it after I finished the fight, I said to myself "I will go spell shopping after this fight, I need Purge." God fucking damnit this bitch of a fucking water elemental, I hope she dies of herpes.
 
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Now that I think about it, swords are definitely the best possible way to benefit from destiny, dps wise. With the extra hit, your crit multiplier is essentially given a 100% bonus (or way more, depending on how it works. Does the second attack auto crit? If it doesn't, can it crit and trigger additional attacks too?)

"You get one additional strike with your main-hand weapon for the first successful critical strike with your sword". Should be pretty clear what it does. If you crit during a turn you get +1 attacks. If you crit multiple times you still only get +1 attacks. DPS-wise it's not nearly as good as a multiple-attack Axe with crits.

One interesting idea is that it doesn't say that the crit has to come from your main-hand. You could theoretically dual-wield, say, an Axe or Mace in your main-hand for more damage while your off-hand is a sword to fuel the extra attack on your main hand. Not that I think the wasted skill points would be a good idea.

Goign 2H over dual-weild will just end up with worse damage overall, even if you can't be blocked. The weapon damage difference between 1H/2H doesn't make up for the lost attacks. The unblockable perk isn't very good either; you bypass their blocks only to have your next party member get blocked so you didn't really gain much (unless you're playing with only one physical damage character). The bonus attacks from dual-weild would eat up their block usage anyways and allow your next party member to do full damage as well.

Yeah, dual-wield is definitely preferable. But I would say that if were talking "power builds" that you are going to be using no more than 1 physical attacker in most instances.

As for the bonus damage on missing health, I don't see that being very useful due to the way the game works. In general you're gonna either be full health or dead for the vast majority of the game, seeing as how Celestial Armor works along with all the healing spells scaling so rediculously well, it's hard to not have full HP.

Let your warrior get hurt (use warfare to draw some attacks), celestial armor everyone while he is at low health, have +80% or w/e damage forever. You might need to spot heal with a single-target heal once in a while, but it's hard to argue with that bonus.
 
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Greatness

Cipher
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Let your warrior get hurt (use warfare to draw some attacks), celestial armor everyone while he is at low health, have +80% or w/e damage forever. You might need to spot heal with a single-target heal once in a while, but it's hard to argue with that bonus.

It'd be really annoying to keep that up for long though, resting is usually a more efficient way to restore mana than mass potions and each time you rest you would have to find a way to lower his health again.
 
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Let your warrior get hurt (use warfare to draw some attacks), celestial armor everyone while he is at low health, have +80% or w/e damage forever. You might need to spot heal with a single-target heal once in a while, but it's hard to argue with that bonus.

It'd be really annoying to keep that up for long though, resting is usually a more efficient way to restore mana than mass potions and each time you rest you would have to find a way to lower his health again.

Not casting Celestial armor during the first round and using the aggro skill isn't exactly complicated.
 

Greatness

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Not casting Celestial armor during the first round and using the aggro skill isn't exactly complicated.

I mean it would only work so long as you never rested. This would burn up a lot of mana pots because you would need to keep Celestial Armor up all the time (he's at 1%) without being able to rest when your mana runs out. After resting you would have to redo the process, but I guess it doesnt matter anyways the game isn't hard enough to warrent such a gimmick so people would only do it to try and see how big they can make their numbers.

BTW did anyone else have their mobs respawn at some point near the end game? I'm not sure if this is a bug or a feature, but it also seems to have "stacked" the new spawns ontop of older ones that I hadn't killed yet, I could see this causing some problems if it happened earlier in the game when having double-stacked enemies might make some fights impossible.
 
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Not casting Celestial armor during the first round and using the aggro skill isn't exactly complicated.

I mean it would only work so long as you never rested. This would burn up a lot of mana pots because you would need to keep Celestial Armor up all the time (he's at 1%) without being able to rest when your mana runs out. After resting you would have to redo the process, but I guess it doesnt matter anyways the game isn't hard enough to warrent such a gimmick so people would only do it to try and see how big they can make their numbers.

It takes only 1 turn after resting to get hurt again, it's not exactly a lengthy or detailed process to take damage. And who wouldn't keep Celestial Armor up all the time? It lasts almost forever. Don't need to keep your Barbarian specifically at 1%, just leave him at whatever he's at, even 50% is a huge 50% damage bonus. If all you need to do to get through fights is cast celestial armor + spam attack on enemies you can go a long time between rests. I wouldn't waste any mana pots at all trying to stretch time between resting.
 

Abelian

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BTW did anyone else have their mobs respawn at some point near the end game? I'm not sure if this is a bug or a feature, but it also seems to have "stacked" the new spawns ontop of older ones that I hadn't killed yet, I could see this causing some problems if it happened earlier in the game when having double-stacked enemies might make some fights impossible.
Monsters respawn after 200 days have passed in-game.
 

Angelo85

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Is there actual C&C in this game, or are the choices just for show?

like fighting luke or choosing to let him go

Just for show, you get a Fallout-style "that's what happened" message in the end corresponding to your choice.

Thought so. Means it's strictly better to fight and get phat l00t!

cvv Grunker

I killed all 3 in my game, but supposedly if you let them all go, you'll receive a relic. So I guess different dialogue, different Quest reward and different ending slide could be counted as C&C?
I mean of course it would have been cool if they returned later on and made a fight easier/different or gave you another quest chain in case you let them go and all but that level of C&C... well that would have been out of scope for this type of game in my opinion really.
 

Sceptic

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Divinity: Original Sin
So I got to the dog in the forest, and apparently it's a hireling that gives you free secret detection (thank you Codex).... and I can't do anything with him. Can't interact with the cage to let him out, and there's nothing around that I can use. Halp?
 

Stabwound

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Dec 17, 2008
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3,240
Can anyone tell me if "Whispering Shadows" spell has any use outdoors? It's such an annoying mechanic to have to keep the spell up all the time, and way more so to do it outside. Really, I hope modding can turn this into a perception-based ability rather than a spell. So fucking annoying. Thanks.
 

Eriador

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Jan 18, 2014
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Nope, only in dungeons. And Blessing of Malassa gives you Whispering Shadows as a passive effect, Blessing of Elrath gives you passive Clairvoyance and Blessing of Arkath passive Danger Sense.
 

Arkeus

Arcane
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Oct 9, 2012
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1,406
Monsters respawn after 200 days have passed in-game.
Monster respawning is a known spirit beacon bug.

Also, it's too bad mercenary doesn't have 2H to GM. It could have been a good combination with Mace stun + 'first hit when enemy is full health always crit if it hits' MErcenary ability.
 

Greatness

Cipher
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Mar 17, 2007
Messages
288
Can anyone tell me if "Whispering Shadows" spell has any use outdoors? It's such an annoying mechanic to have to keep the spell up all the time, and way more so to do it outside. Really, I hope modding can turn this into a perception-based ability rather than a spell. So fucking annoying. Thanks.

Nope, it's only needed in dungeons.

The most annoyign thing for me was that any time your character is "disabled" they don't get XP for monsters that die. IE: if you're stunned/paralyzed/unconscious/etc and you finish off the enemy with another character, you get no XP for it and over time this means some of your characters could end up at lower level if you're not careful
 

Stabwound

Arcane
Joined
Dec 17, 2008
Messages
3,240
Can anyone tell me if "Whispering Shadows" spell has any use outdoors? It's such an annoying mechanic to have to keep the spell up all the time, and way more so to do it outside. Really, I hope modding can turn this into a perception-based ability rather than a spell. So fucking annoying. Thanks.

Nope, it's only needed in dungeons.

The most annoyign thing for me was that any time your character is "disabled" they don't get XP for monsters that die. IE: if you're stunned/paralyzed/unconscious/etc and you finish off the enemy with another character, you get no XP for it and over time this means some of your characters could end up at lower level if you're not careful
Yeah, that makes no sense and it's a needlessly annoying mechanic. I don't recall this being the case in any previous MM, was it?

But thanks for the answer.
 
Joined
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Alright, so I broke the final quest trigger by
going down to ker-thal before killing Markus Wolf (I had missed him). Apparently, if you encounter Crag Hack's body before triggering the proper quest advance it becomes stuck forever.

It's not the end of the world, but annoying just the same. I went back and redid the whole last bit just to be doubly sure, I was curious about that witch in the tavern that sells you 20 supplies close to Karthal, that tells you to come to her after your quest is done. Oh well.

I probably won't be replaying the game, but it was good while it lasted.
 

sser

Arcane
Developer
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So I got to the dog in the forest, and apparently it's a hireling that gives you free secret detection (thank you Codex).... and I can't do anything with him. Can't interact with the cage to let him out, and there's nothing around that I can use. Halp?

Maybe your hireling spot is taken by another person...?


Anyway, I just steamrolled Act 1 with my gimp party no problem. Iven was a bit tough, but I managed. I'm finding all kinds of new shit now that I can see secrets. Seriously, they're everywhere.

For the record on Master Sword criticals stacking: the answer is no, they don't, but you can get two criticals in a row which is pretty sweet.
 

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