Hey Anthony Davis, what's with all the activity all of a sudden? Vacation time?
lol the characters are white balls what kind of cheap shit did I back
https://twitter.com/jesawyer/status/471719748179615744https://www.youtube.com/watch?v=ak52BLOFyuo&google_comment_id=z13otdazptvwcdvrr04cfzjyjujhvve5jpo0k
LBurhenn
2 hours ago
Looks good. Shame I had to stop following this game when I learned there is no romance and it has steampunk guns and junk. Just following Divinity Original Sin now.
Could be worse, I guess!
Yesssssssssssssss.reminder that the historical era between medieval tymes and the present day is "steampunk".
"Elfpunk":D
Hmm, not sure I like this faux-realistic approach. In IE games you chose weapons based on their cool magical special abilities, likewise for armor, for the most part. Trying to add to that too much mundane modifiers into it just muddles that up in a likely not very interesting, RPS way, and those rules have quite little to do with real combat either.Josh checks Something Awful before (probably at) work.
Prometheus and I were having a discussion about the armor system, since it has changed quite a bit over time. I said that Crush was the best damage type vs. plate ... but it turns out that's actually not the case anymore. Estocs are the best weapon vs plate armor.
Plate is least resistant to Shock damage, but if you're going to use melee weapons, estocs, stilettos, and maces all have DT negation and are usually your best bet on occasions where the target's DT is uniform against the physical damage types (Slash/Crush/Pierce). In both models (original and current), two-handed weapons are best when DT is really high. If DT is really high and the DT has no physical vulnerabilities (like plate armor), estocs are the most efficient.
This bit is old info
Daggers are Slash and have an inherent Accuracy bonus. Stilettos are Pierce and negate a portion of DT.
On Mace DT negation (which I think is new info as it's not on the wiki)
Generally yes due to the mace's DT negation. Swords and maces do the same damage and attack at the same speed. The benefit of a sword is "Best of Slash/Pierce" where they do damage against the type that the armor is weakest against. If both Slash and Pierce DT on the target are equal (and equal to the base DT), the sword doesn't really have a benefit. In those circumstances, a mace will almost always be better.
And Maces absolutely rape Mail armor
E: In case anyone was wondering, maces are extremely good against anyone in mail. Crush is mail's worst damage type and maces negate DT on top of that. With a mace against standard mail the target has close to 0 DT.
True dat. I've always wanted to use maces and polearms, but if it wasn't for classes that specialized in them, very few games made them viable.It seems like each character will be carrying 2-4 weapons that they will switch between during battles as you pick one that works best for the current encounter.
Seems like a nice upgrade on IE where you found your super weapon and just used it exclusively.
If you're just switching the weapon for best damage, but doing the same routine regardless of your weapon, it's pointless. Just busywork of calculating the best DPS for a situation and switching to that.It seems like each character will be carrying 2-4 weapons that they will switch between during battles as you pick one that works best for the current encounter.
Seems like a nice upgrade on IE where you found your super weapon and just used it exclusively.
By the way, how does the interrupt system factor into this? I assume weapon types have a different interrupt stat?
That busywork is what we call "tactics". And it's not just about damage, but also speed and range.
But yeah, I realize now that one of the reasons many people on the Codex can't grok Pillars of Eternity's design is that they are much, much more nostalgic for BG2 than they are for the other IE games.
For a number of reasons, I'm actually most nostalgic for BG1, which might be why I'm a lot more sympathetic to Josh's decisions. I don't remember the "Infinity Engine experience" as a BG2-like cornucopia of wild magical items and game-breaking abilities where the core mechanics receded into the background and didn't really matter. I remember it as something a lot more gritty and down to earth.
BG1 was 'gritty and down to earth'?
Calculating dps (which inludes speed) is not really tactics, it's just simple math. If weapon range is a relevant factor that's more interesting already, depending on how well they overall implement the movement/interrupt/etc. mechanics.That busywork is what we call "tactics". And it's not just about damage, but also speed and range.
Calculating dps (which inludes speed) is not really tactics, it's just simple math.
- It took us a while to get into godformen again, how best to make the kind of game areas. Once everything worked out , we managed to design large, beautiful sites very quickly . The game is now bigger , yes , slightly larger than Icewind Dale . We are not quite up to Baldur 's Gate II size, but it's close , said project designer .
What will it take for you to create a game that is the size of Baldur 's Gate II?
-I do not know. We 'll see if we get to make a sequel , how quickly we so, can produce things. For us it was a big part of the preparations this time , to figure out how to make this kind of game again . We worked with the Unity game engine for the first time and used Maya to design areas in three dimensions. It has been a long time since we worked on a two-dimensional perspective.- As our designers are familiar with creating this kind of game again, with the slightly old-fashioned way to structure assignments and other things , I believe we can produce things much faster . If Pillars of Eternity is a success , and bi can spend more time so we could probably have done it. For this particular game , we wanted first and foremost to create a game worthy of the Infinity Engine games in size and ambition. And we realized that reaching up to Baldur 's Gate II certainly was beyond our reach right now . Perhaps in the future , sugar Sawyer .