A place to ask beginner questions to be answered by other players. / Ein Platz für Anfängerfragen, die von anderen Spielern beantwortet werden.
The first; the overall amount of skills is irrelevant. But you never stop learning, you can just get very slowly.Drakkhan wrote:On the topic of the MC, is it just a temporary slowing down of skill gain, until you stop "learning" or does the amount of skill you have overall reduce your ability to learn new things?
Dexterity does determine damage to a very lesser degree, but it does not have a major effect on it nor does it have an effect on the learning curve of weapon skills.Mephistopheles wrote:Does bow and dagger need dex? or is dexterity just a crafting skill???? making a dwarf alchemist not sure whether to make em use a bow or make him warrior alchemist...??
I was told that the "dodge" skill was removed, or possibly replaced by the armor skills. The armor skills are also not on the list, even though someone in the thread said that they were skills without a lead attribute. So I'm going to have to disagree on the whole "the list is up to date" thing.Jupiter wrote:The list is up to date.
Magic resistance will probably be replaced by something based on attributes.
Thanks, that clears things up a lot.Velisai wrote:Poisoning is still there, but can't be actually used or (as far as I know) raised at the moment. A new poison system is going to be developed soon(TM).
Older chars got their dodge and tactics skills deleted and the total points/2 refunded to put into an armor skill of their choice, when armor skills were introduced.
I totally agree ,and i have very little interest in these sort of game mechanic's ,however its better to know why all of a sudden one can no longer do certain things.Estralis Seborian wrote:In that example, it is only the skill that matters. The more dexterity you have, the faster you learn and the faster you produce better products. In other examples, e.g. strength being the lead attribute of slashing weapons, the attribute itself also affects the damage. All in all - as long as you don't play a "min-max" character, you won't have to bother with such details. Keep in mind that it is pretty pointless to be the best in everything, just enjoy the game! If you are really interested in the game mechanics - we try to keep them as simple as possible - you can review the scripts here: https://github.com/Illarion-eV/Illarion-Content/
All good you answered my initial question i have no more questions on this .Estralis Seborian wrote:Can you specify? What exactly is there you cannot do anymore?
Does something else go into these skills besides the weapon itself and the skill? Up to this point it seems like it has been "high strength characters go concussion, high agi go piercing, good both go slashing", at least that is what I have been told in-game, but this seems like it would take away the main differentiation between them so that it just comes down to whatever weapon itself deals the most damage (asuming equil skill). Is this right or am I missing something?Estralis Seborian wrote:The lead attributes will change slightly with next update:
--Strength: Offensive fighting skills
Hey, first of all thank you for the thorough explanation. I've had one question: Is the impact of CON on DMG reduction static, or dynamic/does it scale? Meaning, does 14 to 15 have the same impact as 19 to 20 (e.g. 5% or sth.), or does it become lower the higher we get, e.g. 14 to 15 gives 5% DMG reduction, but 19 to 20 gives 1% DMG reduction. I remember it was (or was supposed to be) like this once, but it might have changed, too.ltgmkay wrote:Please let me know if I have any mistakes in here, left anything significant out, or anybody wants to know how attributes impact a certain activity.
TL;DR: It tapers off.Tyan Masines wrote: Does 14 to 15 have the same impact as 19 to 20 (e.g. 5% or sth.)
Thanks in advance!