Unknown2006-10-28 09:17:41
I'm gonna make myself a an ebonguard, bonecrusher. He'll have crow totem, I'll be forging and runing up my weapons as much as I can (maybe a hammer later). I had a question.
I was curious about Tae'dae, because they're cool bear things, but the consensus seems to be that they suck because of the balance. Mostly about if I could pull out enough wounding damage with the high damage, and some nice, quick hammers to be effective. I don't really know how wounding works though. Otherwise I would end up as a shadow faeling, cuz they're neato and apparently really good for fighting, or orclach, as they look like an all around good race, but I'm not a hundred percent sure about how I would try to RP one...
For numbers: I'll be adding 3 (strength) + 1 (bear) for
Tae'dae - 22 (23 if I switch to high magic, sounds better than +1 con so I probly will)
Faeling - 14 (or 15)
Orclach - 19 (or 20)
Assuming high magic values and 7% change per level of balance I got from Cuber's post (can I get this confirmed?) I would end up with something like this:
Tae'dae - 18.7/sec
Faeling - 18.15/sec
Orclach - 20/sec
Does this mean Orclach wounds and damages the most of these three if we ignore things like balance taken for razing rebounding, etcetera? Am I missing any buffs either?
Second part of my questioning was, how well is cutting/blunt and transmute going to play into bashing? I'll probly spend a lot of time killing mobs, so I hope to use something that will be reasonably good.
Thanks ever so much.
I was curious about Tae'dae, because they're cool bear things, but the consensus seems to be that they suck because of the balance. Mostly about if I could pull out enough wounding damage with the high damage, and some nice, quick hammers to be effective. I don't really know how wounding works though. Otherwise I would end up as a shadow faeling, cuz they're neato and apparently really good for fighting, or orclach, as they look like an all around good race, but I'm not a hundred percent sure about how I would try to RP one...
For numbers: I'll be adding 3 (strength) + 1 (bear) for
Tae'dae - 22 (23 if I switch to high magic, sounds better than +1 con so I probly will)
Faeling - 14 (or 15)
Orclach - 19 (or 20)
Assuming high magic values and 7% change per level of balance I got from Cuber's post (can I get this confirmed?) I would end up with something like this:
Tae'dae - 18.7/sec
Faeling - 18.15/sec
Orclach - 20/sec
Does this mean Orclach wounds and damages the most of these three if we ignore things like balance taken for razing rebounding, etcetera? Am I missing any buffs either?
Second part of my questioning was, how well is cutting/blunt and transmute going to play into bashing? I'll probly spend a lot of time killing mobs, so I hope to use something that will be reasonably good.
Thanks ever so much.
Unknown2006-10-28 10:56:08
Per HELP BUFFS, strength+bear would give only +3 str. Same if you throw geburah in. So the strength is one-two points less than in your calculations, making it even less cool for Tae'dae. They are the weakest race ever, I'd prefer to be an unspecced Faeling warrior than a Tae'dae one.
Taurian are even better than Orclach, because that +2 weight to strength gives them +1 more, and lashing out at friends is a negligible effect. Better CON, too.
Wounding doesn't work on mobs. On PCs, it's like that - it's based on precision of the weapon and strength. Also, to an extent so small that it's negligible, dexterity (worst stat in the game). When you hit a body part, it gets deep wounds. Deep wounds have a status - heavy is when you have about 1200 wounds on the body part, light is at 200 and above (I think), etc. Knighthood afflictions are not given out normally ("hit someone with knockdown/legtendon/whatever"), but rather you hit a bodypart and if it has enough wounds for an affliction, there's a chance the attack will cause that affliction. It still deals damage and wounding, of course.
Armor protection translates like this: 1/2* protection = damage resistance. 2/3* protection = wounding resistance. Damage resistance is also added by skills (like... barkskin? I know you won't have it, just an example), wounding resistance is only dependant on armour and MAYBE resilience rank.
I found transmute too much of a mana drain to effectively use, ever. It's just better to drink health potions.
Taurian are even better than Orclach, because that +2 weight to strength gives them +1 more, and lashing out at friends is a negligible effect. Better CON, too.
Wounding doesn't work on mobs. On PCs, it's like that - it's based on precision of the weapon and strength. Also, to an extent so small that it's negligible, dexterity (worst stat in the game). When you hit a body part, it gets deep wounds. Deep wounds have a status - heavy is when you have about 1200 wounds on the body part, light is at 200 and above (I think), etc. Knighthood afflictions are not given out normally ("hit someone with knockdown/legtendon/whatever"), but rather you hit a bodypart and if it has enough wounds for an affliction, there's a chance the attack will cause that affliction. It still deals damage and wounding, of course.
Armor protection translates like this: 1/2* protection = damage resistance. 2/3* protection = wounding resistance. Damage resistance is also added by skills (like... barkskin? I know you won't have it, just an example), wounding resistance is only dependant on armour and MAYBE resilience rank.
I found transmute too much of a mana drain to effectively use, ever. It's just better to drink health potions.
Shorlen2006-10-28 11:23:23
I've played Tae'dae warriors. Despite the str, they suck. They really, really do.
Caedryn2006-10-28 11:52:58
Heh.
Anything with a level three weakness is going to HURT when it encounters that. Bear it in mind. Magic is the main damage type for two archetypes at least - I know Moonburst is 100% Magic, and Bard songs are magic too.
Anything with a level three weakness is going to HURT when it encounters that. Bear it in mind. Magic is the main damage type for two archetypes at least - I know Moonburst is 100% Magic, and Bard songs are magic too.
Shorlen2006-10-28 13:42:32
QUOTE(caedryn @ Oct 28 2006, 07:52 AM) 347775
Heh.
Anything with a level three weakness is going to HURT when it encounters that. Bear it in mind. Magic is the main damage type for two archetypes at least - I know Moonburst is 100% Magic, and Bard songs are magic too.
Anything with a level three weakness is going to HURT when it encounters that. Bear it in mind. Magic is the main damage type for two archetypes at least - I know Moonburst is 100% Magic, and Bard songs are magic too.
It's not the level 3 magic weakness that's the problem - you can counter that with Resistance in Athletics and even by wearing Greatrobes instead of plate. They aren't that much less def, and you have your ubertankiness anyway. No class that uses magic as its damage type kills with its magic attacks.
The problem is that warriors rely on speed. Tae'dae don't have speed. Low speed means fewer poisons, fewer deepwound afflicts, and about equivilient dps/wps due to high strength. It really just isn't worth it.
Merkada2006-10-28 13:55:35
One of the only things Tae'Daes are good at is influencing.
Ashteru2006-10-28 13:58:23
Generally, I'd advice you to go Shadowlord faeling. Those guys are insane for both bashing and PvP. A bit better he'd be with Night, but Crow has a few nice abilities too, like Dark Bond and Bonenose facepaint.
PS: And good luck trying to get decent PvP hammers. -.- 18 hours and still forging! (Best was 225 prec and 210 speed I got, but silly me smelted it. <.<)
PS: And good luck trying to get decent PvP hammers. -.- 18 hours and still forging! (Best was 225 prec and 210 speed I got, but silly me smelted it. <.<)
Unknown2006-10-28 14:17:42
If you get really fast hammers (300 speed or above including runes and stuff), then you could bash as a tae'dae with few issues.
Also, don't forget Strength in Athletics.
Also, don't forget Strength in Athletics.
Ashteru2006-10-28 14:25:55
I was able to swing once ever 3 or so seconds with 280 speed hammers and just nightkiss up, so...bashing wouldn't be so bad as Tae'dae. Just a bit slower than normal.
Unknown2006-10-28 18:32:04
Thanks, and I didn't realise that buffs weren't 1:1, but are they added together to get the buff? Which would be 3(strength) + 1(bear) +1(geburah) for 4 weight, which is +3 strength to stats, or 6 weight for engrage for a +4.
Unknown2006-10-29 13:49:12
QUOTE(milkmanoya @ Oct 28 2006, 07:32 PM) 347827
Thanks, and I didn't realise that buffs weren't 1:1, but are they added together to get the buff? Which would be 3(strength) + 1(bear) +1(geburah) for 4 weight, which is +3 strength to stats, or 6 weight for engrage for a +4.
You add all the buffs together and then change the weight into an actual bonus. It'd be pointless otherwise because hardly anything gives a bigger than +2 bonus only by its own.