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Combat...
Posted: Sun Dec 16, 2001 2:02 pm
by drcode
Since there were a lot of complaints about combat being too easy, I've fiddled with the formulae a bit to try to get them closer to the originals, in that:
1. One's 'level' is no longer used.
2. 'Combat' counts for much more in determining whether a hit takes place.
I'm still trying to figure out what role 'dexterity' plays.
Re: Combat...
Posted: Sun Dec 16, 2001 3:07 pm
by Max aka Moscow Dragon
IIRC the combatant with higher dexterity can choose the combat distance.
Re: Combat...
Posted: Sun Dec 16, 2001 4:00 pm
by GeniusLoci
Dexterity determines the hit/miss ratio for missle and thrown weapons.
A low dexterity skill means you miss your target, sometimes even hitting
your allies. Anyone remember the hell with giving a character like Julia or
Janna the Juggernaut Hammer? (shudder)
Re: Combat...
Posted: Sun Dec 16, 2001 10:12 pm
by Neutronium Dragon
I do recall that higher dexterity gave a character a faster swing speed with their weapon.
Neutronium Dragon
Re: Combat...
Posted: Mon Dec 17, 2001 1:05 am
by fliptw
Re: Combat...
Posted: Mon Dec 17, 2001 4:38 am
by Dominus
It doesn't really matter what a dictionary has to say. More of how it was used in the original U7.
Re: Combat...
Posted: Tue Dec 18, 2001 12:02 am
by Oblivious
"Anyone remember the hell with giving a character like Julia or
Janna the Juggernaut Hammer?"
Anyone remember the hell of giving Iolo a bow of any kind? Esp. a triple crossbow?
One time in Skara Brae, he accidently shot Julia in the back with a magic bow&arrow, killing her instantly. (this was in the original)
Antoher thing that annoyed me was when a juggernaut hammer or magic axe would get stuck in a tree....
Re: Combat...
Posted: Tue Dec 18, 2001 3:35 am
by Kurt
I'm always losing magic axes
I don't remember losing one ever in the original mind, but I need a new one in every round of combat in Exult.
Re: Combat...
Posted: Tue Dec 18, 2001 8:09 am
by drcode
It doesn't return? Thought I'd checked that recently...
Re: Combat...
Posted: Tue Dec 18, 2001 2:22 pm
by Oblivious
I never had that problem in Exult, before.....
Re: Combat...
Posted: Tue Dec 18, 2001 2:53 pm
by drcode
Yes, I guess they always returned. Until just before Beta, they didn't behave very well, in that you'd see a character throw the axe while it was still in the air.
Re: Combat...
Posted: Tue Dec 18, 2001 4:19 pm
by Stephan
No, they didn't always return in the original. I am not sure about the circumstances, but both the Juggernaut hammer and the Magic Axe could slip out of a fighter's hand occasionally.
Re: Combat...
Posted: Tue Dec 18, 2001 6:07 pm
by artaxerxes
I recall that happened to me in U7orig
Artaxerxes
Re: Combat...
Posted: Tue Dec 18, 2001 7:01 pm
by suraimu
Happened to me all the time, party members losing weapons. Although
I don't think it's the same thing in this instance, because the thing that
always made my party members lose @!#$ was the thing where they would
drop stuff when they were fleeing, and Exult doesn't do that.
Re: Combat...
Posted: Tue Dec 18, 2001 10:27 pm
by Neutronium Dragon
As I recall, the weapons usually seemed to get 'stuck' when they were thrown at/hit something on a different elevation.
This tends to happen the most if there's a fight with aerial creatures, particularly if it happens amidst buildings (such as happens with the monsters in Moonshade later in SI).
Neutronium Dragon
Re: Combat...
Posted: Wed Dec 19, 2001 6:58 am
by Max aka Moscow Dragon
I had a Juggernaut stuck between the boulder and the mountain north of Minoc.
Re: Combat...
Posted: Wed Dec 19, 2001 11:16 am
by Soul Harvester
I always figured in u7 that "combat" determined your chance to hit, and "dexterity" determined your chance to avoid an attack (and hit with missle weapons). Seems simple enough imo, but of course I don't know.
Re: Combat...
Posted: Wed Dec 19, 2001 2:31 pm
by Oblivious
Strength determines this:
*effectiveness with blunt weapons
*carrying capacity
*hit-rate with blunt weapons, I think
*health
Dex determines:
*effectiveness with bows and swords/daggers
*hit rate with any weapon, particularly ranged and swords
*evasion rate, possibly, though this seems to be determined more by armor class.
INT determines:
*magic effectiveness
*possibly your effectiveness in haggling (INT did affect prices in U5)