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Dexinis

Nihimon's page

Goblin Squad Member. Pathfinder Card Game Subscriber. 11,210 posts (11,216 including aliases). No reviews. 16 lists. 2 wishlists. 7 aliases.


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Goblin Squad Member

Lam wrote:
Will any players make the even viewable via twitch?

I've been a slacker when it comes to twitch lately. I'll fire it up this weekend, although I'll probably be spending more time processing data this weekend than playing the Alpha. I haven't yet decided which I find more fun :)

Goblin Squad Member

Lam wrote:
A lot of the feats are general and used Mage Staff or Mage Wand. Is that an error? Or is intent that all roles can use mage staff/wand as secondary and not be multi-role?

I noticed the same thing. I don't know if it's a bug, but it wouldn't surprise me if it was intentional.

Goblin Squad Member

3 people marked this as a favorite.
Quote:
How frequently do you use one or more of the above methods?

"Daily" doesn't even come close... *grins*

Goblin Squad Member

1 person marked this as a favorite.
Summersnow wrote:

I want a PS4...

... but make me an offer.

Goblin Squad Member

Scarlette wrote:
Nihimon wrote:
KarlBob wrote:
Rogue attacks deal extra damage when enemies have conditions like flat footed or unbalanced, not when the rogue is behind the enemy or another player is targeted by the enemy.
Minor correction, but the Rogue Feature "Cut-Throat" grants "Sneak Attack on Untargeted", which I'm pretty sure means the Rogue does extra damage if his target is targeting someone else.
Minor correction, extra damage if the rogue isn't targeted by the target. The target doesn't have to have some one targeted for this condition.

Quite right. Thanks for the clarification :)

Goblin Squad Member

You're quite welcome :)

It actually is very gratifying to me to be able to help folks come to a better understanding of the game.

If you haven't already seen it, the Goblinworks Blogs section (under Game Information) of Guild Recruitment & Helpful Links has a list of the blogs with a short summary of what's covered in each. You might find it helpful, although it occurs to me I haven't updated it in quite a while...

Nihimon wanders off into the library with a bundle of books to put in their proper places.

Goblin Squad Member

You've got it right, KarlBob. Most keyword matches just add a simple +5% Base Damage. Some others have particular effects in specific circumstances. One example is that the Cold Iron keyword is required in order to bypass some resistances on Fey creatures. I'm not sure whether that just means the weapon needs that Keyword, or whether it actually requires a keyword match between the weapon and the Attack.

Goblin Squad Member

KoTC Edam Neadenil wrote:

Ok, so an item has a limited set of keywords built into it rather than just an empty slot for any keyword?

SO if you have feats that use those keywords do they automatically get applied to the item or does the feat just become available to slot into the action bar ? Or could be either depending on the feat ?

When you use an Attack, it looks to see if your weapon has certain keywords. For each keyword it finds, it increases your base damage by 5%. Nightdrifter can detail the final effects on your actual damage output, but basically more is beter. A very similar process applies to Armor (the stuff you wear) and Armor Feats, and then to Expendables and Feature Feats.

Goblin Squad Member

Join Together with the Band explains Influence.

Goblin Squad Member

Yeah, I got the impression that the Daily Deal weapons would be something like Tier 1 +1. I hope there are at least a few of those kinds of things available at the start.

Goblin Squad Member

Leithlen wrote:
... some of my guild's most exciting moments in Mortal Online were splitting up HUGE sums of money and traveling in formation with scouts and guards to travel to another town to make a large deed purchase, then all acting as scouts and guards to "protect the football" all the way back. This would be akin to bringing in a valuable trade shipment in PFO, but now it's only dangerous in one direction.

As someone who's very excited about the prospect of escorting Caravans, I can relate; that sounds like a lot of fun.

I would add that there's a good chance it actually will be a two-way affair if the devs implement one of the ideas they've spitballed before, which is that you might have to get your Coin back to your Settlement before it converts from lootable, encumbering in-game inventory to the unlootable, weightless abstraction. I personally think this is a great idea, and would make escorting Caravans even more fulfilling :)

Goblin Squad Member

1 person marked this as a favorite.
Caldeathe Baequiannia wrote:
It seems to me a strange thing to decide which forms of victimization of characters by characters are actively encouraged while other forms are actively discouraged.

sspitfire1 nailed it above. Scams and Fraud aren't character-on-character, they're player-on-player.

Goblin Squad Member

Wyspr wrote:
Personally I quite like the feel of the turning, none of this instantly facing which ever direction the mouse moves.

Like I said, I'd be quite satisfied if they'd just let the mini-map arrow face the way the camera is facing, rather than the way my character is currently facing while waiting to catch up to the camera.

Goblin Squad Member

KarlBob wrote:
Rogue attacks deal extra damage when enemies have conditions like flat footed or unbalanced, not when the rogue is behind the enemy or another player is targeted by the enemy.

Minor correction, but the Rogue Feature "Cut-Throat" grants "Sneak Attack on Untargeted", which I'm pretty sure means the Rogue does extra damage if his target is targeting someone else.

Goblin Squad Member

Caldeathe Baequiannia wrote:
In game fraud is different than out of game fraud. Are we expecting that it's okay to force someone to give you stuff by threatening to kill them, but not okay to trick them into accepting a bad deal?

That's exactly what I'm expecting, actually.

Goblin Squad Member

1 person marked this as a favorite.
Caldeathe Baequiannia wrote:
Ryan has already said that spying and in-game fraud are "expected and a sign that [they] are succeeding." Why should they stop crafters from forming a union?

I think that might be conveying a false impression.

We want a game people care enough about winning to engage in robust espionage and sabotage. That's a sign we're succeeding, not failing.
... make it onerous to experiment with fraud
I'd rather lose one person who scammed the community, than have a community that thinks scamming is ok behavior.

Yes, spying is expected and a sign of success.

However, fraud and scams aren't acceptable, and won't be tolerated.

Goblin Squad Member

1 person marked this as a favorite.
Proxima Sin of Brighthaven wrote:
Isn't flanking without a facing mechanic called "attacking"?

Flanking requires positioning, not flanking. I'm flanking you when you're between another attacker and me.

I'm not sure that's the way it'll be implemented in PFO - they might just require you to not be targeted by your victim.

Goblin Squad Member

Being wrote:
...unless somehow the positions and appearances of things that come into view as we turn are having to reload for some mystifying reason...

It seems like that would cause the camera to turn slowly, but that's not the case; the camera turns as fast as I can move my mouse.

Goblin Squad Member

2 people marked this as a favorite.
Guurzak wrote:
On the same note, mouse turning is very clunky and counterintuitive. If there are no facing-based mechanics in the combat engine, there should be no issues with letting my character change facing as quickly as my mouse moves.

Yes! Please, please, please let our characters turn as quickly as our mouse can turn.

If there's some reason you don't want to do that, please at least make the arrow on the mini-map face the way the camera is facing rather than the way the character is currently facing. I often use the mini-map to orient my character to run, for example, north. However, because of the delay, it's a pain to do.

Goblin Squad Member

1 person marked this as a favorite.
Caldeathe Baequiannia wrote:
If I recall correctly, until coins are banked and converted to skymetal bits...

Whoa! In-game Coin does not convert to Skymetal Bits.

Skymetal Bits are the Cash Shop currency that you buy with real-world money.

Goblin Squad Member

1 person marked this as a favorite.
Scarlette wrote:
Stealth was useless! Those that say you used it to get by mobs, I think it was something else that got you by. Unstealthed with my shortbow, 25m every mob saw and turned to attack me. Maxed out stealth, stealthed and sneaking up from behind mobs, no LOS to me, at 25m they turned and attacked me. I tested this over 50 times. If you made it by mobs while stealthed, you just didn't get as close as you think.

Scarlette, I hate to even ask, but did you actually engage your Stealth Feat (by hitting X)? Or did you simply train up Stealth and assume that was all you needed to do?

I ask because I've talked to others who have verified significant reductions in aggro range when Stealthed.

I suppose another possibility is that you were trying to Stealth against higher-level or particularly Perceptive mobs...

Goblin Squad Member

Audoucet wrote:

And be 2 years worth of XP behind other players. Yes, good idea.

If it was indeed a beta, I clearly wouldn't play. But here, if I want to be competitive, I don't have a choice.

Calling salt sugar doesn't make it too good for coffee.

It's important to understand that there will be new players joining PFO even many years after Open Enrollment starts. It just doesn't make sense for Goblinworks to put them at a significant, long-term disadvantage.

The 100,000 XP we've been using to start new Characters in Alpha recently represents about 6 weeks of normal XP gain, and is enough to build a viable Character that can make significant contributions in virtually any field.

It will not suck to be a new Character at Open Enrollment. You'll quite quickly reach the point where you can participate in pretty much whatever you want. Success will be far more dependent on the friends you have at your side than on how much Training you've had.

Goblin Squad Member

DeciusBrutus wrote:
PJB sounds like Potent Juniper Berries.

Thank you! And in time enough to edit the original :)

Goblin Squad Member

1. Flare
2. Flare
3. Downburst
(repeat)

[Edit] PvP only, bread-and-butter.

Goblin Squad Member

Valkenr wrote:
Turns out that Nihimon is a great tank!

No! This time I'm playing a Wizard, dammit!

Nihimon pouts thinking of all the times he's been roped into playing a Tank because they were so necessary.

Goblin Squad Member

Tyncale wrote:

Now I wish I could remember which hex exactly it was where I found two of those Perfect Onyxes (Lesser Vitals).

I really like it that Hexes produce unique resources.

Here's some data I collected early on in Alpha. It might still be reasonably accurate:

Spoiler:

2 SW of Sotterhill:
P - Cabble-Weed, Henbane
E - Ordered Essence
M - Chrysoprase

1 NW of Sotterhill
M - Tigereye

2 NW of Sotterhill:
M - Brimstone, Copper Ore
E - Antithesis Essence
P - Juniper Berries (thanks, Decius!)

1 NW of Western Pass
P - Dragoon Leaves, Belladonna Berries, Pine Log
E - Esoteric Essence
M - Tigereye

1 SW of Osterburg
M - Tigereye
P - Belladonna Berries, Pine Log, Foxfire
E - Esoteric Essence

South Pass:
M - Onyx, Iron Ore, Cinnabar
E - Antithesis Essence

1 NE of South Pass
P - Gentian
M - Iron Ore, Cinnabar, Onyx
E - Antithesis Essence

Western Pass
M - Iron Ore, Cinnabar, Onyx
E - Antithesis Essence
P - Valerian Root, Bloot-Nettle, Gentian

1 SW of Western Pass
M - Cinnabar
P - Valerian Root
E - Antithesis Essence

1 S of Osterburg
E - Antithesis Essence
M - Iron Ore, Cinnabar, Onyx
P - Gentian, Blood-Nettle, Valerian Root

1 N of Sotterhill
M - Iron Ore, Cinnabar, Onyx
P - Blood-Nettle
E - Antithesis Essence

Goblin Squad Member

Drake Brimstone wrote:
Awesome list. I don't know about anyone else, but I could use a list of where you get what. For example, what all can be found in Shiny Rocks nodes, what is found in Interesting Plants nodes, etc.

I think we mostly have a decent handle on which node types produce which resources. The big question mark is going to be the hex-specific variations.

For example, some Forest hexes have Plant Nodes that produce Smooth Yew Saplings. Other forest hexes have Plant Nodes that produce Smooth Pine Logs instead. Knowing which hexes produce which resources will take a lot of exploration (yay!)

Goblin Squad Member

3 people marked this as a favorite.

@Liam, it's important that you get the right message: in PFO, you will get killed by other players. I think the key difference between PFO and other "Open World PvP" games is that you're less likely to be killed by everyone, all the time.

Goblin Squad Member

Guurzak wrote:
Being's been complaining about Sepia Crystals being scarce. Are Vital Essences just not dropping?

"Lesser Vitals" are Bloodstones and Onyxes. These don't drop in the same hexes that drop Tigereye. You need to find the right hex to farm them in.

Goblin Squad Member

TEO Cheatle wrote:
Substitute List

Excellent work on the Substitute List, Cheatle.

Goblin Squad Member

Bluddwolf wrote:
I'm looking forward to the very meager start next week as well.

I am too.

Goblin Squad Member

I believe it's actually /togglefps, unless /fps is an alias for that.

The FPS meter will show up just over the mini-map.

Goblin Squad Member

Yeah, Being, that threw me a bit at first, too.

I believe Guurzak is very specifically talking only about Skills, as in the Feats that only appear on the Skills tab of the Feat Advancements spreadsheet in Pathfinder Online (Public).

Goblin Squad Member

2 people marked this as a favorite.

And we're working on breaking them out in the wiki so that you can click on a keyword and get all the stuff that's related to it.

I've learned a lot about wikis recently... :)

Goblin Squad Member

2 people marked this as a favorite.

I think there will be an extremely wide variety in how players choose to specialize their characters.

I personally will be focusing narrowly on Wizard and broadly on all Gathering Skills, with no Refining or Crafting at all.

Goblin Squad Member

1 person marked this as a favorite.

I'm pretty sure Valkenr said it was a "placeholder" icon, so we should get something better soon.

Goblin Squad Member

Honestly, I'm not sure. I was under the impression it would flag the account with the specified email address. I might be wrong.

Goblin Squad Member

Being wrote:
they need a PM advising them of an email address you will check

No, they need the email address you used to register on goblinworks.com.

Goblin Squad Member

There will be two major Alpha releases in our plan. The first will be next week, and the second will be two weeks following. Those releases are Alpha 7 and Alpha 8.

I think Alpha 7 is next week.

Goblin Squad Member

Thanks, Trippic, but I'm kinda sorry I asked; I think Valkenr was being lazy :)

It took me a while to figure out that was supposed to be a guy reading a book and not a tombstone with its shadow and a disembodied wizard hat :)

Goblin Squad Member

I expect we'll quickly find out (after we get our Settlements) what Training and Support Facilities can be maintained in a Settlement that allows -7,500 Reputation Characters to enter, and how powerful those Characters will be.

Goblin Squad Member

1 person marked this as a favorite.
GrumpyMel wrote:
Thoughts?

This seems right to me:

There will be bandits.

There won't be bandits on every trail, every 10 feet, comprised of newbie players and newbie characters in it for the lulz.

Bandits will be careful. They'll pick their targets well. They'll often ransom the cargos rather than kill the teamsters.

A lot of Bandits will be chaotic evil. They'll cope. They'll find ways to make that work for them. It's not an easy road - but it is a road. I doubt there will be any wilderness areas in the game where you will not constantly have to be on your guard, ready to fight or flee, should someone come at you with bad intent.

Being a highwayman is hard freakin' work. That's why there's not a lot of them. Always on the run, hunted by those who seek rewards, dealing with a crappy reputation; this is the life you choose.

Goblin Squad Member

2) A quick example : The Cleric training facility is the Temple. It is a medium sized structure. The Temple can be leveled up to offer Cleric specific feats up to 1st, 2nd, then 3rd tier.

The Cleric support structure is called the Graveyard. It is a SMALL sized structure. It too can be leveled up to support Cleric specific feats to 1st, 2nd, then 3rd tier.

The building that trains Cleric (and paladin and likely druid/ranger/oracle) orisons/spells is called the Seminary. It is a medium sized structure. It can be leveled up to offer Wizard specific feats up to 1st, 2nd, then 3rd tier.

The support structure for the Seminary is called the Mission. It is a SMALL sized structure. It too can be leveled up to support Seminary skills (including all the classes the seminary supports) specific feats to 1st, 2nd, then 3rd tier.

I haven't found anything else about small plot support structures.

Goblin Squad Member

If there's going to be some kind of a delay before folks who were killed can return to combat, then they should not be able to do anything else productive during that time either, such as travel from their spawn point back to the battle.

Note, I am not advocating such a delay, merely pointing out something I think would be necessary were such a delay implemented.

Goblin Squad Member

In general, don't expect to be able to have any XP refunded so you can spend it on something else.

And yes, it's very likely that the new Roles (Classes) will have requirements that match Feats you can purchase before that Role is released. But don't expect Goblinworks to commit to what those will be.

Goblin Squad Member

Leithlen wrote:
What is a "core" race vs. non-core race?

They're the Races from the Core Rulebook for PFRGP.

Leithlen wrote:
Also, can't we just level a class that is in game and then start leveling the new class when it's introduced? Yeah, we'd lose that experience, but unless I misread the jumble of blog-postings on this, I thought it was possible to level anything, but can only have one class active at a time. Is this correct, or am I mistaken on this?

You are correct. Also, Ryan has pretty much ruled out any kind of class respec, except for exceptional circumstances.

Goblin Squad Member

It may be pedantic, but I feel I should point out that I might have better understood you were referring specifically to Skills if you'd capitalized it to indicate it was a term of art. I also feel the need to point out that using the term "attributes" instead of the term of art "Ability Scores" or "Abilities" lulled me into thinking you were using vernacular terms for general concepts.

Goblin Squad Member

Guurzak wrote:
... "skill training" specifically refers to training those feat lines "which improve the part of the character sheet labeled 'Skills'."

And it's clear now that I missed the fact that you were limiting your statement to training "Skills".

I am not aware of any Feat requirements for any Skills at all, in that the Feat Requirement column is empty for every level of every Feat on the Skills tab.

Goblin Squad Member

Guurzak wrote:
I wasn't aware there was any feat gating on skill training- do you have an example?

The Feat Advancements spreadsheet at Pathfinder Online (Public) lists the requirements to train Feats. Looking over that just now, I realize I left out the Category requirements.

Category Requirements refer to Achievement Categories rather than specific Achievements. For example, the Achievement Arcane Expert 1 awards 1 Arcane Category point. You can see all the Achievements and how many points of which Category they award in the Achievements spreadsheet.

Feat Requirements refer to Feats that must be purchased with XP from a Trainer.

Achievement Requirements refer to specific Achievements that must be earned by completing tasks in-game.

Ability Score Requirements refer to Ability Scores that must be increased by purchasing appropriate Feats.

Every Level of every Feat has a spot for each type of requirement: Category, Feat, Achievement, Ability Score.

I think you were subconsciously resisting thinking of Proficiencies and Bonuses as Feats, but they are. To answer the question I think you were asking, though:

Cantrip Acid Dart requires the Conjurer.
Reactive Turn Undead requires Channel Positive Energy.
Utility Lookout requires Perception.

Goblin Squad Member

Thanks, but I'm still not seeing Phaeros's submitted image.

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