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Quite right. Thanks for the clarification :)
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.
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.
KoTC Edam Neadenil wrote:
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.
... 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 :)
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.
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.
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.
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.
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.
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...
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.
Here's some data I collected early on in Alpha. It might still be reasonably accurate:
2 SW of Sotterhill:
P - Cabble-Weed, Henbane
E - Ordered Essence
M - Chrysoprase
1 NW of Sotterhill
2 NW of Sotterhill:
1 NW of Western Pass
1 SW of Osterburg
1 NE of South Pass
1 SW of Western Pass
1 S of Osterburg
1 N of Sotterhill
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!)
This seems right to me:
I haven't found anything else about small plot support structures.
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.
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.
What is a "core" race vs. non-core race?
They're the Races from the Core Rulebook for PFRGP.
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?
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.
... "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.
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.