Achievement Feats, Achievements, Attacks, Passives, Expendables (Raw Pre-Wiki Data)


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Sovereign Court Goblin Squad Member

Stephen Cheney wrote:

These systems are newly in and are hopefully working completely correctly (I'm sure Cole will love to hear if it looks like they're not ;) ). The new terms are Effect Power and Effect Protection (changed from Utility Value and Utility Defense to make it a little more obvious what they do).

In most cases, it's a straight comparison of the activated keywords on your attack vs. the activated keywords on the target's armor (with expendables using the factor previously mentioned... oh, actually I just checked and it's 1.4 not 1.333, but same result with rounding down). If I have two minor and a major keyword activated on my attack, I have Effect Power 6. If you only have 4 minors on your armor, you have Effect Protection 4.

If you have a higher Effect Power than the target's Effect Protection, each point of difference improves the effects on your attack by 10%. Conversely, if your EPow is lower than EPro, each point is -10% to effects. This factor is multiplicative to any other modifications to effect magnitude or duration (like margin of failure).

So in the above case of EPow 6 vs. EPro 4, if my attack was supposed to apply Bleeding 10 and Distressed for 1 Round, it should actually apply Bleeding 12 and Distressed for 7.2 seconds (assuming no margin of failure).

Thanks Stephen!

Edit: Shouldn't it be 6*1.4=8.4 (round to 8) and 4*1.4=5.6(round to 5) for Effect Power/Protection in those examples? Or am I misinterpretting?

Sovereign Court Goblin Squad Member

Was watching Nihimon streaming yesterday and got to ask some questions to the programmers. (Thanks Cole and Paul!) So I thought I'd share the misc information gleaned from them:

*Yes, Effect Power/Protection is 1.4 times the number of keywords.
*Evoker adds Burning 5 on a crit. (This may just be level 1 Evoker though.)
*There is a 3 second global cooldown on expendables (spells on the top bar). Normal attacks and utilities do not have a global cooldown, though as we've seen they each have their own cooldowns. Many expendables can only be used once per combat from the various data we've seen.
*Yes, Stephen does have a budget for designing attacks. (I've had no luck in back-engineering it so far and was starting to wonder if there even was one to back-engineer in the first place ;) )
*They want to get in lots of tooltips to explain everything in game. Not sure what the eta on this is.

Other random observations:

*It appears that damage numbers get rounded to the nearest integer instead of getting decimal places chopped off.
*Mage Armor appears to add 5 physical resistance and 2 to every other resistance for each keyword. This is in addition to boosting reflex by 4.
*Based on info from DeciusBrutus, Goblin Shaman damage seems to be roughly consistent with a damage factor of ~1.6 and base damage of ~31. They seemed to get a lot of full hits, so that hints that they have a decent attack bonus (compared to newer PC defenses).
*Many creatures had 0 resistance against various energy types. Eg. the wolves who accompany goblins have 0 electric resistance.
*Goblin Commandos might have decent defenses (ref/fort/will). I'm unsure which defense was relevant to the attacks being used against them, but whichever it was good enough to stop a lot of full hits.

Goblin Squad Member

Nightdrifter wrote:
*Mage Armor appears to add 5 physical resistance and 2 to every other resistance for each keyword. This is in addition to boosting reflex by 4.

Minor correction:

It's the default Cloth Armor I was wearing that gave me 50 in each Defense and 2 in each Resistance other than Physical. Mage Armor simply allowed me to utilize the keywords that enable that. I believe Binder and Scholar activate the same keywords on my Cloth Armor.

In addition to enabling the Cloth Armor keywords, Mage Armor 1 just gives 5 Physical Resistance and 4 Reflex.

Nightdrifter wrote:
*Goblin Commandos might have decent defenses (ref/fort/will). I'm unsure which defense was relevant to the attacks being used against them, but whichever it was good enough to stop a lot of full hits.

I was mostly using attacks that Target Reflex.

And Goblin Shamans are kinda nasty; definitely high on the kill order list :)

Sovereign Court Goblin Squad Member

The 50 defense from armor is something we've known for a while. It's 50 per tier. There are 14 levels of Mage Armor so I'd guess it would be:

Level - Minors read, Majors read
--------------------------------
1-1,0
2-2,0
3-3,0
4-4,0
5-0,1
6-1,1
7-2,1
8-3,1
9-4,1
10-0,2
11-1,2
12-2,2
13-3,2
14-4,2

Goblinworks Game Designer

Nightdrifter wrote:
Edit: Shouldn't it be 6*1.4=8.4 (round to 8) and 4*1.4=5.6(round to 5) for Effect Power/Protection in those examples? Or am I misinterpretting?

Only for expendables. Armor and weapon attacks are 1 for 1 for EPro and EPow. Expendables are 1.4 because they only have 9 points worth of keywords to an attack's 12.

Sovereign Court Goblin Squad Member

Stephen Cheney wrote:
Nightdrifter wrote:
Edit: Shouldn't it be 6*1.4=8.4 (round to 8) and 4*1.4=5.6(round to 5) for Effect Power/Protection in those examples? Or am I misinterpretting?
Only for expendables. Armor and weapon attacks are 1 for 1 for EPro and EPow. Expendables are 1.4 because they only have 9 points worth of keywords to an attack's 12.

Ahh, I see. Thanks for the clarification!

Goblinworks Game Designer

Nightdrifter wrote:

Was watching Nihimon streaming yesterday and got to ask some questions to the programmers. (Thanks Cole and Paul!) So I thought I'd share the misc information gleaned from them:

*Yes, Effect Power/Protection is 1.4 times the number of keywords.

Just for expendables, as noted above.

Quote:
*Evoker adds Burning 5 on a crit. (This may just be level 1 Evoker though.)

And Slowed 5 and Oblivious 5. This scales up as you improve the feature (to a max of 25 each).

Quote:
*There is a 3 second global cooldown on expendables (spells on the top bar). Normal attacks and utilities do not have a global cooldown, though as we've seen they each have their own cooldowns. Many expendables can only be used once per combat from the various data we've seen.

Huh. It is 3 seconds. Was supposed to be 6. Will be fixed in the next build.

Quote:
*Yes, Stephen does have a budget for designing attacks. (I've had no luck in back-engineering it so far and was starting to wonder if there even was one to back-engineer in the first place ;) )

I'm keen to see how long it takes you to solve this puzzle. ;)

Quote:

*They want to get in lots of tooltips to explain everything in game. Not sure what the eta on this is.

Other random observations:

*It appears that damage numbers get rounded to the nearest integer instead of getting decimal places chopped off.
*Mage Armor appears to add 5 physical resistance and 2 to every other resistance for each keyword. This is in addition to boosting reflex by 4.
*Based on info from DeciusBrutus, Goblin Shaman damage seems to be roughly consistent with a damage factor of ~1.6 and base damage of ~31. They seemed to get a lot of full hits, so that hints that they have a decent attack bonus (compared to newer PC defenses).

Right now the shaman is just using as his main attack the same Winter's Caress attack cantrip that player Wizards can get for the staff. He's only level 2 and has a +9 attack and 30 base damage.

Quote:
*Many creatures had 0 resistance against various energy types. Eg. the wolves who accompany goblins have 0 electric resistance.

Most level 1 stuff has 0 energy resistance. Regular wolves have as much electric res as they do fire.

Quote:
*Goblin Commandos might have decent defenses (ref/fort/will). I'm unsure which defense was relevant to the attacks being used against them, but whichever it was good enough to stop a lot of full hits.

I think they're just level 2 characters.

Sovereign Court Goblin Squad Member

Stephen Cheney wrote:
Huh. It is 3 seconds. Was supposed to be 6. Will be fixed in the next build.

... did I just accidentally cause a second nerf? :p

Goblin Squad Member

Stephen Cheney wrote:


...
Keywords on your role feature/expendables don't have anything to do with keywords on your attacks/weapons or armor feat/worn armor.

so.. to sum up & dumb down (feel free to correct):

There are 3 independent keyword systems here, each linking something you trained (and slotted) with something you have equipped.
attacks (including cantrips & orisons) <-> weapon (sword, staff, wand etc)
armor feat <-> armor (cloth to heavy)
role feature <-> expendables (trophy charms, rogue kits, spellbooks, holy symbols)

It feels weird to think of spellbooks, holy symbols and thieves tools as 'expendables', but this is how I understand Stephens response.
Role features are weapon specializations, sneak attacks, wizard schools and cleric domains.

Goblin Squad Member

Expendables refers to the powers slotted within those implements, not the implements themselves. Spells are expendables because once used they are expended until they recover.

Expendables are the equivalent of dailies, in a system that doesn't link power use the day/night cycle. A spellbook isn't a daily, it contains dailies (expendables).

Sovereign Court Goblin Squad Member

It appears that the new version of the spreadsheets going around has a slight typo in it. In particular the level 8 xp requirements for WillPower, Reflex and Fortitude (under the Bonuses tab on the Feats sheet) are something like 6 million+ xp.

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