a PFO oxymoron - "Very experienced newbie" - a new dynamic in MMOs!!!


Pathfinder Online

Silver Crusade Goblin Squad Member

We are vastly more dangerous than newbs, we are newbs with 70k XP!!!

I introduced my teenage children to tabletop Pathfinder a couple years ago, and now we are all diving into PFO and they are looking at me like I should have the answers because I am the DM but due to the vast changes in terminology I don't want to just guess. (I played Alpha for all of about 37 seconds and found out quickly that I needed a new laptop as it wasn't handling the game well - I was looking for an excuse to get one anyways)

I am trying to convert my brain from Levels/Classes/TT-PFRPG/etc to Keywords/Threads/PFO/etc and ready for the challenge

I hope you forgive my oxymoronic thread title, but in essence it is a daunting and outrageously fun task to figure out role tracks to venture in and try not to "waste" alot of the XP "earned" by investing heavily in a crowdforger guild account

Forum searches have popped up results of "How to spend your 1000xp"

OK, then what? ROFL

So please help me "fake it" by helping me and perhaps others in my situation.

I have read most of the beginner's guides that community member's have posted and they are great and hopefully I won't ask anything that has already been answered. To make things easier for other people searching forums, if I have a specific question I think I will start a new thread and keep the general ones here in this one

Thanks in advance!

Silver Crusade Goblin Squad Member

Question #1

Are people with DT accounts that want to have combat and craft skills, are they splitting their "Combat" PC and their "Crafter" PC into two different twins...

or are they making two different Combat/Crafting 'hybrid' PCs?

Goblin Squad Member

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Don't spend all your XP at once!

I very highly recommend you spend that first 1,000 and then go out and play a bit. See what it is that your group enjoys doing, and then go back and see if you can get better at it.

The single most important thing to keep in mind is that buying Rank 2 of an Attack Feat (Cantrip, Orison, etc.) won't do you any good until you have a Weapon that matches the extra Keyword. A good rule of thumb is get Rank 2 when you have a +1 Weapon, get Rank 3 when you have a +2 Weapon. A very similar thing occurs with Armor Feats, but it's a little more spread out; the rule of thumb for Armor Feats is get Rank 2 when you have +1 Armor, get Rank 4 when you have +2 Armor.

If you're interested in Refining and Crafting, keep two things in mind: 1) to Refine +1 or better, you'll need a +1 or better Recipe; 2) to Craft +1 or better, you'll need +1 or better Ingredients. There are no +1 Recipes for Crafting (as opposed to Refining).

If you're interested in Harvesting/Gathering, it's all pretty cheap at Tier 1. However, if you buy Rank 7 (Tier 2), understand you'll suddenly start getting a lot fewer Tier 1 Resources.

Final note of caution: You can and will get killed by other players. Play close to town for a while, and go back to the bank frequently to drop off all your loot and gathered resources. Never stand around AFK! If you absolutely must, take off all your gear and stow it in the bank first.

Have fun, and never hesitate to ask questions in Help or on any of the forums :)

Scarab Sages Goblin Squad Member

coach wrote:

Question #1

Are people with DT accounts that want to have combat and craft skills, are they splitting their "Combat" PC and their "Crafter" PC into two different twins...

or are they making two different Combat/Crafting 'hybrid' PCs?

Many, many DT account holders have split their twins into a crafting character and an adventuring character. It seems to be the overwhelming favorite between the two options you listed.

On the other hand, I'm not sure how many DT players have been making their crafting character also their gathering character, how many are making their combat character their gatherer, and how many are gathering on both twins.

Edit: Outside the largest, most organized settlements, I don't think many people can craft without gathering at least some materials themselves.

Goblin Squad Member

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coach wrote:

Question #1

Are people with DT accounts that want to have combat and craft skills, are they splitting their "Combat" PC and their "Crafter" PC into two different twins...

or are they making two different Combat/Crafting 'hybrid' PCs?

It's not a bad idea for a Refiner to do their own Gathering. More often than not, the Freeholder Armor Feat that helps the Refining will also help the Gathering.

My personal expectation is that Crafters who try to do their own Refining will eventually run into some hurdles that will make that less efficient. Specifically, all Refiners need Freeholder Armor Feats to really shine, while all Crafters need Expert Armor Feats to really shine.

It's also not a bad idea for an Adventurer to pick up some Gathering skills. You won't be maximized for Gathering, since Gathering (along with Refining) requires Freeholder Armor Feats to really shine. But that probably won't make a significant difference until Gushers are in the game.

Scarab Sages Goblin Squad Member

Nihimon wrote:
coach wrote:

Question #1

Are people with DT accounts that want to have combat and craft skills, are they splitting their "Combat" PC and their "Crafter" PC into two different twins...

or are they making two different Combat/Crafting 'hybrid' PCs?

It's not a bad idea for a Refiner to do their own Gathering. More often than not, the Freeholder Armor Feat that helps the Refining will also help the Gathering.

My personal expectation is that Crafters who try to do their own Refining will eventually run into some hurdles that will make that less efficient. Specifically, all Refiners need Freeholder Armor Feats to really shine, while all Crafters need Expert Armor Feats to really shine.

It's also not a bad idea for an Adventurer to pick up some Gathering skills. You won't be maximized for Gathering, since Gathering (along with Refining) requires Freeholder Armor Feats to really shine. But that probably won't make a significant difference until Gushers are in the game.

Beyond the different armor feats, there's the fact that xp requirements for crafting and gathering ramp up fairly quickly. Trying to keep a crafting skill and one or two refining skills leveled to the point where the refining skills supply the crafting skill will mean that the character advances significantly more slowly than a one-skill refiner or a one-skill crafter.

Silver Crusade Goblin Squad Member

Ahh I get it ... So I actually have not included what should have been a more detailed options for your twins?:

PC 1: Combat/Gatherer
PC 2: Refiner/Crafter

or

PC 1: All Combat
PC 2: Gatherer/Refiner/Crafter (or is that too much to ask to be all 3?)

which leads to Question #2a

how many is TOO many gathering roles to have on one PC before you can't max out in them?

I mean i figure with a family playing, one PC can go to Rank 7 to get tier 2 while another stays at rank 6 to keep getting mainly Tier 1 goodies

Question #2b

how many is TOO many refining roles to have on one PC before you can't max out in them?

Question #2c

how many is TOO many crafting roles to have on one PC before you can't max out in them?

Goblin Squad Member

coach wrote:

Question #1

Are people with DT accounts that want to have combat and craft skills, are they splitting their "Combat" PC and their "Crafter" PC into two different twins...

or are they making two different Combat/Crafting 'hybrid' PCs?

I believe most with a DT do a Combat Character and the other twin is the Crafter.

Myself for example have a Combat-gather and a Refiner-Crafter as my DT setup.

And as said above, don't spend it all at once.
Experiment a bit and find out what you like and proceed from there with a direction you like.

CEO, Goblinworks

Before you do anything, read the New Player Guide.

Goblin Squad Member

coach wrote:

Ahh I get it ... So I actually have not included what should have been a more detailed options for your twins?:

PC 1: Combat/Gatherer
PC 2: Refiner/Crafter

or

PC 1: All Combat
PC 2: Gatherer/Refiner/Crafter (or is that too much to ask to be all 3?)

which leads to Question #2a

how many is TOO many gathering roles to have on one PC before you can't max out in them?

I mean i figure with a family playing, one PC can go to Rank 7 to get tier 2 while another stays at rank 6 to keep getting mainly Tier 1 goodies

Question #2b

how many is TOO many refining roles to have on one PC before you can't max out in them?

Question #2c

how many is TOO many crafting roles to have on one PC before you can't max out in them?

To answer question 2

My Combat gather has all four evenly spread out, but miner will take the lead later, since I'll need T2 smelt mats for my refining later.

Now for crafting refining it'll depend on your definition of "TOO many crafting roles" as each person will have there own definition and opinion on it.

my refiner crafter will know most T1 refining, but really know smelting refinement. As for finished product it'll be Weapons and Armour.
For me, I don't think that is too spread out, but most would say it is too spread out.

Goblin Squad Member

well, given enough time, you can cap out all crafting skills. However, if your question is how many is inefficient, its a more answerable question. Gathering, you can keep two skills pretty high with no problem, and can devote some experience to combat skills. Refining and crafting, you should focus on only one discipline if you want to get to tier two crafting.

As for destiny's twin, some people are banking them for when a new role comes out.

Goblin Squad Member

coach wrote:

Question #2a

how many is TOO many gathering roles to have on one PC before you can't max out in them?

I mean i figure with a family playing, one PC can go to Rank 7 to get tier 2 while another stays at rank 6 to keep getting mainly Tier 1 goodies

Question #2b

how many is TOO many refining roles to have on one PC before you can't max out in them?

Question #2c

how many is TOO many crafting roles to have on one PC before you can't max out in them?

2a. I think your solution is sound.

2b. I think that a refining character likely wants to have one primary refining skill. She might want to train additional refining skills IF those skills use the same underlying attribute, but such secondary skills will stay secondary for a long while.

2c. Likewise, I think a crafter wants to have one primary crafting skill. He may train other crafting or refining skills if those skills have the same governing attribute.

There are 17 different refining and crafting skills. Plan on playing a subset of the 17, and trading with other crafters like yourself.

Goblin Squad Member

Read the new Player Guide! It makes Ryan happy when new players mention that they read it. :-)

And it really does explain how things work fairly well and answers a lot of questions you may have. Then look at the crafter guide and the combat guide. All linked on your launcher page.

Goblinworks Executive Founder

If you're looking for long-term plans, none of them have been tested yet.

The worst you can do right now is end up a month behind.

Goblin Squad Member

https://goblinworks.com/forum/new-player-help/

Do some reading on the official forums here, that should answer a lot of your questions.

Silver Crusade Goblin Squad Member

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Ryan Dancey wrote:
Before you do anything, read the New Player Guide.

Oh I did, printed that bad boy and it sits by my commode, where i do my best thinking!

Silver Crusade Goblin Squad Member

yes and i knew better than to use the term "can't max out" but did anyways

hard to shake 20yr old MMO habits

so Alexander Damocles saying "most efficient" is how i meant the 2a, 2b, 2c questions to read

Goblin Squad Member

coach wrote:

yes and i knew better than to use the term "can't max out" but did anyways

hard to shake 20yr old MMO habits

so Alexander Damocles saying "most efficient" is how i meant the 2a, 2b, 2c questions to read

Just have fun.

Unlike other MMOs where a bad multi-class choice will limit your character forever, in PFO anything you train has an ability score benefit even if you never end up using the feat and nothing you train prevents you going and training something else.

The important concept is whereas roles have caps (you can run out of further things to train in a specific role after a couple of years) the character has no cap.


tinyurl.com/PFOguide2

Great place to start, as well. It will walk you around the starter town and give you lots of useful info about what the different feat types do.

It's received a fair few compliments, so I guess I did something right with it :)

DO NOT DO NOT DO NOT DELETE YOUR FIRST CHARACTER! The only possible way you can screw up your first character is by deleting it. So don't do it! Period.

Goblin Squad Member

Since there are a bunch (you didn't say how many teenage kids) of you playing it sounds like you would benefit from each having a combat/gatherer (each picking a different gathering skill to compliment each other) and a refiner/crafter, again, complimenting each other.

You should also pick your gathering skill to compliment your class, so that the skill raises the stat that your class most needs, although there is some benefit in raising the secondary stat for you class (if it has one), as you can generally get all the points in your primary stat from your attack feats, while getting points in the secondary stat is more difficult.

Apart from that, read Sspitfire's guide linked above.

I have a combat/gatherer and a refiner/crafter. So I have a rogue/scavenger and a tanner/leatherworker. The refiner/crafter has a tiny amount of combat skill, and a few encumbrance bonuses, and armour feats appropriate to tanning/leatherworking. The combat/gatherer is primarily Rogue, no other class skills. Knowledge skills raised (to help drops from mobs) and currently scavenger 7 while I focus on doing a bit more damage. He has 2 levels in smelting to provide steel blanks for the leatherworker, and once ammunition is in the game he will do a bit of woodworking and bowyering to be self sufficient in arrows.

Silver Crusade Goblin Squad Member

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sspitfire1 wrote:

tinyurl.com/PFOguide2

Great place to start, as well. It will walk you around the starter town and give you lots of useful info about what the different feat types do.

It's received a fair few compliments, so I guess I did something right with it :)

DO NOT DO NOT DO NOT DELETE YOUR FIRST CHARACTER! The only possible way you can screw up your first character is by deleting it. So don't do it! Period.

Already did a fast read through that Morgan, and on the second time through now going more slowly trying to let it all sink in

it is an excellent resource

we have all our DTs set up and locked in and i threatened em with removing their gaming computers from their life if they ever touch the DELETE, CREATE, or SET TRAINING buttons on the entry screen :-0

Silver Crusade Goblin Squad Member

what is Threading?

if I bind my soul to a shrine will I still lose everything out of inventory?

and I have seen the Keyword guides for beginners, but has anyone made a Beginner's Guide to the Keywords Beginners' Guides - like step by step ROFL

Goblin Squad Member

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coach wrote:
what is Threading?

Threading is a designed, but not yet implemented, system that will allow you to choose which of your equipped gear will remain with you when you die. The design calls for it to be easy for a new player to Thread all their gear (or at least, all their weapons and armor), while higher level gear will take more Threads.

coach wrote:
if I bind my soul to a shrine will I still lose everything out of inventory?

When you die, 25% of your inventory is immediately destroyed and everything that's not Threaded remains on your Husk. Currently, all equipped gear is effectively Threaded. There is no way to keep stuff in your Inventory with you when you die.

coach wrote:
and I have seen the Keyword guides for beginners, but has anyone made a Beginner's Guide to the Keywords Beginners' Guides - like step by step ROFL

Keywords always get matched in pairs. Attack Feat Keywords get matched to Weapon Keywords. Armor Feat Keywords get matched to armor Keywords. Expendable (Spell & Maneuver) Keywords get matched to Role Feature Keywords.

When you train a Feat to a new Rank, you'll often get an additional Keyword, but you won't get any benefit unless that Keyword gets matched.

The more Keywords that get matched, the more powerful the effect.

It's important to understand that the Keywords themselves aren't really meaningful. For example, the Precise Keyword doesn't make your attacks more likely to hit, and the Penetrating Keyword doesn't make them bypass armor.

The only thing that matters is whether the Keyword gets matched.

Goblin Squad Member

KarlBob wrote:
Actually, I believe are Precise and Penetrating are modifiers on attacks, not Keywords to be matched.

See this post.

Piercing and Penetrating, in addition to being Effects, are also Keywords on Light Knife Attacks. The reason I used them as examples is because it's easy to get them confused.

[Edit] I sense a disturbance in the force. I expect that you realized your mistake, and I apologize for recording it, but I think it will be helpful to new players to see how easily it can be confused since seeing that will reinforce the original point I was trying to make.

Scarab Sages Goblin Squad Member

Nihimon wrote:

For example, the Precise Keyword doesn't make your attacks more likely to hit, and the Penetrating Keyword doesn't make them bypass armor.

The only thing that matters is whether the Keyword gets matched.

Perhaps not the best example, because while Precise and Penetrating can be used as Keywords, they're also the names of combat modifiers. When they're active, the Penetrating modifier reduces the target's defense from armor, and the Precise modifier increases the attack bonus (making full damage and critical hits more likely).

On the other hand, the Flexible and Supple keywords on +2 and +3 suits of Soldier's Chainmail armor do not have specific effects beyond matching their counterparts in certain armor feats, like Archer.

Edit: I just meant to suggest that you should use keyword examples that aren't also the names of combat modifiers. Then I got confused myself, and had to go double check that those two words actually were both keywords on one hand, and modifiers on the other hand.

Edit2: Goblinworks themselves undermined the idea that "Keywords themselves don't matter, they could be A through Z or 1 through 100, so long as they match," when they used some words as both Keywords and attack modifiers.

Goblinworks Executive Founder

... And not all attacks that use the precise and/or penetrating keywords have the precise or penetrating effects, nor vice versa.

Scarab Sages Goblin Squad Member

DeciusBrutus wrote:
... And not all attacks that use the precise and/or penetrating keywords have the precise or penetrating effects, nor vice versa.

Thus confusing even those of us with a passing acquaintance with the idea that "keywords only have to match."

Sovereign Court Goblin Squad Member

Penetrating doesn't affect the target's defense; rather it increases your base damage by 0.1*r where r is their relevant resistance. Against a target with no resistance it makes no difference. The extra base damage is applied after the calculation of base damage minus resistance, the idea being that penetrating attacks allow you to get some damage though even in cases where you'd normally be unable to damage the target*. Usually penetrating is on physical attacks, but Searing Armor (staff attack doing fire damage) appears to break that rule.

This means Searing Armor should still work against fire immune creatures as 'immune' really just means that their resistance is set to 200 (well above what is achievable).

*Subject to change as Stephen has mentioned the possibility of tweaking how exactly penetrating works.

Silver Crusade Goblin Squad Member

Nihimon wrote:


Keywords always get matched in pairs. Attack Feat Keywords get matched to Weapon Keywords. Armor Feat Keywords get matched to armor Keywords. Expendable (Spell & Maneuver) Keywords get matched to Role Feature Keywords.

When you train a Feat to a new Rank, you'll often get an additional Keyword, but you won't get any benefit unless that Keyword gets matched.

The more Keywords that get matched, the more powerful the effect.

so safe to assume from the word I emboldened from your quote that you don't "Lose" once-held keywords of an object when you up its rank?

keywords accumulate hopefully on an object so you don't have to time it where you uprank equipment simultaneously right? ... cause that would be a PITA

Silver Crusade Goblin Squad Member

KarlBob wrote:
Nihimon wrote:

For example, the Precise Keyword doesn't make your attacks more likely to hit, and the Penetrating Keyword doesn't make them bypass armor.

The only thing that matters is whether the Keyword gets matched.

Perhaps not the best example, because while Precise and Penetrating can be used as Keywords, they're also the names of combat modifiers. When they're active, the Penetrating modifier reduces the target's defense from armor, and the Precise modifier increases the attack bonus (making full damage and critical hits more likely).

On the other hand, the Flexible and Supple keywords on +2 and +3 suits of Soldier's Chainmail armor do not have specific effects beyond matching their counterparts in certain armor feats, like Archer.

Edit: I just meant to suggest that you should use keyword examples that aren't also the names of combat modifiers. Then I got confused myself, and had to go double check that those two words actually were both keywords on one hand, and modifiers on the other hand.

Edit2: Goblinworks themselves undermined the idea that "Keywords themselves don't matter, they could be A through Z or 1 through 100, so long as they match," when they used some words as both Keywords and attack modifiers.

well I'm not a coder, but seems this would not be too hard to fix

hopefully GW will because Keywords are currently frustrating at best and a thesaurus is all that would be needed for more words to bring across what they are saying

i'm hoping they will just "click" the more i play ROFL

maybe even more that is adding to the confusion is what looks like mere copy/pasting across different text editors that gives an amoeba-like look to the Tool Tips

I am a school teacher and if a student turned that in - in 3 seconds it would be back in his/her hand to edit

surprised the format of the tooltips passed muster of the editor with the ready-for-intro stamp to sign off on those

of course these seem like easy fixes too

other than these minor glitches, loving this game so far GW!!!, love the XP system - it fits my personality AND fluctuating time constraints on my gaming

Goblin Squad Member

coach wrote:
Nihimon wrote:

Keywords always get matched in pairs. Attack Feat Keywords get matched to Weapon Keywords. Armor Feat Keywords get matched to armor Keywords. Expendable (Spell & Maneuver) Keywords get matched to Role Feature Keywords.

When you train a Feat to a new Rank, you'll often get an additional Keyword, but you won't get any benefit unless that Keyword gets matched.

The more Keywords that get matched, the more powerful the effect.

so safe to assume from the word I emboldened from your quote that you don't "Lose" once-held keywords of an object when you up its rank?

keywords accumulate hopefully on an object so you don't have to time it where you uprank equipment simultaneously right? ... cause that would be a PITA

Correct on both counts.

Rank 3 Attacks have all the Keywords on Rank 1 and Rank 2 versions of the same Attack.

Likewise, +2 Weapons have all the Keywords on +0 and +1 versions of the same Weapon.

Scarab Sages Goblin Squad Member

Nightdrifter wrote:

Penetrating doesn't affect the target's defense; rather it increases your base damage by 0.1*r where r is their relevant resistance. Against a target with no resistance it makes no difference. The extra base damage is applied after the calculation of base damage minus resistance, the idea being that penetrating attacks allow you to get some damage though even in cases where you'd normally be unable to damage the target*. Usually penetrating is on physical attacks, but Searing Armor (staff attack doing fire damage) appears to break that rule.

This means Searing Armor should still work against fire immune creatures as 'immune' really just means that their resistance is set to 200 (well above what is achievable).

*Subject to change as Stephen has mentioned the possibility of tweaking how exactly penetrating works.

Thank you for the more nuanced description.

Goblinworks Executive Founder

Nightdrifter wrote:

Penetrating doesn't affect the target's defense; rather it increases your base damage by 0.1*r where r is their relevant resistance. Against a target with no resistance it makes no difference. The extra base damage is applied after the calculation of base damage minus resistance, the idea being that penetrating attacks allow you to get some damage though even in cases where you'd normally be unable to damage the target*. Usually penetrating is on physical attacks, but Searing Armor (staff attack doing fire damage) appears to break that rule.

This means Searing Armor should still work against fire immune creatures as 'immune' really just means that their resistance is set to 200 (well above what is achievable).

*Subject to change as Stephen has mentioned the possibility of tweaking how exactly penetrating works.

I thought penetrating was specifically keyed to physical resistance, and searing armor would do more fire damage to targets with high physical resistance. It seems to me the reason Searing Armor was Penetrating is because it turns heavy armor into a broiler.

Scarab Sages Goblin Squad Member

A case where keywords help to distinguish similar objects is Novitiate's chain mail vs Soldier's chain mail.

A +0 suit of either Novitiate's chain mail or Soldier's chain mail has one keyword: Medium. If my character, Karl, has one rank in the Archer armor feat (trained at the Fighter College), then he's looking to match the Medium keyword. He benefits equally from wearing either Novitiate's or Soldier's chain mail +0.

Later on, Karl trains rank 2 of the Archer feat. When he has that feat slotted, he now wants to match two keywords: Medium and Military. Soldier's chain mail +1 matches both of those keywords. Novitiate's chain mail +1 has the Medium keyword, but its second keyword is Blessed.

There's nothing stopping Karl from wearing Novitiate's chain mail +1, if that's all he has available. If he wears it, though, he's only going to match one keyword. He'll get the same effects that he received when his Archer feat was rank 1 and he wore either set of chain mail +0.

Karl could also wear a set of Soldier's chain mail +2, if he wanted to. Because his Archer feat is only rank 2, he can't match the third keyword (Flexible) on the chain mail. He'll get the same benefits wearing the +2 set of Soldier's chain mail or the +1 set.

Sovereign Court Goblin Squad Member

DeciusBrutus wrote:
Nightdrifter wrote:

Penetrating doesn't affect the target's defense; rather it increases your base damage by 0.1*r where r is their relevant resistance. Against a target with no resistance it makes no difference. The extra base damage is applied after the calculation of base damage minus resistance, the idea being that penetrating attacks allow you to get some damage though even in cases where you'd normally be unable to damage the target*. Usually penetrating is on physical attacks, but Searing Armor (staff attack doing fire damage) appears to break that rule.

This means Searing Armor should still work against fire immune creatures as 'immune' really just means that their resistance is set to 200 (well above what is achievable).

*Subject to change as Stephen has mentioned the possibility of tweaking how exactly penetrating works.

I thought penetrating was specifically keyed to physical resistance, and searing armor would do more fire damage to targets with high physical resistance. It seems to me the reason Searing Armor was Penetrating is because it turns heavy armor into a broiler.

Could be. It's easy to test: find a fire 'immune' creature and use Searing Armor on it. A simple test to conclusively decide:

*all other fire attacks should do 0 damage.
*if the penetrating is based on the fire resistance then it should crit for 35 damage
*if the penetrating is purely physical then it should crit for much less, something in the single digits

Goblin Squad Member

From the Effects tab of Nihimon's Reference Data:

Quote:
Penetrating (Misc. Effect) - This effect deals a small amount of additional base damage proportional to the target’s Resistance that is applied after Resistance is applied. Essentially, it reduces the target’s armor by 10%, and still does a small amount of damage even if the target’s armor would normally reduce the attacker’s damage to zero. Currently deals Extra Damage equal to 10% of target’s resistance; likely to change to a % reduction in target’s armor total

This was cribbed from an early guide in Alpha, so it may have changed since then, but it doesn't appear to be limited to Physical Resistance.

Goblin Squad Member

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One way of thinking about keywords is they could have been just A, B, C, D etc but giving them names gives us hints as to where to look for a match. Hence armor with a "silent" keyword is no more silent than armor with a "hippopotamus" keyword but silent gives a HINT to look for matches in those roles and feats that are maybe rogue like or related to stealth.

Goblin Squad Member

Nihimon wrote:
When you die, 25% of your inventory is immediately destroyed and everything that's not Threaded remains on your Husk.

I understood it as a 25% chance for each item to be destroyed, not that you lose a quarter of your inventory.

Scarab Sages Goblin Squad Member

Ravenlute wrote:
Nihimon wrote:
When you die, 25% of your inventory is immediately destroyed and everything that's not Threaded remains on your Husk.
I understood it as a 25% chance for each item to be destroyed, not that you lose a quarter of your inventory.

If this is true, then the Random Number God could show mercy after one death, leaving you with 40% of your stuff, then wrathfully wipe out everything you had that wasn't equipped/threaded the next time you die.

Goblin Squad Member

KarlBob wrote:
Ravenlute wrote:
Nihimon wrote:
When you die, 25% of your inventory is immediately destroyed and everything that's not Threaded remains on your Husk.
I understood it as a 25% chance for each item to be destroyed, not that you lose a quarter of your inventory.
If this is true, then the Random Number God could show mercy after one death, leaving you with 40% of your stuff, then wrathfully wipe out everything you had that wasn't equipped/threaded the next time you die.

Pretty sure its a 25% chance per item. Also if you have a stack of items (say 70 coal) each item in the stack gets a separate roll.

I sort of recall some vague talk at some point about higher tier items and better crafted items being more resistant eventually but I do not think anything has come of it yet.

Goblin Squad Member

Ravenlute wrote:
Nihimon wrote:
When you die, 25% of your inventory is immediately destroyed and everything that's not Threaded remains on your Husk.
I understood it as a 25% chance for each item to be destroyed, not that you lose a quarter of your inventory.

It's shorthand.

It's a 25% chance for each individual item, and for each item in a stack of 3 or less. For stacks of 4 or more, it's 25% of the stack rounded down.

Goblin Squad Member

Nihimon wrote:
For stacks of 4 or more, it's 25% of the stack rounded down.

Ah, you learn something every day :D

Goblinworks Game Designer

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DeciusBrutus wrote:
I thought penetrating was specifically keyed to physical resistance, and searing armor would do more fire damage to targets with high physical resistance. It seems to me the reason Searing Armor was Penetrating is because it turns heavy armor into a broiler.

Should be whichever resistance you're targeting, not locked to Physical. Which makes me realize that I may have to up the priority of getting a more intuitive Penetrating effect or a less kludgy "Immune" state. There probably shouldn't be cases where Penetrating attacks of an energy type the creatures is "Immune" to are better than attacks from energies the creature isn't immune to, but just has good resistances against.

coach wrote:
hopefully GW will because Keywords are currently frustrating at best and a thesaurus is all that would be needed for more words to bring across what they are saying

I'm givin' 'er all she's got cap'n! The thesaurus only has so many words and I've used all the cool ones already! :)

Scarab Sages Goblin Squad Member

Stephen Cheney wrote:
coach wrote:
hopefully GW will because Keywords are currently frustrating at best and a thesaurus is all that would be needed for more words to bring across what they are saying
I'm givin' 'er all she's got cap'n! The thesaurus only has so many words and I've used all the cool ones already! :)

Wait until someone has to localize the keyword system into another language! Some languages have a lot fewer synonyms than English.

Silver Crusade Goblin Squad Member

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KarlBob wrote:
Stephen Cheney wrote:
coach wrote:
hopefully GW will because Keywords are currently frustrating at best and a thesaurus is all that would be needed for more words to bring across what they are saying
I'm givin' 'er all she's got cap'n! The thesaurus only has so many words and I've used all the cool ones already! :)
Wait until someone has to localize the keyword system into another language! Some languages have a lot fewer synonyms than English.

LOL x2 at Karl and Stephen!

@ KarlBob i didn't even think about the keyword issues when you put other languages in

@ Stephen and i understand the coolness rating HAS to be factored in *grin* it's just that perhaps to alleviate confusion with the keywords/combat mods overlap in Karls example below:

KarlBob wrote:
Perhaps not the best example, because while Precise and Penetrating can be used as Keywords, they're also the names of combat modifiers.

...could make it a "no-no" to overlap same words across differing game mechanics (so in above ... PRECISE combat mod and ACCURATE keyword and PENETRATING combat mod and PUNCTURING keyword)

what they are changed too not as important as just changing them to not overlap IMHO

that said, i like complex games and i love PFO's system in place

just trying to help

P.S. ... i still think sharpening the editing on the ToolTips, while tedious work, would make things SO much cleaner and allevite some confusion

Goblinworks Executive Founder

Nihimon wrote:
Ravenlute wrote:
Nihimon wrote:
When you die, 25% of your inventory is immediately destroyed and everything that's not Threaded remains on your Husk.
I understood it as a 25% chance for each item to be destroyed, not that you lose a quarter of your inventory.

It's shorthand.

It's a 25% chance for each individual item, and for each item in a stack of 3 or less. For stacks of 4 or more, it's 25% of the stack rounded down.

That's that the tests show; your losses are more predictsable if you have 4+, and you lose the lowest percentage when you carry exactly seven.

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