Jump to content

Rounds


temnix

Recommended Posts

Look. Attack speed can be changed, right? 190 works in both directions. So, even if extra attacks influence this and make speed stick... and I'm not sure I trust subtledoctor's judgement on that, he wasn't sure about 190 at all just now...

 

No, I don't trust him at all. I tested the effects of 190 on speed with multiple attacks and specialization. My fighter has 3/2 attacks and +++ in two-handed swords. I gave him a basic sword first. He swung it somewhat faster, closer to the middle of the round. This must be from the stars. Then I gave him a sword with a 10 speed bonus. He struck first immediately, at dagger speed, and made the second attack at 3 or 4. The rest of the round he was just swinging. Finally, a sword with a -10 penalty. The first attack with this one came around 7, the second one around 9. This means a speed penalty can counter specialization's bonus, although it is less noticeable for specialists. For everybody else it would make a lot more difference. Few classes even get to put ++ in a weapon, and they don't get extra attacks for a long time.

 

But even if they all received an extra attack at level 7, at that point 3/4 of BG or IWD is already behind the player. Even a moderate adjustment to speed (and I could make it a big one) would be very much noticed for most of the game for most characters. I have other instruments I can use, but I also use this one, for what it's worth. If I can't build with marble, I'll build with brick. It's all already considered. That's why I don't need to hear moans and groans and dire warnings from feckless fools.

Link to comment

lol. There you go again, clumsily lashing out instead of comprehending what was written. Insult the messenger when you don't like the message. Makes a ton of sense. Real classy.

 

I don't care whether you make a mod like this; I have no incentive to try to dissuade you. There is no conspiracy against you. I like all sorts of mods to be made; even if I don't particularly like them (such as yours, no offense), I still encourage people to make them, and encourage the exchange of information about it. I found one piece of information you posted elsewhere helpful and it saved me a bit of time; so I decided to let you know that this engine will not allow you to be sure that when you code a +x bonus or penalty to weapon speed, the in-game result will have any relation to x. It's just information. If you don't care about that, it's fine. It's not worth a tantrum.

Link to comment

How are you testing whether an attack is actually being made? The animations are not perfectly synced to attacks at all unless you're using the specific (and optional) component of ToBEx (and I don't think the EEs use this).

 

 

Attacking

 

TobEx makes the following changes to the standard attack action:

  • With X/2 attacks, the attack that occurs once every two rounds now always occurs every two rounds (rather than a random probability of the attack taking place every single round)
  • With 3/2 attacks, the attack that occurs once every two rounds now always uses the offhand if an offhand weapon is present (rather than the offhand never being used)

Option: TobEx gives the option of making all attack animations genuine statistical attacks.

Link to comment

How are you testing whether an attack is actually being made? The animations are not perfectly synced to attacks at all unless you're using the specific (and optional) component of ToBEx (and I don't think the EEs use this).

It does. I wouldn't even play it if it didn't.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...