The parry chance is included in the attack roll. It becomes obvious when you target an enemy with dude x, delay, hit with dude y and then target again with dude x for a much higher thc.
toro, the to-hit chances are calculated correctly in the game, but you have to keep in mind that what you see is only the chance of your character to succeed with is attack roll. If you succeed, the enemy still has the chance to parry or evade.
The calculation of the to-hit chance is explained in the in-game help, as well, look it up there, it's not simply a roll against his attack.
What is missing there, is the calculation of evasion or parry rolls, but I suspect that they follow a similar patter to the attack rolls, i.e. you don't simply roll against the attack, parry, or evade value, but rather a number that is modified according to the opponent's attack or parry values.
This is only my suspicion, but a) do we know that the attack role is calculated that way and b) would it explain why my chars largely stopped parrying against the buffed enemies from chapter 4+5.
It's good as a spellcaster since many spells benefit from it and you need it for the mana regen talents.I know that Charisma on your main is supposed to be pretty useless, since speech checks only seem to pop up for your NPC mages.
I just asked our devs regarding this bug. It was fixed prior to the 1.2 release, but didn't make it in with the patch. It will be solved in 1.3. Sorry for the delay.Io-Daedalic , its about the morfu fight , i explained it earlier, those respawn all the time if killed one by by one . Killing them all in a row all five respawn again still, some says on steam the shamn has to die first, but tis already hard to get them all killed at same time .... There's also a dialogue problem with the lizardman trader in the valley , i cant quit it , so theres no way to resupply potions, rations and arrows., wich makes things even more harder than they should be . No extra potions, no arrows means no area of effect attack for my party , except naurim's but thats not enough .Tough shaman turning party members berserk, slowly killing ground and infinite morfu spawning thats too much for a single fight.
Reading the steam forum i am not the only one who has trouble with the fight and you can see a siginificant drop of people between act 4 achievement and 5 .
It's the latter. It will expand the existing campaign with new quests and items. You'll also be able to do it with a "finished" game, though.Will the DLC be a new campaign(with new PC's) or is it a new side quest chain in one of the chapters? It looks like the latter, but I'm hoping it's the former.
Because Blackguard use Black eye system rulesCan I make one last attempt of "saving throw"? With these conditions, what is the purpose of heavy armor sets in this game?
The parry chance is included in the attack roll. It becomes obvious when you target an enemy with dude x, delay, hit with dude y and then target again with dude x for a much higher thc.
The parry chance is definitely *not* included in the to-hit roll; if you check the combat log, you will see many instances that read 'you hit mob A' followed by 'mob A parried your attack'. When you fail the hit-roll as displayed, the log just reads 'you miss' [not exact words as I can't fire up the game right now].
Close combat attacks in Blackguards have a base hit chance of 60%. This chance is modified by the difference of the attacker’s Attack value and the defender’s Parry value. That means if Attack and Parry values are the same, the hit chance would stay at 60%. An Attack Value of 18 and Parry value of 12 would raise the hit chance by 30% (+6 * 5) to a total of 90%. An Attack value of 9 and Parry value of 12 would lower the hit chance by 15% (-3 * 5) to a total of 45 %. The actual test is executed with a simulated 20 sided die roll. A result of 1 is a critical hit and always succeeds, while a roll of 20 means automatic failure, no matter what the Attack and Parry values are.
The parry chance is definitely *not* included in the to-hit roll; if you check the combat log, you will see many instances that read 'you hit mob A' followed by 'mob A parried your attack'. When you fail the hit-roll as displayed, the log just reads 'you miss' [not exact words as I can't fire up the game right now].
I think he might be talking about this:
Close combat attacks in Blackguards have a base hit chance of 60%. This chance is modified by the difference of the attacker’s Attack value and the defender’s Parry value. That means if Attack and Parry values are the same, the hit chance would stay at 60%. An Attack Value of 18 and Parry value of 12 would raise the hit chance by 30% (+6 * 5) to a total of 90%. An Attack value of 9 and Parry value of 12 would lower the hit chance by 15% (-3 * 5) to a total of 45 %. The actual test is executed with a simulated 20 sided die roll. A result of 1 is a critical hit and always succeeds, while a roll of 20 means automatic failure, no matter what the Attack and Parry values are.
Yes, but the point is that the to-hit roll doesn't factor in the subsequent chance to parry or dodge for the enemy mob.
I still recommend a hard mode playthrough, however, even with flashback fights unchanged. The combination of higher difficulty + different main character makes up for a completely different experience, to a far bigger degree than I originally anticipated.
And well, as for the flashback fights, it's really only the lice hunt that's ridiculously annoying, all the other ones are cake. BUT on the other hand, the lice hunt is, I think, ten times as ridiculously annoying as on normal difficulty. I think I beat that one with normal difficulty archer on 1st or 2nd try, but on hard with a warrior, it was essentially a gigantic RNG fest. Get lice into chokepoint at the bottom where only 2 at a time approach, pray for no wounds and Aurelia succeeding on witch spit stun. Had to retry that shit like 10 times, ffs.
Oh man it was terrible, and I was a mage (which meant that half my spells weren't leveled)! Lol. So the only way for my main to do any damage was to whack-a-stick to enemies that got knocked down by witch spit. Did I mention I have no Stave skills? Th-thanks Daedlic.And well, as for the flashback fights, it's really only the lice hunt that's ridiculously annoying, all the other ones are cake. BUT on the other hand, the lice hunt is, I think, ten times as ridiculously annoying as on normal difficulty. I think I beat that one with normal difficulty archer on 1st or 2nd try, but on hard with a warrior, it was essentially a gigantic RNG fest. Get lice into chokepoint at the bottom where only 2 at a time approach, pray for no wounds and Aurelia succeeding on witch spit stun. Had to retry that shit like 10 times, ffs.
Oh man it was terrible, and I was a mage (which meant that half my spells weren't leveled)! Lol. So the only way for my main to do any damage was to whack-a-stick to enemies that got knocked down by witch spit. Did I mention I have no Stave skills? Th-thanks Daedlic.And well, as for the flashback fights, it's really only the lice hunt that's ridiculously annoying, all the other ones are cake. BUT on the other hand, the lice hunt is, I think, ten times as ridiculously annoying as on normal difficulty. I think I beat that one with normal difficulty archer on 1st or 2nd try, but on hard with a warrior, it was essentially a gigantic RNG fest. Get lice into chokepoint at the bottom where only 2 at a time approach, pray for no wounds and Aurelia succeeding on witch spit stun. Had to retry that shit like 10 times, ffs.
I somehow beat it the first time with the same chokepoint approach but I did fumble around with dumber strategies (or lack of) beforehand.
I didn't have fireball on my mage because I built him as a archer-mage.Oh man it was terrible, and I was a mage (which meant that half my spells weren't leveled)! Lol. So the only way for my main to do any damage was to whack-a-stick to enemies that got knocked down by witch spit. Did I mention I have no Stave skills? Th-thanks Daedlic.And well, as for the flashback fights, it's really only the lice hunt that's ridiculously annoying, all the other ones are cake. BUT on the other hand, the lice hunt is, I think, ten times as ridiculously annoying as on normal difficulty. I think I beat that one with normal difficulty archer on 1st or 2nd try, but on hard with a warrior, it was essentially a gigantic RNG fest. Get lice into chokepoint at the bottom where only 2 at a time approach, pray for no wounds and Aurelia succeeding on witch spit stun. Had to retry that shit like 10 times, ffs.
I somehow beat it the first time with the same chokepoint approach but I did fumble around with dumber strategies (or lack of) beforehand.
First play - mage - on Normal was easy (much easier then Easy on archer).
Fireball spell that hits 8-9 on center and 3-5 on all around. Add 2 mana pots u get for fight.
I think you hit all 5 lice with just one fireball.
Using 2-handed Bashing (saureon axe) and takate original spear atm.
Where is that Sword at beginning? I am quite far in this chapter, dont see it yet.