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The Dark Eye Blackguards - turn-based tactical RPG set in The Dark Eye world

Darth Roxor

Royal Dongsmith
Staff Member
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Messages
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Location
Djibouti
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

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,108
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.

Thanks for all the input. Tbh I didn't even read the skills description screens pointed out by Darth Roxor, I simply went full retard on this game: make the party with the most dmg. Unfortunately I did not work like I expected it to work and it completely fucked up my experience.

With the current knowledge I know that I would have a different experience (probably better), but I simply cannot waste another 30h+ on this game.
 

Stonewolf

Augur
Joined
Feb 17, 2013
Messages
292
About to start playing, anyone can recommend a brief nubguide that prevents shooting myself in the foot with stats etc.?
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
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.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,883
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
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.
It's good as a spellcaster since many spells benefit from it and you need it for the mana regen talents.

As for brief nubguide: If you're a spellcaster, get 8s in a few spells instead of 1s in many, and try to have decent scores in the stats they benefit from. As non-mage, don't go into fencing weapons, throwing, or 1h swords if you can help it. The other stuff should be pretty self explanatory if you look at the talents for your playstyle and check their stat/weapon requirements.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,471
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Seems like iit involves that merry band of raiders and more pterodactyl fights in goddamn swap. Also most of the are veteran.
Sounds good and looks more brutal especially that SS with 8 crossbowman, looking forward to this. Also getting it free when it airs :smug:

I hope they polish that god trialds at act 5, at least some indicator of angering/pleasing them would be nice. A giant door/statue with their carvings maybe?
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
So they are going ahead with the dumb Warcraft change... but the other changes are good... but it's another two weeks before we get the balancing patch.

I have no idea if I want to continue playing this now or restart it when the patch and DLC hit :o
 

Io-Daedalic

Educated
Joined
Nov 19, 2013
Messages
34
Location
Hamburg, Germany
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 .
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.

Oh yeah, and we announced the DLC today, but you already noticed :).
 

Jaedar

Arcane
Patron
Joined
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Messages
9,883
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
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.
 

Io-Daedalic

Educated
Joined
Nov 19, 2013
Messages
34
Location
Hamburg, Germany
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.
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.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
toro stop making idiot "discoveries' in this thread, ppl come here to read some good info on game and tactics - but instead they had to waste time to skip your posts on this game

i will answer your idiot question thought

Can I make one last attempt of "saving throw"? With these conditions, what is the purpose of heavy armor sets in this game?
Because Blackguard use Black eye system rules
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
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.

My understanding is that PV is reduced if the combatant has been hit in the round, or failed to perform a special ability. Therefore, when you target an enemy with dude x but hold your attack, then hit with y, y's successful attack reduces the enemy PV for the rest of the round, and also uses up the active parry if it was unused to that point. When you retarget with dude x, you see a higher to-hit % because the mob's PV has been reduced.

Even if you then perform a potentially successful attack, the mob still gets to check against its dodge (obviously as you hit with dude y earlier, it has no active parry left to use).

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].


Its ironic really, that the TDE ruleset is almost designed to be run by a computer (as its quite complicated relative to other pnp systems) but when a developer tries to implement the ruleset in a simplified manner such that players don't 'need' to know the rolls, it ends up causing a lot more confusion because we have no idea where in the chain our action failed.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
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.
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
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.

Main reason I'm stating this here is that I got into a 'discussion' with some retard on the steam forums who wouldn't accept that the devs might actually have implemented the system they stated that they have, and who instead preferred his own theory on how things work when it comes to attack rolls. He also mocked 2h swords, which I won't tolerate.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
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.

Not the actual roll, but I suspect that the attack value is influencing parry and evasion chances in a way similar to how parry is inlfuencing to-hit chance.
At least it would explain why my chars evaded/parried so seldom in the fights with the purple mobs of death in chapter 4 and 5.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
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.

Playing archer as main, i.e. cant really block mobs. Also cant dmg since weapon skill is bow: 1) for some strange reason you can buy crossbow before fight but not bow 2) u get -10 since mobs too close i.e. you really miss most of time even with accuracy magic buff on.
Had to play this on Easy. Still did on 3rd try i think.
 

Mangoose

Arcane
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Apr 5, 2009
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I'm a Banana
Divinity: Original Sin Project: Eternity
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.

I somehow beat it the first time with the same chokepoint approach but I did fumble around with dumber strategies (or lack of) beforehand.

This was seriously the one tough fight in the game that made me ragequit for a few days.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
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.

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.


Problem that dmg spells for Hard are not viable (especially fireball) so u wouldnt start as mage with fireballs trained on Hard, but for Normal it works ok.
 

Mangoose

Arcane
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Divinity: Original Sin Project: Eternity
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.

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.
I didn't have fireball on my mage because I built him as a archer-mage.

Of course he didn't come with a bow. :rpgcodex:

But I'm glad they're fixing it.
 

Severian Silk

Guest
Having two archers in your group is nice. Too bad the Elven archer
dies
near the beginning of the game.

And I agree that the encumbrance stats in the UI are not very clearly shown.
 

Commissar Draco

Codexia Comrade Colonel Commissar
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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Swords are best weapons for warrior except Infantry Weapons... but its 2 handed Great Swords.

You loot one with Magic Damage which is even better than Infantry Damage in the very beginning of Chapter 3.

And at the end of game got 5 unique variants of those compared to one unique one hander. So my party at the end was: PC as Greatswordsman, Naugrim as Bashing weapons + Shield/2H Bashing Weapon Specialist, ''Grandee'' as Healer/Bowman, Tanaka Spear/2H Infantry Weapons Specialist and Aurelia as Duelist/Buffer with some offensive spells. Gave Crossbows to PC and Dwarf, they were useful in a few encounters. You can swap weapons at will when you raise Warcraft to 18 which gives you even greater tactical flexibility.
 
Last edited:

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
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.
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
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.

If you're looking for 1h swords, check the Neetha blacksmith - he has 3 or 4 for sale, priced at 15 ducats.

If you're looking for 2h swords, do the Wobran battlefield quest and loot all 4 chests before killing all the mobs to get a bastard sword. To get the battlefield quest, don't let Naurim talk to the beggar.
 

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