caldyrvan
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Post by caldyrvan on Oct 24, 2016 8:29:27 GMT
... how much guard do the passive abilities "Bulwark" and "Untouchable Defense" add? Base guard amount is 25% of maximum health. Lets assume we have 1000 health. That is 250 guard. When I take one of the the passives which says "Maximum Guard Bonus: 50%" does it a) add to the base 25% to a total of 75% (resulting in a max. guard amount of 750)? or increase the base guard value by 50% to 37,5% (resulting in a max. guard amount of 375)? To know or not makes little difference but I am still curious ^^ From my experience I assume it must be "a)" because when I am without any guard passive it feels like my guard is destroyed as fast as I can generate it but with only one of the passives and generating guard here and there a bit, I rarely take health damage. With both passive there is no need to build up guard once I reached the full bar.
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Post by Silversmurf on Oct 24, 2016 11:32:35 GMT
It's ( or it could be (a)
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caldyrvan
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Post by caldyrvan on Oct 24, 2016 12:22:31 GMT
That is not helping
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HunterKipling
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Post by HunterKipling on Oct 24, 2016 12:57:53 GMT
It's ( or it could be (a) LOL
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Post by Terrell on Oct 24, 2016 15:13:12 GMT
I believe I read once in the resource library documents from a long time ago that it is A. However after looking for a bit, I can't find that. However, I found a general mechanics thread that says something else. isitaboutmycube.com/shelter/resourcelibraries/topic/543549-guide-documentation-for-combat-mechanics/index.htmlThis one says it adds a flat value of 0.0625 to the original 0.25 value. This would essentially make it B. I think it must have been patched since then since it certainly feels like A and I am near sure I read somewhere it is A. Still, though that mechanics document is old, it has a lot of good material in it. Basically, my vote is on A. Or it could be B. But for real, I think it is A. Or do I?
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Post by Silversmurf on Oct 24, 2016 15:21:58 GMT
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Post by Terrell on Oct 24, 2016 15:28:43 GMT
Imitation? Me? This is the patented give an answer I'm not sure of, while simultaneously giving another choice. I learned it from watching the 2016 US presidential election process...
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Post by Silversmurf on Oct 24, 2016 15:28:55 GMT
I love this forum. None of you leave. Ever.
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Post by 3y3vr3 on Oct 24, 2016 16:56:03 GMT
It definitely feels like A. If it's B then it'll be less useful for new players without a lot of constitution. Now is this a thread for questions which have always puzzled you? I want to ask if there ever exists a way to protect Inquisition Captain effectively on FC zone 2 and zone 4...
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Post by Terrell on Oct 24, 2016 17:22:46 GMT
If I am in a group which has no survival issues, I'll chuck a few healing mists at the captain. They don't heal much but it has occasionally saved him. I'll also use my body as a human shield to block arrows. Little knight music might activate on the captain but not sure. The glowing animation activates on him but I don't know if the armor is added or not. If he decides to charge everything, there's not a whole lot possible to save him. Not sure where that "captain" trained at but that institution should be looked into for its terrible combat techniques!
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Post by 3y3vr3 on Oct 24, 2016 18:04:46 GMT
I never tried shielding him with my own body...maybe I'll try to cover him with Disruption Field next time I find that on zone 2 if I camp at the bottom of the ladder sometimes he would stay there with me. But once he still decided to climb up the ladder only to be knocked down by a shield guy waiting at the top then died from fall damage...also if there are a full group it's hard to control who he follows. Although it seems that he prefers the lead of someone fighting in the open...
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Post by wittyrover on Oct 24, 2016 18:51:37 GMT
It must be and should be A. If not, there's no hope for me to survive in NM. I never tried shielding him with my own body...maybe I'll try to cover him with Disruption Field next time :lol: I find that on zone 2 if I camp at the bottom of the ladder sometimes he would stay there with me. But once he still decided to climb up the ladder only to be knocked down by a shield guy waiting at the top then died from fall damage...also if there are a full group it's hard to control who he follows. Although it seems that he prefers the lead of someone fighting in the open... This.. sound hilarious more than it should.
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Post by rogueknight333 on Oct 24, 2016 21:04:27 GMT
It definitely feels like A. If it's B then it'll be less useful for new players without a lot of constitution. Now is this a thread for questions which have always puzzled you? I want to ask if there ever exists a way to protect Inquisition Captain effectively on FC zone 2 and zone 4... There is one method that can work, though it requires a coordinated team who makes keeping the Captain alive a high priority (i.e., useless in a PUG game): 1) Find some isolated side room with only one entrance, typically a cleared Treasure room 2) Lead the captain into it 3) Have 2 players stand by the entrance, blocking it, so the captain cannot get out 4) The other 2 members of the team clear the map, possibly getting some ranged fire support from the 2 blockers depending on their class and the general terrain I have never seen this technique used on the Ferelden Castle map specifically though. That introduces an additional complication in that you would want the room chosen to lock away the captain to be one where he cannot get blasted by the Dragon either.
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Post by 3y3vr3 on Oct 25, 2016 0:34:17 GMT
Interesting tactics...I also find it hilarious by imagining the scenario. I suppose on zone 2 this could be done by the treasure room entrance as long as the Captain doesn't wander off too close to the exposed cliffs... On zone 4 it's tougher...If it's bolters or Qunari he'll probably be dead by the time we reach him let alone guiding him under fire to a safe spot... Seriously keeping him alive on Ferelden Castle in NM/HB difficulty is a even bigger challenge than winning the game itself...
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caldyrvan
N2
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Post by caldyrvan on Oct 25, 2016 6:33:07 GMT
In theory pretty simply The captain or informant or whoever always sticks to one of the team, I still have no idea how it works (the first one being close to him is a guess). This player simply stays back with him while the rest of the team clears the zone. If one or a few enemies get through it should not be a problem for the player to kill it before it can damage the caprain. But .... ... some enemies lock in on a target and do not require range or line of sight (like Despair Demons) in this case you are simply fu..ed up ... if you are with total random players in a pug and no one cares about it forget about the captain ... most players, even when you are in a team with friends, do not want to stay back with the captain because it is boring (c'mon it is just a minute or two and the zone is cleared ^^ )
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Post by Silversmurf on Oct 25, 2016 7:32:12 GMT
It definitely feels like A. If it's B then it'll be less useful for new players without a lot of constitution. Now is this a thread for questions which have always puzzled you? I want to ask if there ever exists a way to protect Inquisition Captain effectively on FC zone 2 and zone 4... Yes but it's boring for the host. Host stays at very beginning. 2nd person stands a little further up to protect from any enemy stragglers. Other 2 fight as normal
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katsumoto77
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Post by katsumoto77 on Oct 25, 2016 16:19:32 GMT
I think my team's best tactic has always been an all out and organized offense, which can be done a couple of ways. Perhaps more times than not it just comes down to is anyone paying attention to the Captain's health and proximity to enemies. Healing mists are a plus, rogues must be stopped with speed, and human shielding works well with archers if you have ranged offense that can stay still. I think only perilous really gives you a fighting chance of his survival without camping him at the beginning, but it is sort of a thrill to try and keep him up on nightmare. I think I've only done that actively a handful of times. If all 4 players are aware of his positioning and enemies spawning or popping up nearby, he's 5 times more likely to survive.
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Post by Silversmurf on Oct 25, 2016 17:40:07 GMT
Captain etc. will mostly die from an untimely attack from the dragon, an archer or an assassin on a mission!
He never dies on the old maps, even on Nightmare. Too few enemies.
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Post by 3y3vr3 on Oct 25, 2016 20:29:01 GMT
I think my team's best tactic has always been an all out and organized offense, which can be done a couple of ways. Perhaps more times than not it just comes down to is anyone paying attention to the Captain's health and proximity to enemies. Healing mists are a plus, rogues must be stopped with speed, and human shielding works well with archers if you have ranged offense that can stay still. I think only perilous really gives you a fighting chance of his survival without camping him at the beginning, but it is sort of a thrill to try and keep him up on nightmare. I think I've only done that actively a handful of times. If all 4 players are aware of his positioning and enemies spawning or popping up nearby, he's 5 times more likely to survive. Captain etc. will mostly die from an untimely attack from the dragon, an archer or an assassin on a mission! He never dies on the old maps, even on Nightmare. Too few enemies. Having someone stay with him at the far back is probably the easiest way to keep him alive...but personally I like katsumoto77's idea better This way no one will be bored and it's quite a challenge for the whole team. Let an agent like Luka spread mines around him to deal with any melee attackers getting close(including assassins, Terror demons). A CC mage like ele or necro can panic archers before they lay eyes on him. Those big-foot screaming ice trolls should be prioritized and killed swiftly. Shocktrooper or Pride demons' attention need to be drawn away before Captain gets into their line of sight...I wonder how many dragon's ice balls Captain can endure provided the damage he suffers from the mobs could be kept to a minimum. He certainly won't be one-shot by the dragon, but I doubt he can survive more than 3 blasts...If the team doesn't camp at a safe spot at least they should limit the time fighting in the open...maybe move from cover to cover. Although it'll be more difficult to do so in zone 4 with wide long stairs. On Nightmare certain factions will be more dangerous than other and a melee Captain could only make it worse...If he steps on the hostile glyphs or charges out on a whim towards the bolters, all hope will be gone...All in all an "organized offense" way could be VERY HARD on nightmare even for a well coordinated team of able players, but I don't think it's entirely impossible...
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caldyrvan
N2
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Post by caldyrvan on Oct 26, 2016 8:49:46 GMT
To be honest, by now I think it is nice when he survives but I always expect him do die and it does not really bother me If it would be still possible to give him barrier (as it was before no idea why they changed that) or if there were real actions and tactics which make sense to protect him I would enjoy it but as it is now it is just like a gamble with bad cards in your hand
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Post by Silversmurf on Oct 26, 2016 9:01:20 GMT
To be honest, by now I think it is nice when he survives but I always expect him do die and it does not really bother me ^ this
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Post by Beerfish on Oct 26, 2016 14:01:26 GMT
I don't even bother anymore with the captain. I'm like "Hey, dude, we all know you are going down so it might be better and less painful if you run ahead and attack that pride demon." He usually obliges. I keep a good supply of 'Dear Family we regret to inform you yada yada yada' and 'Dear Cullen, I regret to inform you yada yada yada' and 'Dear Josie, I don't regret to inform you that the jackass who always calls me incompetent has died again.' I have a scribe back at skyhold working 24-7 on those things.
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Post by 3y3vr3 on Oct 26, 2016 15:47:40 GMT
The only reason I cares about saving him is because of the money...
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silchasruin24
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Post by silchasruin24 on Oct 26, 2016 19:46:33 GMT
I think the only other thing that can help the Captain now is virtuoso's Little Knight Music. At least it makes the visual of applying to him, and he seems to be a bit sturdier afterwards.
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HunterKipling
N3
It's Raining Leggos!!!
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Post by HunterKipling on Oct 26, 2016 23:13:29 GMT
The lobby leader gets the babysitting duties and the Dragon made it worth my while.
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