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foogleman

Collection of tips and tricks for the RPG

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Disclaimer: I am by no means an expert in the RPG combat, but I have toyed around with it quite a bit during the beta and I wanna share some tips with all the new players, to give everyone a fair and easy start. I also encourage everyone else to come into this thread and share some of your wisdom.

 

 

General Tips:

 

1. Importance of your main stat: Weapons and skills usually scale with one stat, like strength or willpower. Some even scale with two. Naturally, increasing your main stat will make you hit harder with those weapons and skills. Not only that, but your chance to hit is also highly dependant on your main stat. If you notice an enemy dodging a lot of your attacks, that means your main stat is too low to reliably hit them. Because of this, pushing up your main stat (Strength, Dexterity or Willpower) is the best way to turning you into a deadly fighter.

 

2. How to be tanky: The three main stats that will increase your tankiness are: Constitution, Perception and Dexterity. Constitution will raise your HP. Perception will raise your chance to dodge attacks. Dexterity will raise the amount of damage you can dodge (up to a maximum of 80%). But one important note to keep in mind about Perception:  If you want to dodge, your  Perception will always be put up against the attackers main stat, like Strength. And since most attackers will put a lot of points into this, you will also need a lot of points in Perception to be able to dodge. This can be very hard to achieve, especially for new characters. Shields will help you a lot with this, since shields will increase your dodge rating. Wearing heavy armor, however, will decrease your dodge rating. A leather wearer with a shield and high perception is probably the most dodge-heavy character you could make.

 

3. Healing is very strong in the RPG. If you try to 1vs1 a character that can heal himself (Mark of the Mender is everyone's favorite here), you almost stand no chance unless you have one of the abilities that reduce healing. Aimed Shot and Mortal Strike are two of those abilities, but only available for Hunters or Warriors. And they cost Essence. An Ability that is rather cheap in its energy cost and is available to every class, is Mark of the Scorned, which will also reduce healing on the target by 50%. A very nice tool to have if you want to beat a healer.

 

4. Even if you are a melee character, it's always handy to have some means of ranged combat capability available. A bow, for example. Switching weapons when you are engaged only costs 5 energy. Or maybe an ability you can use from range? It will help quite a bit if you come into a fight against another melee character, because often people don't want to engage first since it costs 10 energy. IF you stand there and throw ranged abilities at them every turn, you kinda force them to engage you.

 

5. Using the "Guard" skill on your Hunter or Healer is a great way of making sure that they don't get shut down in a group fight. But be careful. If you engage someone while guarding, you will lose the guard.

 

6. Learning an Ability is free, and you can unlearn one Ability every 2 days. Good to know when you are not satisfied with your current skill set or want to try something new.

 

7. Be mindful of your Fatigue during combat. Each action you take will raise your fatigue, and receiving damage will also raise your fatigue. When you are very fatigued, there is a high chance to receive a random injury.

 

8. Lost a lot of HP during your last fight? Naturally generating it takes a lot of time. You can speed up the process with food and bandages, or find a healer.

 

9. If you manage to bring an enemy down to 0 HP during a fight, they are stunned for the remainder of combat and you can injure or execute them, or even take them prisoner. Be mindful though that putting an enemy to 0 HP will disengage you from them, so in order to execute them you will have to Move (10 energy) to them again and the execute itself costs a hefty 20 Energy, too. So it is possible to execute someone in the middle of a group fight, but it will cost a lot of your energy and the time you take to do so may give your enemies enough advantage to turn the fight into their favor.

 

10. Want to disengage from someone that is attacking you, but you don't have Blink or Disengage in your arsenal? You can also target yourself and do a "Move" action to try and disengage.

 

11. You can also use the RPG to do simple roll checks with your attributes. The command ".rpg check strength" will roll a 2d5 plus your strength, for example. This can come in very handy for your daily RP purposes or events that are not combat related.

 

12. You can macro all your abilities with the command ".rpg act <abilityname>". This is very useful for making combat and other things faster and easier.

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The Best Tanky Build will use Plate armor. While it reduces your Dodge Mitigation, it's a flat guaranteed Mitigation that Dodge doesn't give you. Not to mention you'll be splitting up your EXP between two stats of STR and CON, while the Dodger if they want to keep up with the Plate will have to split between DEX-PER which doesn't really increase tankiness since they'll have low HP. So the STR-CON has a better effective health, but of course that's only with Physical damage. Magical damage, DEX-PER have the advantage since dodging reduces both Physical and Magical damage and save for a few armor, Plate mainly reduces Physical.

Night Elf Rogue (800 EXP)
4 STR -  1 CON - 6 DEX - 5 PER  |  Rapier + Round Shield + Nature's Armoring

Dodge Rating vs 6 STR
(2d5 + 5[PER] + 1[Rapier Dodge Bonus] + 2[Round Shield Bonus] + 2[Nature's Armoring] + 1[Night Elf Racial Bonus]) - (2d5 + 6[STR]) = 
(Average of 17) - (Average of 12) = Average 5

5 * (6[DEX] + 1[Round Shield Mitigation Bonus]) = 35% + 5%[Nature's Armoring Physical Damage Reduction] = 40%

300 HP * 1.40 = 420 Effective HP Against Both Physical and Magical

 


Dwarf Warrior (780 EXP)

6 STR - 1 DEX - 6 CON - 1 PER | Broadsword + Kite Shield + Half PLate

(2d5 + 1[PER]) - (2d5 + 6[STR]) = On Average Will Fail

0%[Failed Dodge] + 25%[Half PLate] + 5%[Dwarven Racial] = 30%

550 HP * 1.30 = 715 Effective HP against Physical

                     = 550 Effective HP Against Magical

 

While Dodge Tanking isn't a bad option, and is absolutely Viable, STR-CON is more effective because you spend less resources to make yourself tankier. Not to mention it's a CONSTANT Damage reduction and not RNG which can mess you over if you roll low and they roll high. So it's consistent. But in the end I believe Dodge will be on par with STr-CON at high levels of EXP and eventually STR-CON tanking will be able to take advantage of dodging mitigation due to the fact the better shield and armor require high STR ratings.

Edited by Darth Not A Very Nice Guy

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1 hour ago, Darth Not A Very Nice Guy said:

The Best Tanky Build will use Plate armor. While it reduces your Dodge Mitigation, it's a flat guaranteed Mitigation that Dodge doesn't give you. Not to mention you'll be splitting up your EXP between two stats of STR and CON, while the Dodger if they want to keep up with the Plate will have to split between DEX-PER which doesn't really increase tankiness since they'll have low HP. So the STR-CON has a better effective health, but of course that's only with Physical damage. Magical damage, DEX-PER have the advantage since dodging reduces both Physical and Magical damage and save for a few armor, Plate mainly reduces Physical.

Night Elf Rogue (800 EXP)
4 STR -  1 CON - 6 DEX - 5 PER  |  Rapier + Round Shield + Nature's Armoring

Dodge Rating vs 6 STR
(2d5 + 5[PER] + 1[Rapier Dodge Bonus] + 2[Round Shield Bonus] + 2[Nature's Armoring] + 1[Night Elf Racial Bonus]) - (2d5 + 6[STR]) = 
(Average of 17) - (Average of 12) = Average 5

5 * (6[DEX] + 1[Round Shield Mitigation Bonus]) = 35% + 5%[Nature's Armoring Physical Damage Reduction] = 40%

300 HP * 1.40 = 420 Effective HP Against Both Physical and Magical

 


Dwarf Warrior (780 EXP)

6 STR - 1 DEX - 6 CON - 1 PER | Broadsword + Kite Shield + Half PLate

(2d5 + 1[PER]) - (2d5 + 6[STR]) = On Average Will Fail

0%[Failed Dodge] + 25%[Half PLate] + 5%[Dwarven Racial] = 30%

550 HP * 1.30 = 715 Effective HP against Physical

                     = 550 Effective HP Against Magical

 

While Dodge Tanking isn't a bad option, and is absolutely Viable, STR-CON is more effective because you spend less resources to make yourself tankier. Not to mention it's a CONSTANT Damage reduction and not RNG which can mess you over if you roll low and they roll high. So it's consistent. But in the end I believe Dodge will be on par with STr-CON at high levels of EXP and eventually STR-CON tanking will be able to take advantage of dodging mitigation due to the fact the better shield and armor require high STR ratings.

Actually, the example you describe results in a tie in practice. I just went onto the server and created both those characters exactly like you describe them here, and let both of them fight against a 6 Str enemy. The result was, that both of them tanked 12 hits from the NPC until they got knocked out.

The Rogue: Screenshot

The Warrior: Screenshot

I believe you miscalculated or underestemiated the amount of damage the rogue reduces with each dodge, which can go to up to 80%.

 

But I will say this:

As I mentioned in the tips above, good dodge can be very hard to achieve for new characters, since they need to keep their perception stat on par with the main stat of other players. Wielding a shield is mandatory to really have the edge in a fight were you rely on dodge to mitigate damage. But all the points you put into Perception will be completely wasted when you fight someone that has 1 or 2 more points in their main stat compared to your dodge. Fighting a 8 Strength enemy while only having 5 Perception yourself, for example, will result in you dodging very little, even with a shield. However, having 8 Perception against someone that attacks you with 5 Strength will probably make you dodge every attack they do for a hefty amount.

Edited by foogleman

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What were their stats? What items were they using? Sure 80% is achievable if someone had better stats than their attacker.

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12 minutes ago, Darth Not A Very Nice Guy said:

What were their stats? What items were they using? Sure 80% is achievable if someone had better stats than their attacker.

Like I said, I gave them exactly the same stats you described above with the exact same items. The rogue had 4 STR -  1 CON - 6 DEX - 5 PER  |  Rapier + Round Shield + Nature's Armoring.

Unless you are talking about the NPC.  THe NPC had 6 str, 6 dex, 6 con, not that it matters really. The only stat that mattered for the NPC was the 6 str, that you also used for your theoretical example.

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