It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I'm wondering if it'd be viable to have 2 Rogues in the front with 2 mages in the back. Rogues specializing on Daggers (which I find pretty good) and Dodge with max focus on Evasion. Would I get still swatted by the critters even with high Evasion? I mean I have an Evasion-heavy Rogue but he's in the rear so he doesn't come in contact with enemy much :) So I don't really know how efficient Evasion actually is.

And what would be a high Evasion? How the formula actually works?
Post edited April 13, 2012 by Alesdrobek
I have no idea how evasion works, but I do know that magic cannot be evaded unless you physically move out of the spell's path. So with low armor, magic would take its toll on a party like that.
I imagine that with very high evasion (which should be easily attainable early on if you really focus on Dodge and get Light Armour very quickly; with frontline Rogues, I would probably end up completely ignoring Assassination past the first level of backstab) you could do very, very well with just high evasion.

You can get a lot of mileage out of "just" Light Armour too, regardless.

Really, I enjoy the game, but with the focus on movement as part of combat (which is a good thing, in my opinion - don't get me wrong) it somewhat cheapens the value of Fighters.
avatar
Luckmann: Really, I enjoy the game, but with the focus on movement as part of combat (which is a good thing, in my opinion - don't get me wrong) it somewhat cheapens the value of Fighters.
Mm, true. I've also read over at the dev forum some guy claiming at the end of the game his 100 points evasion Rogue had more survivability than his Minotaur Fighter in full Valor garment.
avatar
Luckmann: Really, I enjoy the game, but with the focus on movement as part of combat (which is a good thing, in my opinion - don't get me wrong) it somewhat cheapens the value of Fighters.
avatar
Alesdrobek: Mm, true. I've also read over at the dev forum some guy claiming at the end of the game his 100 points evasion Rogue had more survivability than his Minotaur Fighter in full Valor garment.
Which I am very much inclined to believe. Even one of my frontline fighters (on level 6) only has Light Armor (2 pieces of Chitin and some leather) and he's doing fine. Of course, he can't hold a candle in survivability to my full-Heavy Armour fighter, but on the other hand, if he's the last man standing, everyone else is already dead anyway, so it's a load game either way.
HI, I've got one question about evasion. Does negative evasion matters? I am on level 2 and found helemt which took my fighter down from 0 evasion to -10. Is there some penalty or does it just shows how much you need to get it to 0?
avatar
Vitek: HI, I've got one question about evasion. Does negative evasion matters? I am on level 2 and found helemt which took my fighter down from 0 evasion to -10. Is there some penalty or does it just shows how much you need to get it to 0?
While I cannot claim this as fact, I'd be incredibly surprised if negative evasion didn't matter. Otherwise the penalty for wearing Heavy Armour on, say, a Mage, would be basically zero.
avatar
Luckmann: While I cannot claim this as fact, I'd be incredibly surprised if negative evasion didn't matter. Otherwise the penalty for wearing Heavy Armour on, say, a Mage, would be basically zero.
Hmmm, it makes sense. I thought it doesn't but when you put it this way I guess it does.
On the other hand my minotaur doesn't seem to be taking more pounding so I'll stick to it for now. :-)

Thanks.
avatar
MilesShannara: I have no idea how evasion works, but I do know that magic cannot be evaded unless you physically move out of the spell's path. So with low armor, magic would take its toll on a party like that.
Does poison from those spitter/plant thingies count as magic or thrown weapons? I swear my Rogue took very little damage (compared to the fighers/mage) from fighting those, even when standing still.
avatar
MilesShannara: I have no idea how evasion works, but I do know that magic cannot be evaded unless you physically move out of the spell's path. So with low armor, magic would take its toll on a party like that.
avatar
KrankyKat: Does poison from those spitter/plant thingies count as magic or thrown weapons? I swear my Rogue took very little damage (compared to the fighers/mage) from fighting those, even when standing still.
Hm, thrown weapons don't allow for avoidance, so it probably was magic and thus goes against resistances. Purely speculation on my part, though.
Ah...I had forgotten about resistance. ::blush:: I think my Rogue does have the +25 to poison resistance trait, vs. maybe 12 the current highest for the others. That would make perfect sense, thank you. :)
I'm currently running a new party of all-Insectoids; Two rogues and two mages.

The insectoids have an interesting trait that gives you +5 Protection. Together with the +7 Evasion trait, I've had absolutely no issues so far. I'm making them both invest heavily in Unarmed and Dodge, and only 8 points in Assassination.

They should be able to tank just about anything naked very soon, I think. Unarmed later gives +20 Evasion, and the end Dodge skill gives +50. Add to that the good bonuses from Unarmed (Str/Dex) and yeah.. I have high hopes.

My only regret right now is not taking another Rogue. Also, I have nobody to carry torches, because the Mages wants a throwing weapon each for when they can't cast spells, and they need a free hand for spells. I think I'll just flat-out "solve" that with the Light spell, even though it doesn't give as much light as the torches.

But yes, just approximating the evasion stats in later levels makes me quite certain that a well-built rogue can easily outdodge a fighter; and naked, no less.
avatar
Luckmann: They should be able to tank just about anything naked very soon, I think. Unarmed later gives +20 Evasion, and the end Dodge skill gives +50. Add to that the good bonuses from Unarmed (Str/Dex) and yeah.. I have high hopes.
Just mind you there's only like 50 skill points or so to be had throughout the game so probably you won't get anywhere near the end of Dodge. Not if you want to keep your Unarmed viable.
Post edited April 13, 2012 by Alesdrobek
avatar
Luckmann: They should be able to tank just about anything naked very soon, I think. Unarmed later gives +20 Evasion, and the end Dodge skill gives +50. Add to that the good bonuses from Unarmed (Str/Dex) and yeah.. I have high hopes.
avatar
Alesdrobek: Just mind you there's only like 50 skill points or so to be had throughout the game so probably you won't get anywhere near the end of Dodge. Not if you want to keep your Unarmed viable.
This. I finished the game and my characters were level 12-13. Camping to level up seems possible in a couple of areas, but seeing how xp requirements increase every level, even those areas seem like a place where it would take ages to get two skills to level 50.
Post edited April 13, 2012 by aipok
avatar
Alesdrobek: Just mind you there's only like 50 skill points or so to be had throughout the game so probably you won't get anywhere near the end of Dodge. Not if you want to keep your Unarmed viable.
avatar
aipok: This. I finished the game and my characters were level 12-13. Camping to level up seems possible in a couple of areas, but seeing how xp requirements increase every level, even those areas seem like a place where it would take ages to get two skills to level 50.
Really? XP reqs skyrocket suddenly, or what?

I'm on Sublevel 6, and my main characters (the Minotaur party) are level 8 or 9. With 13 Sublevels, I'd expect to get to at least around level 16. :O