[X] Let's fight!
-[x] Sneak in close a possible avoiding twigs to get to extreme close range. Use stealth game tactics. Tossing things from areas it can't see to distract it. Then hit it with Holy strike focused into a combo after buffing.
 
Could we try stealthing in from the trees and raining in like justice from above?
 
Also why is everyone voting to leave the Sno Odla and voting for Attack Buffs? We are a solo Dodge Tank, we need every Meatshield we can get and Armor/Survival Buffs like "Resilent Body".

I don't think we are really a tank, since we have no aggro control abilities or other CC. We essentially have no way to protect anyone else, which is the main role of the tank. We are more of a survivable DPS at the moment.

When choosing between +3 dodge bonus and +3 damage prevention, we should always go dodge (taking account our previous choices). Just do the math or simulate a combat. This means preferring "Light-Footed" over "Resilient Body". If anything, we should get rid of our existing rank of Resilient Body.

As for leaving the Snow Odla, it's about our leveling speed. We level up so fast right now, that sinking energy into a lvl 10 animal just isn't worth it. We should be lvl 30 in something like two weeks even if we slow down our pace considerably. If we find ourselves really needing an animal companion later, we can get one then, without having to bother about leveling it up from scratch.


The vote:

[X] Nope
This Ghost is almost our worst possible enemy. It deals Magic Damage, and might even do DoT damage and Debuffs, which are all our worst weaknesses. To add insult to injury, it ignores physical damage. Our Holy damage type buff is effective, but overall this is just a huge gamble, with very little rewards. Let's just carry on with our original plan here, and focus on making use of our strengths.

Edit: Uuh, I forgot about the martial arts style name. How about something theatrical and wind-related, since our nick is StormDoom and we are dodge-based?

[X] Reaping Wind -style
 
Last edited:
[X] Arnis Bartitsu Hapkido Kajukenbo Krav Maga MCMAP Pencak Silat Systema Martial Arts
 
Fair warning to people voting to fight the ghosts. You might wanna have an option to use mystical holy strikes otherwise you won't be hurting the ghosts at all. You'd be phasing through them.

Ghosts will swarm you and most have some form of life sensing in RPGs, so trying to stealth ghosts isn't the best idea. Probably a better one to rely on our high agility to blitz in and use holy strikes to get some quick attacks in with Cleave.
 
[X] Asura Vortex
[X] Nope

I don't think we are really a tank, since we have no aggro control abilities or other CC. We essentially have no way to protect anyone else, which is the main role of the tank. We are more of a survivable DPS at the moment.
Huh, we realy are more of a Damage Dealer than a Tank. I was still thinking as if we had the others around.

When choosing between +3 dodge bonus and +3 damage prevention, we should always go dodge (taking account our previous choices). Just do the math or simulate a combat. This means preferring "Light-Footed" over "Resilient Body". If anything, we should get rid of our existing rank of Resilient Body.
Ehh, Dodging is better in general but it is still a Dice Roll. We are going to fail the Roll at some Point. Damage reduction on the other Hand always applies so having enough to survive what hits us despite dodging sounds good.

For the Snow Odla, I didn't want to realy keep it long term. But right now we coud have thrown it at the Ghost and used it as a Distraction.
We still would have the Problem of damaging the Ghost though.
 
Ehh, Dodging is better in general but it is still a Dice Roll. We are going to fail the Roll at some Point. Damage reduction on the other Hand always applies so having enough to survive what hits us despite dodging sounds good.
I'm sorry I'm clinging to this one point, but I really want to confirm this with the QM.

@Terran Imperium Am I correct if I say that: "If our dodge bonus is 20 or more higher than an opponent's attack bonus, we will dodge absolutely everything that dodging applies to."? Following what has thus far been said about the mechanics (and what reads in the mechanics post), this would seem correct.
Example: We try to dodge and roll 1, and the attacker rolls 20 (worst possible rolls). Our dodge bonus without rolls is X+20, the attacker's attack bonus without rolls is X. The final result (Bonus + Roll) is "Dodge = X+20+1", "Attack = X+0+20". Dodge wins, and the attack misses.

The mechanics post says nothing about 20 always hitting or anything like that, which is why I have been working with the aforementioned assumption. Contrary to the mechanics post, Karmaoa assumes that there is a chance to fail a dodge roll regardless of our stats. I guess automatically succeeding in dodging is unusual in RPG's, which is why I wanted to get a clarification.
 
Last edited:
@Terran Imperium Am I correct if I say that: "If our dodge bonus is 20 or more higher than an opponent's attack bonus, we will dodge absolutely everything that dodging applies to."? Following what has thus far been said about the mechanics (and what reads in the mechanics post), this would seem correct.
Example: We try to dodge and roll 1, and the attacker rolls 20 (worst possible rolls). Our dodge bonus without rolls is X+20, the attacker's attack bonus without rolls is X. The final result (Bonus + Roll) is "Dodge = X+20+1", "Attack = X+0+20". Dodge wins, and the attack misses
This is assuming the enemy wouldn't have any bonus/stat modifier higher than yours at all which is a dangerous assumption to make and one that's almost certainly always false.

From 19 and up, it is a critical success only if it is higher than the opposing roll.
You: 20 > Enemy: 19. Critical Success for you.
You: 19 < Enemy: 20. Critical Success for the enemy.
What does a critical success mean? It gives bonuses to your next action/attack/damage or whatever. It depends on the circumstances.

There is a point, in which if you're higher leveled enough then you'll always dodge no matter what. It depends on the area's average level for monsters, however. If you went back to the starting city's Snow Fields. You'll always no matter what dodge the Draugrs there because you're so much higher level than them.
 
Last edited:
This is assuming the enemy wouldn't have any bonus/stat modifier higher than yours at all which is a dangerous assumption to make and one that's almost certainly always false.

From 19 and up, it is a critical success only if it is higher than the opposing roll.
You: 20 > Enemy: 19. Critical Success for you.
You: 19 < Enemy: 20. Critical Success for the enemy.
What does a critical success mean? It gives bonuses to your next action/attack/damage or whatever. It depends on the circumstances.

There is a point, in which if you're higher leveled enough then you'll always dodge no matter what. It depends on the area's average level for monsters, however. If you went back to the starting city's Snow Fields. You'll always no matter what dodge the Draugrs there because you're so much higher level than them.
Thanks for answering so quickly, but this is still quite unclear. What does the attacker rolling a critical success concretely mean in the context of calculating if an attack hits? Assume equal level players. Something like the algorithm for calculating if an attack hits would be the optimal answer here.

Another question I would like answered concretely as well is: How do critical successes affect damage?

I also ask to please update the informational mechanics post on 1st page. It is the only source of mechanics info for us, and it is really misleading at this time.
 
Thanks for answering so quickly, but this is still quite unclear. What does the attacker rolling a critical success concretely mean in the context of calculating if an attack hits? Assume equal level players. Something like the algorithm for calculating if an attack hits would be the optimal answer here.
I thought I was pretty clear. There is an initial roll which bonuses(from abilities/Agility stat) are added to it. If both rolls are critical, only the one with the superior roll will be capable of applying their critical success. The one that has an inferior roll will not get any benefit from his critical, it'll just be a regular failure.
How do attacks work? I just explained it but if you want something more in detail: You can take a look at that in the Mechanics post or look at one of the previous fights rolls.

A critical success only affects damage if it was in the initial attack roll. You'll get additional damage or in RPG terms 'Critical Hit'.

I will take a look there if something is unclear, I'll perform a few edits in there.
EDIT: There were a few unclear things and even some errors which I corrected. For the people interested in the Mechanics, you can take a look.
 
Last edited:
We still don't know an exact figure on how much "Critical Hit" adds damage (50%?, 100%?, modifier calculated from stats?), and we don't explicitly know if "Critical Success" on an attack roll means that the attack automatically hits (the mechanics post doesn't mention the term critical at all), but I will work on the assumptions of 50% and Yes, respectively.

If these assumptions are correct, it means essentially that we can't really use the dodge build to play solo without a companion, unlike what I thought previously. Below are some explanations:


Let's say we "max" dodge, by which I mean that we only get hit when an enemy gets a Critical Success on an attack roll. This means that any attack has a 9% chance of hitting us. It also means that in ~1/100 (0,81%) of cases we get hit by two attacks in a row. Even worse, every attack that hits us like this will always be a Critical Hit.

It would seem that without altering our build quite a bit, we can't tank two critical hits in a one vs. one. The Frost troll fight is a good example of an enemy in our level range that could have easily two-shotted us, and I doubt the difficulty will scale down from there. Here's some numbers to illustrate the problem:

Fighting a Frost Troll-type enemy in our level range.
How many attacks the enemy has time to make | Chances we die
1 | 0%
2 | 0,81%
3 | 2,23%
4 | 4,30%

You can easily see the issue. Let's say the enemy would on average die after it makes 3 attacks. That means that we would die once every 45 fights or so. Completely untenable. And these are fights against pure physical attackers, which we are supposed to be good against!


Long story short, we can't continue like this on this build. Maybe later we get some mechanics changing abilities, but for now, we need another solution. Here are some possible changes and a review:

1. Change our build to have much more HP. Eats most of our stat gains, and only lessens the problem, but it might work well enough.
2. Change our build to have much more Damage Resistance. Eliminates the problem, but also totally dumps our damage and makes us a tank.
3. Buying a healer companion. Takes care of the problem, but is expensive. Babysitting the companion might be annoying as well.
4. Looking for a party with a healer. Takes care of the problem, but ends our solo play.

As the QM already suggested, I think a healer/support companion might be our best option here. Just changing our build slightly to become an HP monster sounds fun as well, although more risky.
 
We still don't know an exact figure on how much "Critical Hit" adds damage (50%?, 100%?, modifier calculated from stats?), and we don't explicitly know if "Critical Success" on an attack roll means that the attack automatically hits (the mechanics post doesn't mention the term critical at all), but I will work on the assumptions of 50% and Yes, respectively.
It doesn't mention Critical Success because I thought it wasn't that relevant. Obviously, I'm mistaken. :tongue: I will add it in there.
You don't get it. Let's say both you and an enemy roll a critical(19 and up). The one with the higher critical roll who is attacking will have an added bonus to their next attack or damage, for example, while the one that has a lower critical roll who is trying to dodge will fail because the opposing roll is higher and their critical doesn't apply in this case.
A critical doesn't mean automatic success, especially if the one opposing you roll a critical as well. It comes down to numbers and who's got the bigger one.

How much does it add? It depends on circumstances but its mostly GM-fiat. I wouldn't bother making calculations for that which will just make things a lot harder for me.

The rest of your assumptions even if they're based on a misunderstanding are close enough to the truth and give you an outline of the risks you go through each time you fight. Remember when I said Karen had god-like luck? I wasn't just joking. With your current build solo-playing is going to be a bit hard. For now, you're doing good since you're only meeting 10 to 15 level monsters and that's going to be it for the few next updates. When you'll reach higher levels, it'll start being a bit more difficult as you'll expect.

Solo playing is impossible in dungeon raids, just so you know. Being in a party for that is almost an essential rule in YGGDRASIL.
Adhoc vote count started by Terran Imperium on Oct 28, 2018 at 1:51 PM, finished with 59 posts and 15 votes.

Adhoc vote count started by Terran Imperium on Oct 28, 2018 at 1:51 PM, finished with 20 posts and 9 votes.
 
Last edited:
Here are some possible changes and a review:
Right now our best Bet is probably 3.
Maybe 2 if we raise Damage Resistance only a bit and use Pets as Meatshields. Maybe we can get a Pet that can use healing Spells?
Or we could try Option 1 by leveling Body over Mind. The first Level gives us +6HP, so that's a Option.
I would still like to level Resilient Body to help against Magic.
 
Right now our best Bet is probably 3.
Maybe 2 if we raise Damage Resistance only a bit and use Pets as Meatshields. Maybe we can get a Pet that can use healing Spells?
Or we could try Option 1 by leveling Body over Mind. The first Level gives us +6HP, so that's a Option.
I would still like to level Resilient Body to help against Magic.

I like those as well. The only thing that really isn't viable is the all-dodge build I originally pursued. As long as we don't start putting our stats in Phy Def (which is horrible unless we go full tank), I'm in.

The companion honestly sounds like something we might have to buy at some point anyway, so I'd recommend just going for it immediately. That way we don't have to sacrifice our XP, but can instead sacrifice another resource (dollars :p).
 
The Northen Nordic Lands - Part 4
Sorry for the delay everyone. Here is the update.
I had a few things to deal with.

I'm not sure what 'Asura Vortex' means. I already know that Asura refers to some type of divine beings in Indian Mythology and I know what a vortex is, of course, but the context is lost to me here. I kept it to 'The Way of the Asura'/'Asuran Way' instead, if you guys prefer the original, I'll change it back.




You quietly retreat. You'll rather not fight that type of enemy as they're literally the antithesis of your current build. They detect you almost instantaneously from afar, they can't be hit with simple pure physical attacks and they attack at range with fucking bizarre ghost missiles that when not used just float around the ghost itself. Yeah, no way you're fighting this. You might as well kill yourself right here and now.

You return to near the river's bed and keep walking toward the base of the mountain. You're really fortunate there is a river splitting the forest or you're almost certain you'll have had to fight some of those ghosts mobs. You didn't have any other unpleasant encounters until you reached the foot of the mountain. There wasn't any way to going up apart from climbing, the snow made the rock slippery but you managed to hold on. You only climbed a few meters and when you look up you see that you have literally kilometers to do. You're not one to give up from such a simple challenge of course.

It was strenuous as even your character's stamina drained away when you were 500 meters up so you had to pause every once in a while or you'll risk falling. Unlike your last fall, there is no real snow to cushion your fall below, only hard rocks and some spikes. You'll rather not fall. As you reached the one-kilometer mark or so you guessed it was, you were harassed by vulture-look-a-like with white snow fur which seemed to be the color theme around here. They weren't that strong but they were extremely annoying and you nearly fell, you managed to kick them away however even if you nearly fell more than one time.

At some point, you stopped counting how much you climbed and you just concentrated in doing it. The vultures didn't seem to give up as they came back every once in a while. Fuckers. You had a moment of respite as you saw a little edge in which you can rest on. Hanging off a mountain's side while being attacked by birdy motherfuckers can be a bit strenuous. Who would have guessed? You grumble for a bit before sitting to rest. As you take a look around you, you saw a sight that stunned you into silence.


On a nearby mountain, you could see the skeleton of a giant, a sword pierced it between the ribs. You could see a literal swarm of those vultures-expies flying around the gigantic sword. It must serve as some sort of nest for them. Still, you must take off your hat to the devs for this. That's quite a magnificent sight and you're more than sure there is a lot of treasures to uncover in there. Although, it depends if they were looted or not. How did you not notice that damn giant skeleton before? Although from the ground with the fog, snow, and clouds. It can be easily missed or so you guessed.

You won't bother much about it, for now, you already have another objective and that's getting to the top of this damned mountain and you do, at some point, there was no more vulture-expy bothering you and you were past the clouds now. You see some sort of fortress, castle or temple. It looked like a mix of the three. It looked relatively intact. How would the Northerners build something here so high? How would they get the materials up here?


Well, this is Fantasy so that's kind of expected. It doesn't stop you from questioning it, however. As you enter through one of the windows, it leads you into one of the many hallways of this place. You could easily see signs that there were players here before, some places were destroyed, some chests were opened and there was even a dick drawing engraved in the stone. Your exploration of the structure revealed that there wasn't any treasure left here for you. Which disappoints you a lot after all the effort you did to climb here and you're pretty sure whatever motherfuckers arrived here before you, probably used a flying mount.



Apart from that, you finally decided on a name for the martial art you just 'developed'. You named it the 'Way of the Asura', it sounds cool to your ear so you picked that.

"The Way of the Asura" (Rank 1): You went through every hardship imaginable, your pilgrimage reached a point in which you developed your own way to fight. +5 to Damage, Attack, and Dodge rolls.

Damn, this one is pretty good. You like it and you feel a special feeling of accomplishment. It's a special unique ability after all. Well, unique in name since you're sure a lot of players have this sort of ability somewhere but still, you like it.

The last room you didn't check yet looked like a hall with a weird fountain in the middle that seemed to have not water but a red liquid, you're reluctant on saying it is blood. You're not quite sure. There was a nearby closed chest that you hurried to open but you were disappointed to find nothing inside. Dammit. Is there really nothing for you, here to discover or loot? Even after all the trouble, you went through to get here?

What do you do?

[] Just find a way down.
-[] Go explore the mountains a bit more.
-[] Go take a look at that Giant Skeleton from up close.

[] Write-in

[] You see a something glowing and shining from the fountain. You pick it up.
 
Last edited:
[X] You see a something glowing and shining from the fountain. You pick it up.

Obviously the shiny, invisi-text, mystery box option won't bite us in our behind.
 
@Terran Imperium, Do you think you could retcon-in us taking a screenshot of the giant skeleton? Assuming we can take screenshots.
I'd like to send it to our friend group.


[X] You see a something glowing and shining from the fountain. You pick it up.
Taking a hidden-text shiny probably-magical something from a fountain filled with a red liquid that may or may not be blood?

...what could go wrong!
 
Back
Top