Thanks! That was the Problem!!!!It´s still your slave? You must first rise her to a servant status, and then dismiss her, IIRR
what do you do when the game updates with more content for a named slave you sold?To date, The most slaves/ employees I ever had in my household was 11 *briefly*
Even then, it was only for about a week.
Normally, I keep 8 max.
If their quests are done and not repeatable, they get sold.
Not everyone needs 100 slave slots
I start over from the beginning on EVERY update.what do you do when the game updates with more content for a named slave you sold?
Melee does not need more advantage. Powerstrike could even use a tiny bit of nerf to be honest. Specifically,Night time combat?
It might be interesting if debuffs were applied to ranged weapons after 8pm (HULC armor would nullify this effect)
This would allow players who focus on melee to get a bigger advantage against mobs that are still too dangerous to be fought
Melee does not need more advantage. Powerstrike could even use a tiny bit of nerf to be honest. Specifically,
I am at a point where my ex-arena champ regularly powerstrikes for 99-105 damage, maybe even more. After the opening shot, Ayden with coilgun does far less damage-per-turn than her. Maybe ranged weapons could use some damage buffs and buffs to how their armor piercing damage works.
- Option 1: the accuracy/hit of powerstrike should be lowered; or
- Option 2: powerstrike cannot be used consecutively (lore reason: your girl gets tired doing them in succession). <-my preferred one
The second option is my preferred one since it is more lore friendly than the option to give these guns bonus damage vs an armor type, but it could also prove to be more complicated.
- Option 1: One could make the coilgun the anti-armor specialist and plasma rifle an anti-natural armor specialist via the same mechanic Aesir religion and Malevolent trait has (coilgun does +10 vs heavier armor, plasma +15 against natural armor, +5/+10 on lighter armor).
- Option 2: Or just improving their damage overall but as a drawback, the lower your ranged skill, the higher the chance of not hitting the stronger the weapon is or even cause mishaps like the plasma user burning himself a tiny bit, causing 10 self inflicted damage and not firing the gun at the enemy for that turn because of the temporary shock of the burn. Since the plasma rifle has no recoil, mishaps could be its drawback.
Hmm, what if we used the effect of a certain paragon's damage boost here?Well a few things about combat might be changed with v8.31, which might result in melee being a little bit less "powerful" compared to ranged - so I will spare my comment on that until v8.31 goes public.
And then about nighttime combat and debuffs for ranged, they might not do that much (if this only decreases hit chance directly and the ranged skill is ie. 150, especially if this "debuff" would be applied after giving a damage boost, because of "high skill"), and I am also not seeing a reason, why during nighttime or other bad weather conditions (which affects sight) melee should not also get penalized (unless you are a blind martial artist, who senses where the enemy is and what the enemy is about to do).
ps. While there were many interesting ideas in the suggestions, I think non of them will be implemented in the way he did suggest (that is if they are implemented at all) - eventhough in the long run, there should be ie. "negative" events for Fort Sera (but siege events might be counterproductive¹ and in some cases even be unbeliebable, ie. an army size, which is outnumbered maybe 10:1, laying siege to Fort Sera or a "Great House", whose power value is only a tenth or lower of the power value of Fort Sera, laying siege to Fort Sera or a foreign army, which is not stationed in Ikanoos City and would have to march through Ikaanos City to reach the Outer Marston Swamps to lay siege to Fort Sera, marching through Ikaanos City and a high control Ikaanos republic not caring about such an army waltzing through the city, eventhough that would undermine their authority - in my game the only believeable sieging force, would be the whole army of Ikaanos, if they would have still a compareable manpower to game start, otherwise maybe the whole Davidian army might suffice, but they might be far away, or about 30% of the whole bandit faction, who might not want an all out war with Fort Sera and who might also be very unwilling, if both factions are controlled by the mc/pc).
¹) Some player may try to milk such events to boost the number of soldiers of Fort Sera even higher (ie. about 1/4 to 1/5 of the sieging army ending up as new recruits of Fort Sera).
What difficulty is this based on?How much combat experience in MoR do you actually have? And how familiar are you with the current combat mechanics?
I can also tell you this, for all fights except the fights with two certain Charuks (in the location north of Hamah Bay), the level 6 common bounty missions (and legendary common bounty missions) and the fight against the Black Scorpion (himself, not the "punks" in the other black scorpion fights), I normally use Bud, Enya, Loren and Aiko as followers, where everyone has only bare fists and a rifle (except Bud, who is allowed to use expensive ammo and a plasma rifle) and wears expensive Hulc armor. For the Charuk fights the rifles get replaced by automatic rifles and Bud, who is usually in the first follower slot, gets moved to the last follower slot. And I expect to win every and all fights easily (except for the level 6 and legendary common bounty missions and the Black Scorpion fight) with that setup (and the changes for the Charuk fights), in fact if I let Enya, Loren or Aiko shoot with a rifle from closed range they will do less damage than they would do, if they attacked with bare fists (but they already have 150 melee, but can still improve somewhat in ranged, so I let them shoot with the rifle¹). Only for the legendary common bounty missions and maybe 5 men level 6 common bounties this setup might be a little on the weak side (for the black scorpion fight for once giving the girls some melee weapons would probably be enough). As to the legendary bounty missions (probably currently the hardest combat encounters, except maybe the last fights to become really arena champion), I am quiet sure of a layout - which involves the usage of grenade launchers (including exploiting the badass calculations) and Aydens first shot - to eliminate the (only) enemy with the cybercannon in the first round (with a very high probability) and then win the fight, with the MC/PC staying alive and probably only Ayden going down - oh and Ayden would use his ranged weapon only in the first round and also most other followers would probably only use the grenade launcher in the first round (and maybe also second and third). Otherwise they would only use armor piercing melee weapons. Oh, and the mc/pc would also try to knock out the enemy at the second position (after the other enemies are down), ie. making sure that that enemy stays alive (and not gets damaged too much), as the other enemies are more dangerous and probably harder to knock out (via bare fists).
And then to your question, a lot can be done (which is for the game developer to decide, I am just someone who often puts his 2Cent where they might not belong ;-) ), but I would like to see the combat mechanics of v8.31 before I am commenting further on it.
ps. The above post totally disregards the high-tier arena fights (ie. the above content only covers the normal unsanctioned fights without a paying audience).
¹) And using the ranged weapons lowers the probability of "lucky" captures (which I usually consider unlucky captures, as they usually prevent me to capture the enemy I want to capture).
I started playing with the 8.3h release and yeah I'm not really big on combat, Kahill's mother thoroughly wrecked me so many times.How much combat experience in MoR do you actually have? And how familiar are you with the current combat mechanics?
I can also tell you this, for all fights except the fights with two certain Charuks (in the location north of Hamah Bay), the level 6 common bounty missions (and legendary common bounty missions) and the fight against the Black Scorpion (himself, not the "punks" in the other black scorpion fights), I normally use Bud, Enya, Loren and Aiko as followers, where everyone has only bare fists and a rifle (except Bud, who is allowed to use expensive ammo and a plasma rifle) and wears expensive Hulc armor. For the Charuk fights the rifles get replaced by automatic rifles and Bud, who is usually in the first follower slot, gets moved to the last follower slot. And I expect to win every and all fights easily (except for the level 6 and legendary common bounty missions and the Black Scorpion fight) with that setup (and the changes for the Charuk fights), in fact if I let Enya, Loren or Aiko shoot with a rifle from closed range they will do less damage than they would do, if they attacked with bare fists (but they already have 150 melee, but can still improve somewhat in ranged, so I let them shoot with the rifle¹). Only for the legendary common bounty missions and maybe 5 men level 6 common bounties this setup might be a little on the weak side (for the black scorpion fight for once giving the girls some melee weapons would probably be enough). As to the legendary bounty missions (probably currently the hardest combat encounters, except maybe the last fights to become really arena champion), I am quiet sure of a layout - which involves the usage of grenade launchers (including exploiting the badass calculations) and Aydens first shot - to eliminate the (only) enemy with the cybercannon in the first round (with a very high probability) and then win the fight, with the MC/PC staying alive and probably only Ayden going down - oh and Ayden would use his ranged weapon only in the first round and also most other followers would probably only use the grenade launcher in the first round (and maybe also second and third). Otherwise they would only use armor piercing melee weapons. Oh, and the mc/pc would also try to knock out the enemy at the second position (after the other enemies are down), ie. making sure that that enemy stays alive (and not gets damaged too much), as the other enemies are more dangerous and probably harder to knock out (via bare fists).
And then to your question, a lot can be done (which is for the game developer to decide, I am just someone who often puts his 2Cent where they might not belong ;-) ), but I would like to see the combat mechanics of v8.31 before I am commenting further on it.
ps. The above post totally disregards the high-tier arena fights (ie. the above content only covers the normal unsanctioned fights without a paying audience).
EDIT: How could I forgot Goran-Ikko (or how its name is), for him/her the combat setup would also not be enough.
¹) And using the ranged weapons lowers the probability of "lucky" captures (which I usually consider unlucky captures, as they usually prevent me to capture the enemy I want to capture).
Interesting assessment, I'm just curious why you don't use whipsticks instead of bare hands. They do a little more damage and are actually better for taking captives.How much combat experience in MoR do you actually have? And how familiar are you with the current combat mechanics?
I can also tell you this, for all fights except the fights with two certain Charuks (in the location north of Hamah Bay), the level 6 common bounty missions (and legendary common bounty missions) and the fight against the Black Scorpion (himself, not the "punks" in the other black scorpion fights), I normally use Bud, Enya, Loren and Aiko as followers, where everyone has only bare fists and a rifle (except Bud, who is allowed to use expensive ammo and a plasma rifle) and wears expensive Hulc armor. For the Charuk fights the rifles get replaced by automatic rifles and Bud, who is usually in the first follower slot, gets moved to the last follower slot. And I expect to win every and all fights easily (except for the level 6 and legendary common bounty missions and the Black Scorpion fight) with that setup (and the changes for the Charuk fights), in fact if I let Enya, Loren or Aiko shoot with a rifle from closed range they will do less damage than they would do, if they attacked with bare fists (but they already have 150 melee, but can still improve somewhat in ranged, so I let them shoot with the rifle¹). Only for the legendary common bounty missions and maybe 5 men level 6 common bounties this setup might be a little on the weak side (for the black scorpion fight for once giving the girls some melee weapons would probably be enough). As to the legendary bounty missions (probably currently the hardest combat encounters, except maybe the last fights to become really arena champion), I am quiet sure of a layout - which involves the usage of grenade launchers (including exploiting the badass calculations) and Aydens first shot - to eliminate the (only) enemy with the cybercannon in the first round (with a very high probability) and then win the fight, with the MC/PC staying alive and probably only Ayden going down - oh and Ayden would use his ranged weapon only in the first round and also most other followers would probably only use the grenade launcher in the first round (and maybe also second and third). Otherwise they would only use armor piercing melee weapons. Oh, and the mc/pc would also try to knock out the enemy at the second position (after the other enemies are down), ie. making sure that that enemy stays alive (and not gets damaged too much), as the other enemies are more dangerous and probably harder to knock out (via bare fists).
And then to your question, a lot can be done (which is for the game developer to decide, I am just someone who often puts his 2Cent where they might not belong ;-) ), but I would like to see the combat mechanics of v8.31 before I am commenting further on it.
ps. The above post totally disregards the high-tier arena fights (ie. the above content only covers the normal unsanctioned fights without a paying audience).
EDIT: How could I forgot Goran-Ikko (or how its name is), for him/her the combat setup would also not be enough.
¹) And using the ranged weapons lowers the probability of "lucky" captures (which I usually consider unlucky captures, as they usually prevent me to capture the enemy I want to capture).
Good reason to take this, just to be sure...ps. The wiki was and is wrong about the base capture chance (and thus total capture chance). The base capture chance is 11% (in v8.3h) and only on a diceroll of 1 (diceroll 1 to 100 (inclusive)) a whipstick fails a capture of a capturable enemy (ergo 99% capture chance) and fists still give a 96% capture chance (ie. only dicerolls of 1 to 4 (inclusive) will fail), this was the case in v8.23 and is still the case in v8.3h. But maybe the wiki will be correct for v8.31, if the five occurances of "_slavechance gte 90" in the html-code are changed (or already have been changed in the current alpha versions of v8.31).
¹) I guess he often is.
that seems quite crazy to me.I start over from the beginning on EVERY update.
I mostly take it to improve MC's chance to capture with a greatsword during tough fights. Usually I end up eventually giving a greatsword to all my mercs as well as MC which means I have a decent chance to capture with high damage greatsword attacks. So I only need to switch MC to a whip if I get to the last enemy and haven't captured anyone yet. I tend to insist on capturing at least 1 if not 2 enemies in every fight though depending on whether there are any females or not. This includes tier 6 and 7 bounties. It can get painful trying to capture that last plasma wielding enemy with a whip if you get unlucky.Oh, I did take it - but then the mc/pc so far let his followers do the capturing.
ps. My post has a little math error, as 1+89 is 90 and thus the whipstick will always capture (currently).
Tier 7s start showing up once you've completed 150 bounties. I've been pretty busy lately so I haven't had time to play the last few versions, but the last time I tried tier 7s are very questionable unless you save scum. I have not found a reliable way to influence who the enemy targets like I could in previous versions. Without that option it's not possible to avoid stat losses for MC if he gets targetted. Nobody is tough enough to solo tank a tier 7 no matter how strong your team is.Interesting. So far I have not done the level 7 bounties (for whatever reason they never show up ;-), might have to do with the fact, that I have so far not recruited the high tier mercs and my normal followers have just to few maximum health to have realistic chances). I would probably go with a setup of grenade launcher as ranged weapons for the followers (who would need the ammo pack trait, as the mc/pc would refuse to pay for the expensive ammo), except maybe Ayden in the last follower slot (as his ability should do more damage as the maximum damage from a greatsword at least in the first round and if a cybercannon wielder goes down in the first round or there is no cybercannon wielder in the group, the fight is a whole lot easier), and possibly Greatswords (allthough Power Katanas might also be enough) - eventhough it is easier to manage the badass values, if the followers would use a crossbow (instead of a grenade launcher) as the crossbow is a ranged weapon which decreases the badass value (for followers).
Oh and all followers would of course start in the melee position. First round the first to third follower would be targeting the enemy above the enemy with the cybercannon (or if there are two, targeting the fourth enemy) and Ayden then shooting on the cybercannon wielder (or the fifth enemy, if there are two cybercannons). The mc/pc would probably also shoot on the cybercannon wielder (or fifth enemy, if there are two cybercannons). The next round would then probably depend on how much health the enemies have left (and whether one enemy was downed in the first round).
And yes I also usually insist on capturing at least on enemy (or two, if females are present).
It is just a different playstyle.that seems quite crazy to me.
I import saves
From past experience with tier 7 bounties I don't think there is ever just the boss. There is always either 5 enemies or in rare cases a lone abomination. The abomination is obviously trivially easy and does not drop plasmas but you do get the same bounty.The current make-up for tier 7 includes:
1. Enemy: Plasma rifle (and duraplate or hulc)
2. Enemy: Sword, Rifle or Assault Rifle - and same armor as the enemy would have in the 4-6 tier common bounty, sword will target random enemy (eventhough it is advanced tactics), as 4-7 use here the same enemy data. Meaning enemy no. 2 is the easiest of them all.
3. Enemy: Plasma rifle (and duraplate or hulc).
4. Enemy: Either Plasma Rifle or Cybercannon (and duraplate or hulc armor).
5. Enemy (if there is one): Plasma Rifle or Cybercannon (if I remember the code lines correctly the "Ultimate Hulk" or Uber Hulk will have the highest health of the enemies).
There are usually for the enemies a few different flavors with more or with less max health, if hulc armor is worn (or only duraplate) depends on a certain variable $hulcloot (if I remember correctly). Also if I remember correctly the tier 7 bounties can have 4 or 5 enemies - ie. it is not guaranteed that the bounty will have 5 enemies (but then this is not inferable from the bounty data, as with at least 2 additional crew, the bounty data in the town hall will say "yes" concerning additional crew, if the bounty is only the target or 1 additional crew member, the town hall would say "unknown" concerning additional crew - also the bounty sum will sadly in this case - that is if I remember correctly - give no hint, if there are 4 or 5 enemies).
Maybe damage was increased on the grenade launcher since I last tried it. The last time I tried it, the total damage from the grenade launcher including splash damage just wasn't enough to be worth it, especially since any round where you don't get at least 1 kill is unacceptable IMO except when you're going for the boss himself. That means the single target damage alone would need to be equivalent to a plasma or greatsword and the splash damage would just be a bonus on top of that. Otherwise you end up in a situation where you may have done more total damage in a round with the grenade launcher but you didn't actually kill anyone. Which means you have to absorb an extra plasma or cyber cannon hit compared to using plasma or greatsword which is definitely not a good thing.The reason for grenade launcher is that the splash damage (which is higher for the enemy below the target) is not reduced by any armor and some of the damage will depend only on whether the splashed enemy still has a certain amount of health left. I hope with that to eliminate the cybercannon guy (if there is only one) in the first round, but so far this is just theory.
Interesting. Hadn't seen numbers for this before. I'll have to try some different combinations again and see if I can guarantee that MC does not tank by only giving mercs 1 weapon. Unfortunately if this is the way it works then that pretty much puts Ayden on the bench because greatsword is better than his coil gun in a long fight. In some of my previous testing MC was targetted exclusively even when he's using fists and all my mercs have both plasma and greatsword. The only time I never saw that happen is if at least 1 of my mercs was not wearing any armor at all. But you can't survive tier 7 bounties doing that.Concerning badass:
Melee+Ranged is summed up, also maxhealth is added (eventhough for the mc it is capped at 150, for the followers that value is not capped). The badass value is also adjusted (for the mc) by the active weapon: None: -50; Knife,Staff:-25; Plasma:+100; Coilgun:+70; Automatic Rifle, Rifle50, Greatsword, Grenade Launcher: +50.
For the followers the badass is adjusted by melee weapon and ranged weapon, where:
Crossbow: -30; Pistol: -10; Automatic Rifle, Rifle50:+50; Plasma Rifle, Grenade Launcher:+90; Coilgun:+70 and Greatsword:+50.
If the worn armor is not "WEGA" (which probably is the armor of Ayden), Duraplate or HULC the badass value is increased by 100 (if the badass value is already above 200).
In the latest tier 4 I've crit hit with cane and dropped people I was trying to capture, FWIW.Oh, I did take it - but then the mc/pc so far let his followers do the capturing.
ps. My post has a little math error, as 1+89 is 90 and thus the whipstick will always capture (currently).
There are some people who are scripted to not be capturable like the boss of bounties and certain other random fights around town. I don't think I have ever failed to capture someone who it's possible to capture with a cane whip. For me it's a 100% chance unless the target is not possible to capture by any means. The damage doesn't matter. I've captured people with an 80 damage cane whip crit.In the latest tier 4 I've crit hit with cane and dropped people I was trying to capture, FWIW.