heroes of hammerwatch вас ждет неожиданный подарок
Heroes of hammerwatch вас ждет неожиданный подарок
As of patch 99 luck uses a new formula. I’m not 100% sure what it is but I’ve seen 10% chance for an additional roll per point luck. This theory seems accurate.
Luck definitely does still make a noticeable difference in crit/dodge chances.
It would seem that the initial roll needs to fail for the 2nt roll to happen and, in theory, the 2nt to fail for the 3rd roll at 11+ luck. I stood in town for
20 minutes attacking the dummy with 12 luck and a single 12.5% chance to crit and either crit once or did not crit on every attack (318 or 2228 damage EVERY time).
An attuned Key Ring no longer guarantees 2 extra keys with 14 luck, or even 19 luck. 2 extra keys also appears to still be the max.
It would be really REALLY nice if luck just showed us what it did both on its own tool tip and on the crit/evade tool tips.
I know this is an old thread, but if the formula is right, it means 100% evasion can be achieved without a problem. Using a completely attuned evasion set + smokebomb you can roughly reach 68% evasion. This means you need around 7.5 luck to reach 100% evasion.
Each evasion chance is calculated separately. You would not have a single 68% chance to dodge. You would have a 30% chance to dodge followed by 25% chance to dodge, 2x (separate) 3% chances, 3x 5% chances, 2x 6% chances and 2x 8% chances. The end result is a rough 68ish percent chance you would actually dodge (before considering luck). Unless you could increase your largest source to 100% chance you could not achieve 100% dodge chance (24 luck would have increased smoke bomb to 100% dodge chance using the old system, 19 is the current max).
In the end though the new luck system prevents this problem entirely. Lucky Hat is still a darn good item to have and we no longer have to worry about breaking the game with 100% dodge chance. The devs could even add new sources of luck if they wanted to.
An attuned Key Ring no longer guarantees 2 extra keys with 14 luck, or even 19 luck. 2 extra keys also appears to still be the max.
Eww, an attuned key ring. Key ring feels like such a nothing item. I mean, starting the game keys for free is nice but the item holds almost no value past any new game. It’s like, what, 18,000 gold to buy enough keys to have more than you’ll ever need? If you really wanna gamble on getting an ace key that’s fine too but with the rarity of ace chests. I just feel like this item exists purely for pool dilution.
In the end though the new luck system prevents this problem entirely. Lucky Hat is still a darn good item to have and we no longer have to worry about breaking the game with 100% dodge chance. The devs could even add new sources of luck if they wanted to.
What problem was fixed exactly? It is true at 14 luck chances for any percent almost exactly doubled. 19 luck could bump things up noticeably higher but getting 100% dodge had to be an impossibilty. And it was always an easily avoidable event if the devs just didn’t make any dodge chances higher than like 40%.
I kinda hope they don’t add more luck items. With luck being a substat it really needs the primary stats to be useful and diluting the pool with more items would/could make it slightly harder to get your crit/dodge items in the first place. As in, it’s not exactly uncommon to reach Thundersnow with only a natural crit chance. There are other chances that benefit from luck, all sorts of odd effects, but crit and dodge are fairly universal when it comes to upgrades so I figure more important to mention those.
If anything this change just enables the potential creation for more sources of large crit/dodge chances rather than more luck sources. Which I might hope for. I also hope stab in the dark sees a bit of a tweak as well. 50% crit chance that could become 100% through items made the eternal darkness seem like a fair, if risky, trade. Knowing it has a reduced effect with this change I don’t see myself using it again. Just my thoughts on the matter at least.
Eww, an attuned key ring. Key ring feels like such a nothing item. I mean, starting the game keys for free is nice but the item holds almost no value past any new game. It’s like, what, 18,000 gold to buy enough keys to have more than you’ll ever need? If you really wanna gamble on getting an ace key that’s fine too but with the rarity of ace chests. I just feel like this item exists purely for pool dilution.
You answered your own question, red keys. Its not like 9 stars is a whole lot on NG+20 or higher. Albeit rarely, from time to time spending those 9 stars has paid off.
What problem was fixed exactly?
The devs no longer have to consider how much luck would result in 100% dodge chances. This also helps with mods that may recklessly add luck or high % dodge chances. Design wise its just better to have a system that cannot break.
As for adding more luck, I was more thinking a drink and maybe buffing Fortuitous Events (its always seemed really lackluster compared to Sundering Strikes, Rapid Blows, Incredible Strength, and Protective Powers to me).
Luck is currently an EXTREMELY important stat to have. When coupled with cirt chance items and 1K+ crit damage the only items that will add more/similar DPS are crit chance items themselfs, armor/res penetration, attack speed (on an auto attacker, skill speed to some extent for casters), and items to enable statues (if necessary). These stats suffer from very little diminishing returns.
Increased damage such as Wicked Sickness and Ozreth all pool additively. Especially with high level statues items like Bloodletter, Pendant of Pendance, and Seal of Souls all suffer from diminishing returns.
You can stack thousands of attack/skill power (again with high level statues/late game). Attack/skill power items suffer from even worse diminishing returns.
You answered your own question, red keys. Its not like 9 stars is a whole lot on NG+20 or higher. Albeit rarely, from time to time spending those 9 stars has paid off.
Didn’t know people wanted 3-4 red keys for the one red chest at the end. As I said, the chests are about just as rare. Feels like even with infinite stars the bonus from key ring is so minor and insignificant that it really makes little difference either way but if it floats your boat then I guess it’s fine.
The devs no longer have to consider how much luck would result in 100% dodge chances. This also helps with mods that may recklessly add luck or high % dodge chances. Design wise its just better to have a system that cannot break.
As for adding more luck, I was more thinking a drink and maybe buffing Fortuitous Events (its always seemed really lackluster compared to Sundering Strikes, Rapid Blows, Incredible Strength, and Protective Powers to me).
Luck is currently an EXTREMELY important stat to have. When coupled with cirt chance items and 1K+ crit damage the only items that will add more/similar DPS are crit chance items themselfs, armor/res penetration, attack speed (on an auto attacker, skill speed to some extent for casters), and items to enable statues (if necessary). These stats suffer from very little diminishing returns.
Increased damage such as Wicked Sickness and Ozreth all pool additively. Especially with high level statues items like Bloodletter, Pendant of Pendance, and Seal of Souls all suffer from diminishing returns.
You can stack thousands of attack/skill power (again with high level statues/late game). Attack/skill power items suffer from even worse diminishing returns.
I had not considered how the systems affected the mod community. sounds like fair reasoing there. As for diminishing returns on damage multipliers it’s sort of incorrect to think there is diminishing returns. Cause there really isn’t any. The relative change may look small but all those bonuses give full value. They don’t diminish in strength the more you have but the increases do become less important the more you have. It’s more a dps issue in that to maximize damage output you need multipliers and crits. All the buffs and attack power give full value to a characters damage regardless of if it’s one or one thousand. The only thing is the relative change from gaining 100 attack power when you’re at 0 is so much more noticeable than gaining it when you have 1,000. They still come out to an equal increase but you usually do want to raise your lowest stat to gain the most damage output.
Edit: Is armor/resistance penetration really that important? At NG 8 the magic resistance dummy was blocking 79% of my damage. With blessing of intellect(20% ignored resistance) it instead blocked only 75% of my damage. Having the chapel buff I gained 4% of my total damage back but it was also a relative increase of about 19%. The sad thing being the amount of resistance the enemy loses may grow but the value change will shrink and shrink. Magebane and shield breaker make noticeable differences but the other sources don’t have much effect and that’s on what I would assume to be a relatively low NG.
I had not considered how the systems affected the mod community. sounds like fair reasoing there. As for diminishing returns on damage multipliers it’s sort of incorrect to think there is diminishing returns. Cause there really isn’t any. The relative change may look small but all those bonuses give full value. They don’t diminish in strength the more you have but the increases do become less important the more you have. It’s more a dps issue in that to maximize damage output you need multipliers and crits. All the buffs and attack power give full value to a characters damage regardless of if it’s one or one thousand. The only thing is the relative change from gaining 100 attack power when you’re at 0 is so much more noticeable than gaining it when you have 1,000. They still come out to an equal increase but you usually do want to raise your lowest stat to gain the most damage output.
When I talk about diminishing returns I’m pointing out tiers of usefulness in late game. You will ALWAYS want to take a green crit, luck, attack speed or penetration item over even a blue item that does not offer one of those stats. Likewise you will always want to take a % damage item you can utilize over a attack/skill power item in lategame.
The reason for these tiers is because of diminishing returns. Gaining 80 attack damage does a hell of a lot less to your total dps when you have 1000 attack damage vs when you only have 300. Going from 300 attack damage to 380 is a 22.9% increase in total dps, going from 1000 attack damage to 1080 is only a 7.6% in total dps. The more you stack ANY singular source of DPS the more diminishing return you face. The most optimal DPS will always be stacking as many multiplicative sources of DPS as much as you can to avoid diminishing returns as much as possible (when you have choice in the matter).
All I mean to point out is that luck items are already top tier items (especially in lategame) DPS wise before even considering they also give you a defensive edge via dodge and even stun chance.
Didn’t know people wanted 3-4 red keys for the one red chest at the end. As I said, the chests are about just as rare. Feels like even with infinite stars the bonus from key ring is so minor and insignificant that it really makes little difference either way but if it floats your boat then I guess it’s fine.
When I say occasionally an attuned Key Ring pays off that means I open an extra red chest on occasion, with a key I obtained via a key ring (rather then the imp tiny troll or a mini boss). I think red chests are TOO common, and a rarely have an extra key to open an extra one I might find in a run. There is just very little cost to attuned one green item and from time to time it nets me some of the best items in the game.
Of course if I start with a red key via the fountain then I NEVER find an extra chest. 6 favor in the fountain can be put to use in ways that DEFINITELY have a strong impact on a run rather then a crapshoot hoping for an extra red chest.
Anyways the point of the Key Ring was just an example of an easily observable 50% chance that interacts with luck. It tells us the formula is definitely different as of patch 99. It tells us that the formula change made luck a bit weaker sense luck + the Key Ring is now a weaker combo. It also backs up that the new luck system probably cannot proc the same thing more than once.
Heroes of hammerwatch вас ждет неожиданный подарок
Heroes of Hammerwatch
You can get them from the Imp, and rarely as drops from elite enemies.
Just got two on my last run from Act 5 Elites.
Here are all of the places i’ve found Ace Keys.
— Mini-bosses from Act 3 and 5
— Random spawns in Act 5
-5×5 Light puzzle in Act 4
-Imp 50/50? when he gives you keys
I think spawners or constructs might be able to give Ace Keys too atleast in Act 5 but i’m not sure.
Act 3 miniboss dont drop red key. Or it like 0.01% chance never seen this. In my time playing this game I seen this puzzle only once in act 4. Imp can give gold ore item send gold and give key. When give key its like 33% for red key. 1 to 15 with imp. You can encounter him like 1-2 times per run (sound of his appearing sometimes not playing and he is not displayed on map). Constructs in act 5 can also extremely rare seen this only once.
So in the end it only 2 source all else can be omitted.
Act 3 miniboss dont drop red key. Or it like 0.01% chance never seen this. In my time playing this game I seen this puzzle only once in act 4. Imp can give gold ore item send gold and give key. When give key its like 33% for red key. 1 to 15 with imp. You can encounter him like 1-2 times per run (sound of his appearing sometimes not playing and he is not displayed on map). Constructs in act 5 can also extremely rare seen this only once.
So in the end it only 2 source all else can be omitted.
Most of my Ace Keys have come from Act 3 Mini-bosses.
Hard to believe i know but its true.
I’d say more than half atleast.
Aside from the ace chest before the final boss, I tend to find ace chests about 3X more often than I do ace keys, and there have been a couple times I got ace keys, and never got a chest (minus that final boss one). Finding both in a run? only happened to me one stinking time!
The sad thing is that the ace-quality items are half useless for the final boss because one requires killing a certain number of trash ina certain period of time.. too bad the boss doesn’t summon enough trash to utilize it. The other provides a debuff that the boss is immune to, joy, and the third requires you killing an enemy to trigger, wh ere it wont do anything to the boss after, weak.
Heroes of hammerwatch вас ждет неожиданный подарок
I just beat the game with my Paladin Level 20 and now I’m playing on NG+
Question: What’s the purpose in play in NG+ if I will face harder enemies but receiving the same ♥♥♥♥♥♥ rewards? There’s Bronze Coins on the ground and Common Items in Chests. Shouldn’t Items and Coins be better since I’m playing in a harder difficulty?
How do I upgrade the Paladin to Level more than 20? After I hit Level 20 I just stop to gain XP, I did think the reason it’s because I’m playing in Normal Mode and that’s the cap of the Normal Mode, but I’m in NG+ now and enemies aren’t giving me XP, how to I unlock the next Level?
You gain decent xp starting at area 3.
NG+ is great as a challenge, and completing a run you come back with 200k and 200 ore. Don’t judge it by act 1.
The levels get huge.
you can only level to 25 on your first ng+ run, after every sucessful clear into the next ng+ after that adds another 5 to your cap.
NG+ is great as a challenge, and completing a run you come back with 200k and 200 ore. Don’t judge it by act 1.
The levels get huge.
T̶h̶e̶ ̶t̶h̶i̶n̶g̶ ̶i̶s̶ ̶t̶h̶e̶r̶e̶ ̶i̶s̶ ̶N̶O̶ ̶d̶i̶f̶f̶e̶r̶e̶n̶c̶e̶ ̶f̶o̶r̶ ̶x̶p̶ ̶o̶n̶ ̶n̶o̶r̶m̶a̶l̶ ̶a̶n̶d̶ ̶N̶G̶+̶(̶+̶+̶+̶)̶ ̶g̶a̶m̶e̶s̶,̶ ̶t̶o̶ ̶m̶y̶ ̶u̶n̶d̶e̶r̶s̶t̶a̶n̶d̶i̶n̶g̶. And the only place really giving xp worth a damn is the 5th act, The Chambers (The Battlements also give decent xp but has very few enemies).
So just take your high-lvl guy, take them for a spin on normal or NG+ (o̶n̶l̶y̶ ̶r̶e̶a̶l̶l̶y̶ ̶w̶o̶r̶t̶h̶ ̶i̶t̶ ̶i̶f̶ ̶y̶o̶u̶’̶r̶e̶ ̶a̶l̶s̶o̶ ̶d̶o̶i̶n̶g̶ ̶a̶n̶ ̶o̶r̶e̶/̶g̶o̶l̶d̶ ̶r̶u̶n̶ ̶a̶n̶d̶ ̶n̶o̶t̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶p̶o̶r̶t̶a̶l̶s̶.̶.̶.̶), buy/forge the Monster Manual: Undead and Book of Enlightenment in town, preferrably one or both attuned (remember you don’t have to have all skills maxed out if playing on normal), and start portal’ing up through the acts until you reach act 5. It really is the only easy and relatively quick way to grind xp.
54xp
NG+ difficulty, Monster Manual Beasts+attuned Book of Enlightenment:
Though to make an efficient grind killing speed comes absolutely first, and NG+ is the the only NG mode you can somewhat comfortably chew through enemies without worrying about your own safety.
So my main point still stands : Act 5 is the best xp grind, especially with Enemy Reinforcements Fountain modifier, what with the zone’s huge monster density, open structure and quite large mobs of spawns. A6 being a somewhat distand second, what with the few and rather spread out monster spawns. A4, the Archives have good monster density but the labyrinthine nature of the floors and kinda weak xp reward for the aberrations therein make the Archives not a worthwhile xp time investment, imo.
GLHF!
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