The mechanics thread
I've held out as long as I can, but I can't resist any longer. So here are a bunch of questions about PoE's inner workings.
Armour I know that armour provides some form of damage reduction, but how does it work? Is it straight-up integer reduction? Somme kind of logarithmic scale of diminishing returns? Evasion I know that evasion provides some form of dodging, but how does it work? Does it affect only attacks, or can skills be dodged too? Attack skills? Maybe only projectile skills like fireball can be dodged, but not AoE skills? Is it a percentage chance to dodge, or a (D&D style AC) threshold that an attack roll must exceed in order to land a hit? Something else entirely? Accuracy How does it work? Energy Shield How does it work? Is it safe to assume that the energy shield is effectively an extra HP pool that can't be refilled by potions? Is the damage it mitigates first modified by armour and resistances, or does it always take full damage? Does it stack? Hit points How are hit points assigned to a character? Do they get a set amount per level? Do attributes have any effect? Do all classes get the same base hit points? Do hit point regenerate over time? How fast do they regenerate? Mana Same questions as per hit points Critical Strike Rating I have seen this on weapons. How does it work? Is it part of a percent chance to critical calculation, or a damage bonus applied to critical hits? Something else? Belts Answered! " Shields and blocking Do shields grant the ability to block? How does blocking work? Are there other items that allow a character to block? Is the blocking calculation a percentage chance to block? Diminishing returns? Something else? Does the blocking check come before or after the attack roll, before or after the evasion roll? Keywords Will there be differentiation between different types of skills, like attack skills, spells, melee attack skill, projectile spell, etc? Or will there only be simply skills, and the only type of attack will be a regular attack? Blunt weapons What's the generic term for (non staff) blunt weapons? Clubs? Mauls? Are they all two-handed? Do they smash gud? |
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Yes.
Forum Sheriff
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" agree :D |
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" yes, yes, and yes, please In since 0.8.0
Twitch: http://www.twitch.tv/kungfooe |
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" Oh i do hope so :-D |
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I do wonder these things too but I'm in the wait mode now. Waiting for the closed beta, then we'll look deeply into these mechanics I think.
Besides I'm currently happy with the amount of information we got, because I'm pretty sure the community delayed the closed beta. GGG implemented lots of new things into the game after the community response like new lighting system, new grass tech, highly improved satisfying skill and attack animations, loot mechanic, flask icons, more 3d objects on the ground, AA etc. If they reveal the information about those mechanics too this early, I guarentee you that most of the posters will want something different for each mechanic. I'm not saying this is not a good thing but developers can't and shouldn't try to do everything fans want because they won't be able to ever release the game. So what I'm saying let's wait for the closed and open beta to play the game first then we can discuss these things with the knowledge of the gameplay. He who fights with monsters
might take care lest he thereby become a monster. |
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i think the mechanics are not final so far.. thats why ggg dont say something about it;)
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I also am always very interested in these things. Players cannot 'feel' their environment like they can in real life. In order to experience their environment they must get feedback in the form of formulas and numbers and how things relate.
Without these things players make random choices, and random choice is not really choice at all. Without knowing expected values, players are also unable to properly beta test a game... if you don't know how things should be, then how can you ever say when they aren't working as intended? You can't... so players need to know quite a bit of information about how the game is supposed to work. If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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I'll try to answer some of these questions relatively soon (early 2011). There is one that I wanted to comment on for now.
Our belts are like rings/amulets. We weren't able to fit them into the armour system in a meaningful way (they contribute so little), and having implicit mods on them like rings/amulets feels a lot better to us. It's worth noting that you can find white text (normal rarity) Rings, Amulets and Belts in Path of Exile. They just have the implicit mod appropriate to that base type (and can later be upgraded to magic or rare). We try to give each ring, amulet or belt a different implicit mod. I really like accuracy rings. | |
Awesome information! Thanks for the update Chris!
So, early 2011, at least that's sooner then some other games. Happy Days Abound.
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