KOTOR Power up strategy and other questions...

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  • thejake
    MVP
    • Jul 2002
    • 2433

    #46
    Re: KOTOR Power up strategy and other questions...

    </font><blockquote><font class="small">Quote:</font><hr />
    mgoblue said:
    (I haven't done it yet, but might either help explain this stuff, or make it really tough to understand)

    <hr /></blockquote><font class="post">

    i will have to check that out. hopefully i can get all this number stuff down within a few days.
    My XBOX Gamercard

    Comment

    • TCrouch
      MVP
      • Jul 2002
      • 4819

      #47
      Re: KOTOR Power up strategy and other questions...

      Let me break out my nerd glasses again...

      Saving throws are a staple of pen-and-paper games. They factor in the skill of the opponent on any attack (mind, confusion, poison, slow, whatever), and your statistic in the saving category (it might be dexterity to avoid a sword, willpower to stop confusion, etc). The game then uses a system to say "on a 20 sided dice, you need to roll a 16 or higher to save against confusion". If you had a high dex, you might need to roll a 7. That's a "saving" throw, to save yourself, and avoid getting the penalty of whatever the hell the opponent is trying to do to you.

      And as for what they do, no they won't do special attacks if you leave the box there. They'll revert to their "standard attack" with whatever weapon they are holding after your queue empties....which is exactly why I re-pause it every 3 or 4 rounds and issue new orders, to maximize damage and actions. Also, on the two weapon penalties, it is a damage penalty. You might be doing 20 damage with a sword in one hand, with a +3 chance to hit (raising that roll you have to nail to be able to hit the target), yet when you put a second sword in your "off" hand, the damage on the primary goes down a bit, while the damage of the left weapon might be halved, with a huge penalty just to hit. By raising to max dual weapon, you can have a barely negligible penalty, allowing you to blast anything that moves with almost-full damage...double bladed lightsabers are considered a 2-handed weapon, whereas rifles are just that...rifles. They take up two hands, but don't count as a double weapon. Best reasoning I can give is because they only hit once per attack round. Anything that can hit twice incurs a penalty in the off hand.

      What I meant on the saving throws on hard is I think they might have changed the penalties on your saving throws. In normal, I seemed to be able to make them miss, I could dodge, or just a general save (you'll see your name listed as "saved" or "resisted" when that happens on your lifebar up top). On hard, I'm getting a lot less saves, so I'm just *guessing* that they may have raised the roll requirement...a roll you previously needed a 12 to succeed in now requires an 18, etc.

      OK, taking off my nerd glasses

      Comment

      • TCrouch
        MVP
        • Jul 2002
        • 4819

        #48
        Re: KOTOR Power up strategy and other questions...

        Let me break out my nerd glasses again...

        Saving throws are a staple of pen-and-paper games. They factor in the skill of the opponent on any attack (mind, confusion, poison, slow, whatever), and your statistic in the saving category (it might be dexterity to avoid a sword, willpower to stop confusion, etc). The game then uses a system to say "on a 20 sided dice, you need to roll a 16 or higher to save against confusion". If you had a high dex, you might need to roll a 7. That's a "saving" throw, to save yourself, and avoid getting the penalty of whatever the hell the opponent is trying to do to you.

        And as for what they do, no they won't do special attacks if you leave the box there. They'll revert to their "standard attack" with whatever weapon they are holding after your queue empties....which is exactly why I re-pause it every 3 or 4 rounds and issue new orders, to maximize damage and actions. Also, on the two weapon penalties, it is a damage penalty. You might be doing 20 damage with a sword in one hand, with a +3 chance to hit (raising that roll you have to nail to be able to hit the target), yet when you put a second sword in your "off" hand, the damage on the primary goes down a bit, while the damage of the left weapon might be halved, with a huge penalty just to hit. By raising to max dual weapon, you can have a barely negligible penalty, allowing you to blast anything that moves with almost-full damage...double bladed lightsabers are considered a 2-handed weapon, whereas rifles are just that...rifles. They take up two hands, but don't count as a double weapon. Best reasoning I can give is because they only hit once per attack round. Anything that can hit twice incurs a penalty in the off hand.

        What I meant on the saving throws on hard is I think they might have changed the penalties on your saving throws. In normal, I seemed to be able to make them miss, I could dodge, or just a general save (you'll see your name listed as "saved" or "resisted" when that happens on your lifebar up top). On hard, I'm getting a lot less saves, so I'm just *guessing* that they may have raised the roll requirement...a roll you previously needed a 12 to succeed in now requires an 18, etc.

        OK, taking off my nerd glasses

        Comment

        • TCrouch
          MVP
          • Jul 2002
          • 4819

          #49
          Re: KOTOR Power up strategy and other questions...

          Let me break out my nerd glasses again...

          Saving throws are a staple of pen-and-paper games. They factor in the skill of the opponent on any attack (mind, confusion, poison, slow, whatever), and your statistic in the saving category (it might be dexterity to avoid a sword, willpower to stop confusion, etc). The game then uses a system to say "on a 20 sided dice, you need to roll a 16 or higher to save against confusion". If you had a high dex, you might need to roll a 7. That's a "saving" throw, to save yourself, and avoid getting the penalty of whatever the hell the opponent is trying to do to you.

          And as for what they do, no they won't do special attacks if you leave the box there. They'll revert to their "standard attack" with whatever weapon they are holding after your queue empties....which is exactly why I re-pause it every 3 or 4 rounds and issue new orders, to maximize damage and actions. Also, on the two weapon penalties, it is a damage penalty. You might be doing 20 damage with a sword in one hand, with a +3 chance to hit (raising that roll you have to nail to be able to hit the target), yet when you put a second sword in your "off" hand, the damage on the primary goes down a bit, while the damage of the left weapon might be halved, with a huge penalty just to hit. By raising to max dual weapon, you can have a barely negligible penalty, allowing you to blast anything that moves with almost-full damage...double bladed lightsabers are considered a 2-handed weapon, whereas rifles are just that...rifles. They take up two hands, but don't count as a double weapon. Best reasoning I can give is because they only hit once per attack round. Anything that can hit twice incurs a penalty in the off hand.

          What I meant on the saving throws on hard is I think they might have changed the penalties on your saving throws. In normal, I seemed to be able to make them miss, I could dodge, or just a general save (you'll see your name listed as "saved" or "resisted" when that happens on your lifebar up top). On hard, I'm getting a lot less saves, so I'm just *guessing* that they may have raised the roll requirement...a roll you previously needed a 12 to succeed in now requires an 18, etc.

          OK, taking off my nerd glasses

          Comment

          • mgoblue
            Go Wings!
            • Jul 2002
            • 25477

            #50
            Re: KOTOR Power up strategy and other questions...

            thanks a lot, Terry...I doubt I'll ever get totally enthralled in AD&amp;D, but it's pretty interesting to learn all this stuff for KOTOR and other RPG's. There's just so many different cases and it can get kinda complicated fast. Gets all thrown at you at once, but I'm catching the hang of it, and I understand saves more now...makes sense why my Jedi was a beast with the saber but not as great of a force guy
            Nintendo Switch Friend Code: SW-7009-7102-8818

            Comment

            • mgoblue
              Go Wings!
              • Jul 2002
              • 25477

              #51
              Re: KOTOR Power up strategy and other questions...

              thanks a lot, Terry...I doubt I'll ever get totally enthralled in AD&amp;D, but it's pretty interesting to learn all this stuff for KOTOR and other RPG's. There's just so many different cases and it can get kinda complicated fast. Gets all thrown at you at once, but I'm catching the hang of it, and I understand saves more now...makes sense why my Jedi was a beast with the saber but not as great of a force guy
              Nintendo Switch Friend Code: SW-7009-7102-8818

              Comment

              • mgoblue
                Go Wings!
                • Jul 2002
                • 25477

                #52
                Re: KOTOR Power up strategy and other questions...

                thanks a lot, Terry...I doubt I'll ever get totally enthralled in AD&amp;D, but it's pretty interesting to learn all this stuff for KOTOR and other RPG's. There's just so many different cases and it can get kinda complicated fast. Gets all thrown at you at once, but I'm catching the hang of it, and I understand saves more now...makes sense why my Jedi was a beast with the saber but not as great of a force guy
                Nintendo Switch Friend Code: SW-7009-7102-8818

                Comment

                • injunwal
                  T*g*r's Sw*ng - M*ck*ls*n's M*n B**bs
                  • Jul 2002
                  • 2103

                  #53
                  Re: KOTOR Power up strategy and other questions...

                  </font><blockquote><font class="small">Quote:</font><hr />
                  TCrouch said:
                  Let me break out my nerd glasses again...

                  Saving throws are a staple of pen-and-paper games. They factor in the skill of the opponent on any attack (mind, confusion, poison, slow, whatever), and your statistic in the saving category (it might be dexterity to avoid a sword, willpower to stop confusion, etc). The game then uses a system to say "on a 20 sided dice, you need to roll a 16 or higher to save against confusion". If you had a high dex, you might need to roll a 7. That's a "saving" throw, to save yourself, and avoid getting the penalty of whatever the hell the opponent is trying to do to you.

                  And as for what they do, no they won't do special attacks if you leave the box there. They'll revert to their "standard attack" with whatever weapon they are holding after your queue empties....which is exactly why I re-pause it every 3 or 4 rounds and issue new orders, to maximize damage and actions. Also, on the two weapon penalties, it is a damage penalty. You might be doing 20 damage with a sword in one hand, with a +3 chance to hit (raising that roll you have to nail to be able to hit the target), yet when you put a second sword in your "off" hand, the damage on the primary goes down a bit, while the damage of the left weapon might be halved, with a huge penalty just to hit. By raising to max dual weapon, you can have a barely negligible penalty, allowing you to blast anything that moves with almost-full damage...double bladed lightsabers are considered a 2-handed weapon, whereas rifles are just that...rifles. They take up two hands, but don't count as a double weapon. Best reasoning I can give is because they only hit once per attack round. Anything that can hit twice incurs a penalty in the off hand.

                  What I meant on the saving throws on hard is I think they might have changed the penalties on your saving throws. In normal, I seemed to be able to make them miss, I could dodge, or just a general save (you'll see your name listed as "saved" or "resisted" when that happens on your lifebar up top). On hard, I'm getting a lot less saves, so I'm just *guessing* that they may have raised the roll requirement...a roll you previously needed a 12 to succeed in now requires an 18, etc.

                  OK, taking off my nerd glasses

                  <hr /></blockquote><font class="post">


                  Um....after all that I think your nerd glasses are a permanant accessory

                  Thanks for the info
                  Actually...believe it or not from my physique... I'm a light eater - Clay T. Shaver

                  Comment

                  • injunwal
                    T*g*r's Sw*ng - M*ck*ls*n's M*n B**bs
                    • Jul 2002
                    • 2103

                    #54
                    Re: KOTOR Power up strategy and other questions...

                    </font><blockquote><font class="small">Quote:</font><hr />
                    TCrouch said:
                    Let me break out my nerd glasses again...

                    Saving throws are a staple of pen-and-paper games. They factor in the skill of the opponent on any attack (mind, confusion, poison, slow, whatever), and your statistic in the saving category (it might be dexterity to avoid a sword, willpower to stop confusion, etc). The game then uses a system to say "on a 20 sided dice, you need to roll a 16 or higher to save against confusion". If you had a high dex, you might need to roll a 7. That's a "saving" throw, to save yourself, and avoid getting the penalty of whatever the hell the opponent is trying to do to you.

                    And as for what they do, no they won't do special attacks if you leave the box there. They'll revert to their "standard attack" with whatever weapon they are holding after your queue empties....which is exactly why I re-pause it every 3 or 4 rounds and issue new orders, to maximize damage and actions. Also, on the two weapon penalties, it is a damage penalty. You might be doing 20 damage with a sword in one hand, with a +3 chance to hit (raising that roll you have to nail to be able to hit the target), yet when you put a second sword in your "off" hand, the damage on the primary goes down a bit, while the damage of the left weapon might be halved, with a huge penalty just to hit. By raising to max dual weapon, you can have a barely negligible penalty, allowing you to blast anything that moves with almost-full damage...double bladed lightsabers are considered a 2-handed weapon, whereas rifles are just that...rifles. They take up two hands, but don't count as a double weapon. Best reasoning I can give is because they only hit once per attack round. Anything that can hit twice incurs a penalty in the off hand.

                    What I meant on the saving throws on hard is I think they might have changed the penalties on your saving throws. In normal, I seemed to be able to make them miss, I could dodge, or just a general save (you'll see your name listed as "saved" or "resisted" when that happens on your lifebar up top). On hard, I'm getting a lot less saves, so I'm just *guessing* that they may have raised the roll requirement...a roll you previously needed a 12 to succeed in now requires an 18, etc.

                    OK, taking off my nerd glasses

                    <hr /></blockquote><font class="post">


                    Um....after all that I think your nerd glasses are a permanant accessory

                    Thanks for the info
                    Actually...believe it or not from my physique... I'm a light eater - Clay T. Shaver

                    Comment

                    • injunwal
                      T*g*r's Sw*ng - M*ck*ls*n's M*n B**bs
                      • Jul 2002
                      • 2103

                      #55
                      Re: KOTOR Power up strategy and other questions...

                      </font><blockquote><font class="small">Quote:</font><hr />
                      TCrouch said:
                      Let me break out my nerd glasses again...

                      Saving throws are a staple of pen-and-paper games. They factor in the skill of the opponent on any attack (mind, confusion, poison, slow, whatever), and your statistic in the saving category (it might be dexterity to avoid a sword, willpower to stop confusion, etc). The game then uses a system to say "on a 20 sided dice, you need to roll a 16 or higher to save against confusion". If you had a high dex, you might need to roll a 7. That's a "saving" throw, to save yourself, and avoid getting the penalty of whatever the hell the opponent is trying to do to you.

                      And as for what they do, no they won't do special attacks if you leave the box there. They'll revert to their "standard attack" with whatever weapon they are holding after your queue empties....which is exactly why I re-pause it every 3 or 4 rounds and issue new orders, to maximize damage and actions. Also, on the two weapon penalties, it is a damage penalty. You might be doing 20 damage with a sword in one hand, with a +3 chance to hit (raising that roll you have to nail to be able to hit the target), yet when you put a second sword in your "off" hand, the damage on the primary goes down a bit, while the damage of the left weapon might be halved, with a huge penalty just to hit. By raising to max dual weapon, you can have a barely negligible penalty, allowing you to blast anything that moves with almost-full damage...double bladed lightsabers are considered a 2-handed weapon, whereas rifles are just that...rifles. They take up two hands, but don't count as a double weapon. Best reasoning I can give is because they only hit once per attack round. Anything that can hit twice incurs a penalty in the off hand.

                      What I meant on the saving throws on hard is I think they might have changed the penalties on your saving throws. In normal, I seemed to be able to make them miss, I could dodge, or just a general save (you'll see your name listed as "saved" or "resisted" when that happens on your lifebar up top). On hard, I'm getting a lot less saves, so I'm just *guessing* that they may have raised the roll requirement...a roll you previously needed a 12 to succeed in now requires an 18, etc.

                      OK, taking off my nerd glasses

                      <hr /></blockquote><font class="post">


                      Um....after all that I think your nerd glasses are a permanant accessory

                      Thanks for the info
                      Actually...believe it or not from my physique... I'm a light eater - Clay T. Shaver

                      Comment

                      • TCrouch
                        MVP
                        • Jul 2002
                        • 4819

                        #56
                        Re: KOTOR Power up strategy and other questions...

                        Think KOTOR is off the hook? You guys should try Galaxies...killed this Kimogila last night.

                        Comment

                        • TCrouch
                          MVP
                          • Jul 2002
                          • 4819

                          #57
                          Re: KOTOR Power up strategy and other questions...

                          Think KOTOR is off the hook? You guys should try Galaxies...killed this Kimogila last night.

                          Comment

                          • TCrouch
                            MVP
                            • Jul 2002
                            • 4819

                            #58
                            Re: KOTOR Power up strategy and other questions...

                            Think KOTOR is off the hook? You guys should try Galaxies...killed this Kimogila last night.

                            Comment

                            • thejake
                              MVP
                              • Jul 2002
                              • 2433

                              #59
                              Re: KOTOR Power up strategy and other questions...

                              thanks for the info. maybe i will get it after some reps in the game. its just hard when you have all these skills, feats, ablilities, force powers, weapon upgrade etc... right now i just feel like a am doing random things cause i have no concept of what will work good. of course i only got to play a couple of hours last night. i just need to get all that crap sorted in my head.
                              My XBOX Gamercard

                              Comment

                              • thejake
                                MVP
                                • Jul 2002
                                • 2433

                                #60
                                Re: KOTOR Power up strategy and other questions...

                                thanks for the info. maybe i will get it after some reps in the game. its just hard when you have all these skills, feats, ablilities, force powers, weapon upgrade etc... right now i just feel like a am doing random things cause i have no concept of what will work good. of course i only got to play a couple of hours last night. i just need to get all that crap sorted in my head.
                                My XBOX Gamercard

                                Comment

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