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Post by BitterFlashback on Aug 22, 2016 1:40:53 GMT -5
While I'm noobing it up here already, a (possibly last, for now) question which I probably can't ask anywhere else: When skill lists on this forum and elsewhere have a "go on" value, what's that mean? Is that when the skill branches? Yes. When you fail something, you have a chance of getting a skill point add (it may be a 100% chance, I no longer know for sure), but only if enough time has passed since your last add. You'll usually see this referred to as the "skill timer". The higher your wisdom is, the shorter the time between skill adds. Also, weapon skills increase by fractions, but most skills increase by 1.
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argle
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Post by argle on Aug 22, 2016 18:53:29 GMT -5
Oh, and since I'm bad at not asking more questions: at what point are different skill levels actually hit? It's hard to know where I am when I'm not sure where hitting apprentice/journeyman/advanced leave me in terms of my skills in terms of numeric value.
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grumble
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Post by grumble on Aug 22, 2016 21:10:44 GMT -5
It takes a while but just keep practicing. No matter if it seems like your skills are frozen you ARE getting somewhere, you just have to keep in mind your cooldown timer on learning that particular skill gets triggered with each gain. I know combat classes can squeeze more out of their training by pursuing multiple fails in the same period, but one thing I learned as a merchant is economy of failure. Basically, as a merchant you have to be considerate of limited resources, and pursuing 3-6 fails an IG day simply isn't feasible, you also have a SHITLOAD of stuff you have to do, and a chain of branching skills that go up some four tiers, and it might seem to drag on forever, and you'll be like, once I branch this first tier I'm golden, but you're NOT, once you branch, you actually end up with MORE shit to do each IG day, at which point you may spend ALL day working to get one fail in each non-master skill trying to develop them. I just go by the rule, one fail, move on.
As a consequence I've never branched an advanced weapon skill and have had only a small handful of truly badass combat classes, and even when you hit that point of tanking fucking meks and scaring the bejesus out of the entire rinth simply by BEING there, you find yourself with a lot of quiet time, thinking to yourself, "Well, it sure would be AWESOME if I had a crafter around that I could get to mastercraft shit for my crew.", but for some reason indie merchants are an endangered species in Allanak. In order to play a badass Nakki merchant, you have to accept that you will be that guy or gal behind the scenes, that weakling who's apt to be intimidated, and that you will have to rely on Guild Ranger almost more than any other guild. Warriors and assassins next, burglars and pickpockets even can help you, but the whole time you're not doing any shit directly, you are relying on others and providing them with the means and incentive to do something.
You don't need to know the numeric value, even being able to see skill levels is way, way past what used to be allowed. With the new craft changes you can pretty easily see more of your progress given what craft skill a craft uses and the difficulty level, which actually makes grinding a lot easier, thank god. The only way to truly enjoy an RP enforced game is to get out and RP, twinking like mad to get to the point where you're actually useful to anyone is a hell of a chore, no matter what class you play. But never fear, you ARE getting somewhere, just don't obsess over it and get in character, in the end it's all worth it. Just feel it out, you'll usually be able to see the tide turn over time, and only over the course of many PCs will you ever be able to just know when you've ticked up a skillgain. Safe assumption, get your fail, move on, and don't worry about it.
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Post by sirra on Aug 23, 2016 2:26:12 GMT -5
I remember back in the day (10+ years ago), it was some old vet (X-D comes to mind, but I don't think it was him) got their skill progression frozen by Halaster. It was meant to be a temporary thing, but then Halaster forgot about it. So the guy went on for a long time, without branching his weapon skills. Like months after when it should've been done.
He finally inquired about it, and Hal was like 'whoops, my bad'. He got his skills buffed to make up for it. Which is ironic, considering he got frozen for twinking.
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argle
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Post by argle on Aug 28, 2016 23:46:39 GMT -5
So I poked around a bit more and found out that two-handed can supposedly branch into parry as well? With that being the case, which style, between two-handed and dual wielding is actually better for a ranger? What kind of advantages/disadvantages do each bring.
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Post by Azerbanjani on Aug 29, 2016 0:51:05 GMT -5
So I poked around a bit more and found out that two-handed can supposedly branch into parry as well? With that being the case, which style, between two-handed and dual wielding is actually better for a ranger? What kind of advantages/disadvantages do each bring. Codedly two handed does not branch. I stated this earlier. You have to ask staff to add parry after hitting master. Dual wield gives you two weapons with both having their own parry chance, I think. Two handed gives a flatb onus to parry and a chance to attack faster than all hell. Also it hits harder. Master two handed barely misses with your off hand, I think. It really depends on your style. I prefer two handed or sword and board.
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Deleted
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Post by Deleted on Aug 29, 2016 4:37:38 GMT -5
Two handed also gives a not unsubstantial bonus to base defense, or something that factors into it because I have noticed massive differences in the ability to dodge folks when dual wielding/sword and boarding, and etwoing a good weapon.
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Post by radioactivejesus on Sept 3, 2016 10:00:33 GMT -5
while we're on the topic of rangers. What are some of the best pieces of equipment for a ranger to use? With all the different items, it's hard for a newb to tell what pieces of desert gear are just bling, and what will actually raise your stamina, let alone finding the one that gives the greatest bonuses in each slot.
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grumble
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Post by grumble on Sept 3, 2016 10:18:23 GMT -5
EDIT: Actually, wait, git gud skrub.
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Post by radioactivejesus on Sept 3, 2016 10:44:47 GMT -5
EDIT: Actually, wait, git gud skrub. t-thanks.
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Post by latrineswimmer on Oct 3, 2016 16:41:23 GMT -5
Bit of necro but you will be fine, once you can charge and 2h ride while never falling off scrabs are fine if you have reasonable agi.
Start on vultures move on to jozhal and practice charge on scorpions and scrab.
Also git gud. Join a clan like Salarr or Kadius because you gain increased weapon skillups from sparring now and you can do the same stuff you were doing anywho.
Sirras ranger guide is a laugh and autistic as fuck, I personally would rather not play than play like that.
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Deleted
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Post by Deleted on Nov 21, 2016 6:29:25 GMT -5
Does anyone know if ranger stealth can be skilled up inside a city or does it need to be in a situation where you are actually going to succeed. Ie light armor and in the desert etc.
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punished ppurg
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Post by punished ppurg on Nov 21, 2016 16:13:45 GMT -5
Does anyone know if ranger stealth can be skilled up inside a city or does it need to be in a situation where you are actually going to succeed. Ie light armor and in the desert etc. A ranger's hide / sneak just has the OUTDOORS value at 1, compared to an Assassin's hide / sneak INDOORS value at 1. To answer the question, yeah you can skill up ranger hide / sneak inside the city. In fact due to the fails that you'll get because of the negatives, you would essentially fail faster / skill faster.
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Deleted
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Post by Deleted on Nov 21, 2016 16:28:33 GMT -5
Well that was my thinking, fail way more often. Was mostly asking because ive done a few quick walk to places with sneak on andseen 0 change in sneak. Is it just that the skill requires a ton of skillups?
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argle
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Post by argle on Nov 21, 2016 17:23:49 GMT -5
Should be about one fail for one skillup, at least by my count. That does mean you could need upwards of twenty to see a change, though.
Also, it's been said elsewhere on the boards that the penalty on sneak isn't a full reset down to zero. Don't know how true that is, but it could mean that you might need to be sure to walk past things that can actually catch you.
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