![]() Planescape: Torment‘s world is sort of like a cross between Cirque Du Soleil and the Necronomicon. Although the isometric look feels a bit obsolete today, it’s still easy to appreciate Planescape: Torment‘s fascinating world, which sometimes looks like it was built in a junkyard and other times looks like it came straight out of Lovecraft. It’s set in D&D’s Planescape lore, which is sort of the RPG equivalent of Internet: you can access an endless number of worlds, but some of them are sketchy and full of pedophiles. On a side note: IMO Oblivion has the stinkiest armor of any game I have ever played.It’s something in between. One player's blessing may be another player's curse. ![]() Players beware! The Dev Gods may grant your wish and you will find your machine just can't handle what they have given you. A certain amount of fantastical faith needs to be assumed. Perhaps not well explained or defined but Morrowind and Oblivion are GAMES to be enjoyed by as many people as possible. These may not be clearly shown in playing the game but there are hidden benefits. Agility also, I understand, affects being able to avoid hits. Game developers often simplify some things in order to make the game more playable.Īs to AR and hit points it is my understanding that the more experienced you are in wearing a certain type of armor the more comfortable you are with it and thus able to avoid hits to the armor. I would like to point out that the more complicated the game the more resources it takes and the harder it is to write a program. It makes sense.Īny way, my two cents on the armor question. After all, even an untrained person wearing a set of Daedric armor should take less dammage when hit than a highly trained person in Chitin armor, although a highly trained light armored person should be harder to hit than a highly trained person in heavy armor. So someone expert in unarmored with high agility becomes VERY difficult to hit, but has no damage absorbtion, whereas a highly trained heavy armour wearer would never get as hard to hit as a trained light / unarmored person, but have the best damage absorbtion: he'd get hit a lot more often, but each blow would not affect him as much as unarmored fighters.ĭammage absorbtion would not depend on any skill, but solely on the armor itself. Medium would be in the middle, balancing AR and Dammage absortion. In this way, Unarmored and Light armours would have higher ARs (so making you more difficult to hit), but lesser Dammage absorbtion levels than Heavy Armours. The AR would just be an indicator of how difficult to hit I can get using that armor. Once I'm hit however, then the damage absorbtion should depend on the damage absorbtion level of that type of armour and NOT on the AR. and therefore it makes it more difficult for my ennemies to land a efficient blow. Basically, I am highly trained with an armour, so I am more mobile etc. The damage received would depend on the armour itself, not on skill alone. Your Armour Skill would still influence your AR (so the better you are trained in an armour type, the higher your AR with that armour), but that should not influence, in my mind, the damage taken but the chances of getting hit. Armours should have both an AR and a Damage Absorbtion rating. So the more highly trained you are with an armour type, the less damage you could get when wearing it. The way I understand it now, AR makes take less damage, and thats about it. I think there AR system could have been better. Still, it's something to try for yourself. ![]() Aiming so that the pick or probe will hit where you see the lock seems to get results quicker, as does movement, though combining the two is a bit tricky.īut, given that's just observation, I can't really be sure, and even if it were real it could still be a peculiarity of my computer. The same actually seems to work with lockpicking, as well. It also seems to help if you move the screen (mouse) around a tiny bit. Armor Rating only lessens damage when you take it.īlocking is also random, but I have noticed that it happens more often if your enemy is on your left flank, or as Nakia noticed, to your front if you're charging your attack because it puts the shield in front of you. Past that, it's random and determined by agility. The computer auto-adjusts melee attacks to aim at you I've had paralyzed opponents in the middle of a swing come out of their paralysis and just plain *flip* 180 degrees and hit me. You do have to get out of range for melee, BTW. ![]() Dodging manually is always 100% effective with missile weapons and spells, or even melee if you can get out of reach at just the right time.
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