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Awesome game! Suggestion: add hotkeys, like I for Inventory screen to save time (it gets boring to click every time a new item pops out). 5/5
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My only complaint is that the dashing golem enemies don't follow the rules. They will use dash to get you through walls on occasion eliminating the ability to evade them when necessary. Other than this issue great game!
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mhh the gamewindow is crippled with the newest version of flashplayer :/
so it's seems to be pointledd to play with a half screen -.-
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*Ahem. "Note: It doesn't seem possible to regain more than one health a strike, so calculations for 1-6 are subsequently a bit pointless. " I meant to say "regain LESS than one health a strike."
Whoops.
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Love this game, but because there is no save button i stopped at lvl 3, cuz i knew i would never make it to the end in 1 day since ive got other things to do. 3/5
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But what happened to Group 1, you ask? Well, anything below 8 damage will always result in one point of health healed. More specifically, 6-8 will heal you for one point of health, though they are just a bit past the mark, and are rounded down. Numbers 5 and lower should heal for a fraction of your health, but it instead seems that there is a minimum set for the ability. Kind of nice, really!
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So, here is a sample for how the vampire’s blood regeneration will progress; note that these numbers are inclusive:
(9-14)/2; (15-20)/3; (21-26)/4; (27-32)/5; (33-38)/6; (39-44)/7; (45-50)/8; (51-56)/9; (57-62)/10
For clarity: (# - #) / # represents the possible range of damage for a particular amount of regened health.
And so on. Just add six to the first and last parenthetical number, and you have the next group up.
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In essence, I split the groups in half, taking the last half of a group(Say 12-18) and combining it with the first half of the group above it (18-24). The group is now known as (15-20). Note that this is still a group of six numbers (15, 16, 17, 18, 19, 20). I have just moved around how the groups are contained, so that they make a bit more sense in our interests. But with that one move, we can now say that any damage done by (15-20) WILL result in gaining 3 health!
Note also that when divided by six, all of these numbers are decimals that, when rounded, place them all firmly at 3 health. There are also some interesting trends with these numbers, but I won’t get into it here.
Note: It doesn't seem possible to regain more than one health a strike, so calculations for 1-6 are subsequently a bit pointless.
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Wrong! You would get three! If you divide 15 by six, you get 2.5, which nicely illustrates its "Stuck in the middle" situation. But more than that, the health regen here is a fraction, 2.5. However, the game is rather nice to you about this sort of thing-any decimal that is higher than .5 is rounded up. So Congrats, you get to 3 health on that attack anyway! :D
For clarity: (# - #) / # represents the possible range of damage for a particular amount of regened health.
Therefore: (1-6)/ 1; (6-12)/2; (12-18)/3; (18-24)/4; and so on, and so forth. However, these values are not very accurate. As mentioned above, the game will round up for any decimal that is .5 or higher! These systems will have to be re-ordered so that they accurately show when regained health increases.
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So after fiddling around with the math for a moment, I figure out how the vampire's health regen works! For every six points of damage done, you get one point of health back. [For quick reference and checking, just take the damage you caused, and then divide it by six. This will give you how much health was returned.] So an attack that does 6 damage gets you one health, but an attack that does 18 damage gets you 3. With me so far? Obviously these numbers are very neat and tidy, so something like 15 damage can take a moment to figure out. Since its more than 12, but less than 18, we know it must fall between 2-3 damage. But we can't do fractional damage/healing, so we must get 2 health back for that attack right?
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There's basically 2 parts to this game, getting to level 50 and past it. You become almost invincible at 50.
The easiest way to 50+ is vampire lightwielder (sanctify doesn't heal monsters), the best past 50 is golem cursed as the only stats that matter are resists.
Try and get 100 ice resist and at least 50 in others asap, makes getting to 50 easier. After level 20ish about 1/3 of monsters are ice so with 100 ice resist they do zero damage.
The only titles worth it are the 10% and 5% runspeed.
Every monster is one hit one kill after about level 100.
I quit at level 220, with 700+ armour, 800 strength and a 722 damage weapon doing 16000 a hit and healing around 2200 (as vamp).
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LOL did you know that if you took away the character's weapon, he will be holding a ring? Well he was when i took away my character's training sword...
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this game needs more 5 star ratings, it definitely deserves to win game of the month, and is currently just a little short of it.
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@bzykacz comment 1 strength also increases elemental damage example if you are cursed or if your weapon gives +1 to fire damage if you have +1 str you it makes it +2 fire damage.. same with intel +1 makes your heal and other spells go from 10-11
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If you drag a piece of an equipped item from the slot onto an unequipped item the unequipped item will be placed into that slot, regardless of if it could normally or not, and you gain full benefits from that item, at least with armour. My demon is currently wearing a helmet on his feet, although the model doesn't change.
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Don't underestimate Swarm. Throw up a shield, drop a swarm, and that sucker's dead by the time your shield drops. Kitlid Juggernaut, for the proverbial win. If you can handle being a bugman.
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Some of what Bzykacz says needs some more clarification. Strength, at least with low damaging weapons, does not add damage, it modifies it. This is likely true with high damaging weapons as well, and possibly may be capped at +1 damage per 1 strength with weapons that dish out enough damage. Intelligence does not add +3 magic damage to each individual spell, it varies depending on what spell is being cast. For instance, Frozen wind and Heal each gain only +1 point to their effectiveness per intelligence point. It should be noted as well that Stamina and Willpower also improve regeneration.
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Two words: Draconian Necromancer! Basically, I just leveled up will and intellect until I could do all 4 of his Class/Race spells in a row, then I alternated between leveling up stamina and strength. Of course, I was very lucky, and got full Deepforged set by level 7.
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Also, if you need "crowd control", then set a vine field beforehand (you can out run critters if you can get and stay ahead long enough), or try to entangle the ones you don't want and let your target chase you 2-3 rooms away, or just Charm the extras. You CAN charm more than one. On a related note, Bonemaster is turning out to be a hassle, as skels I want to kill get charmed instead and I have to wait for it to wear off before I can attack them. =/
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@Bzykacz: While I appreciate the time you put into finding the stats, your formula for armor appears to be incorrect. You wrote that the formula is 1.2 * (Armor * 100)^0.5, rewritten here for convenience. Order of operations states that you multiply armor by 100 first, then take the exponent, then multiply by 1.2 at the end. If that is the case, then an armor value of 70 would yield 1.2 * (70*100)^0.5 = 1.2 * (7000)^0.5 = 1.2 * 83.66 = 100.4, making you immune to physical damage. I have an armor of 73, and am not immune. Even if you actually meant (1.2 * 100 * armor)^0.5 it does not appear to work, as an armor value of 84 would still yield immunity with that formula, and it does not.
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kitlid + necro kicks ass, 3 skeleton minion + swarm/massive swarm skill, spend skill points on will + int, and try to get an item which has the bolt skill, no one will stop you :P
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all was good, untill i met my bane.. the rushing enemies.
had 3 on my tail, and no chance in ... to avoid :P
great game, but wont most likely play it again, exept for badges ^^
reason = no saves, and no progress.
once ur dead, u start over. easy as that.
4/5 from me.
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Golem Cursed is probably the easiest way to "win" at this game ... i stopped at level 200 because i wasted too much time but i was invincible with over 10k hp (700+ stam) and all resists over 100 and armor over 700 so it was super easy once i got a real weapon around level 30-40
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oh yeah i am lookin' mean. I have my horned armor, my sweet horned helmet, some rockin' horned boots....and my lucky fish.
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Incidentally, if it hasn't been said yet, a Cursed melee attack still counts for Vampire healing, even though it's a random element. This gives me quite an edge in self healing while attacking.
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Useless class types: Any that give you extra stats, armor, hp, mana. All of that can be made up with gear, so even Cursed isn't a disadvantage. Next: Anything that gives you a skill. Skills can be gotten on gear, so the benefit is lost pretty early on. Useful classes/races? Ones with resists... lets you spend less time looking for resist gear and more time looking for gear with stats/skills, a boon down the line (Golem, Human, Celestial, Atlantean, Demon in rough order of race, Cursed, Wanderer, Explorer, Hunter for classes)... and ones that give you scaling innate abilities. For races, this is the Vampire, maybe Demon (fire damage can be resisted, but his does scale as he grows more powerful), perhaps the Werewolf (does his regen scale with level/stats?) and Celestial (-20 fire res., but +60 other resists. Does his benefit scale as heals get more powerful?). For classes, this would be just the Cursed and maybe the Duelist (if his bonus damage scales and he can get singles).
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Did anyone try Vampire Necromancer combo... 1 upgrade of Will and you can summon 3 skeletons (allies are always good right!) and then as Darnal2 said - upgrade strength and the vampire rocks in terms of health and damage.
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got to level 151 with golem, started just going for the exit because nothing could kill me. did that for about 20 times. got bored. woot! here i am. :P btw for all my hard work and 11K mana i only got the title DEVASTATING... wtf. whatever. :D 3+ hours ftw! time waster indeed.
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I stopped at level 125 with my Werewolf Fighter once I realized that it's infinite and I couldn't die. Some tips if you're having a hard time. 1. Werewolf fighter is very solid. As a general guide put 1 point in str and 2 in con every level. This gives you more than enough survivability while still letting you deal enough damage to kill quickly. 2. Get your cold resist up asap! The charge knights deal 100% cold damage and if you have 100% cold resist, it brings their damage down to zero. You also want about 50% fire and electricity doesn't hurt either. 3. Armor is important! Unless you get your armor high you will struggle in the later levels. Ideally you want high armor pieces with high ice or fire resist. 4. You want the weapon with the highest minimum/maximum damage.
I hope this helps.
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if ever there WAS a SAVE feature, we wouldn't be able to unlock/use titles as much as we could without it, its fun messing with the titles... :D