Showing posts with label game-mechanics. Show all posts
Showing posts with label game-mechanics. Show all posts

Wednesday, March 14, 2012

Would Ahri's Charm slow down Master Yi while he is using his ultimate?

Question

What happens if Ahri used Charm on a Master Yi while he is using Highlander?

Charm (Active): Ahri will blow a kiss that travels in a line in front of her. It will deal magic damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.

Highlander (Active): Increases Master Yi's movement speed by 40% and attack speed for a few seconds, as well as making him immune to any slow effects for the duration. Additionally, killing a champion during the duration will refresh all of Master Yi's ability cooldowns, while assists will refresh them by half the base amount.

Will Master Yi:

  • Be charmed and walk slowly towards Ahri?
  • Be charmed but not be slowed?

I am wondering this because I am not sure if the Charm's "slowed by 50%" is part of the hard CC(which does affect Master Yi) or if it is a secondary effect that happens along with the hard CC(which Highlander can negate).

Source:

Asked by Jay

Answer

As you can see in the video, Yi is both charmed and slowed.


My opinion: Since walking slower means less forced movement (often an advantage for Yi), I doubt this will be changed in a future patch.

Answered by Toast

Saturday, February 4, 2012

Does the “wife” mode cooperative mechanic exist outside of Super Mario Galaxy 2?

Question

Forgive the potentially offensive name, but my wife lovingly dubbed the cooperative style of play in Super Mario Galaxy 2 "wife mode" for the following reasons:

  • The secondary character cannot die
  • The secondary character is genuinely useful, and can help the main character by paralyzing enemies (via hugging them)
  • The secondary character can also play their own sort of side game, looking for powerups and coins while the main character is doing other things

Is this an unprecedented technique? Does it have a better name than "wife mode?"

Answer

A simple answer to your first question is no, it's not unprecedented. The first Super Mario Galaxy had a more limited version, and of course comments and answers have mentioned other games as well.

The last question's easy to answer: there's certainly a better name than "wife mode". Sexism is rampant in gaming, and while "wife mode" might be accurate in individual cases (as in your own: after all, it was your wife who used the name), as a general term, as you might suspect, it implies two assumptions that could be taught in Sexism 101:

  • The person playing the secondary character is the wife (or girlfriend or whatever), because the primary gamer in the house is the man.
  • The person playing the secondary character needs extra assistance (invulnerability, doesn't have to follow the plot), because that person is not an equally-skilled gamer, which is because that person is the wife.

Some women are not avid gamers, and some women are not skilled gamers ... but it has nothing to do with their gender, despite the existence of places in the gaming community where that idea is accepted as fact. So there's no reason to use a name for that mode that suggests it applies to only wives or only women.

There are plenty of gender-neutral terms we could use that would still be accurate. For example, the original Super Mario Galaxy calls it Co-Star Mode. I think that's actually a pretty good name: co-stars are not necessarily as important as stars in TV shows and movies, but they can contribute a lot on their own, and of course in the context of SMG, there's the Star pun (intended, I'm sure).

Assistant Mode, Helper Mode, those would work as well, and I'm sure there are more like that ... and none of them make assumptions about the person who'd be playing them.

Thursday, February 2, 2012

What is Skill Effect Level?

Question

Whenever I get Dread (death, evil things, etc.) one of the debuffs is -X skill level effect. How does this affect my character?

Answer

It lowers the level that your skills are considered while you are attacking or healing. So if you had Dread -12 your skills would be considered 10 levels lower. This causes your skills to become less potent (as if you were 10 levels lower than you are in the previous example). This will also give your skills a higher chance to miss because the skills are considered lower level. This is what makes the debuff the most dangerous IMO.

Wednesday, November 16, 2011

Do specific creatures/types of creatures have weaknesses to specific types of attacks?

Question

Do specific creatures have weaknesses to specific types of attack, e.g. I have both a fire and shock based destruction spells. Would one work better on some creatures, and the other better on others?

Also, are blunt weapons better for one type of enemies, while blades better for others?

And if so, are there any resources as to which creatures are vulnerable to which types of attack? Are there in-books helping with this?

Answer

Some creatures are weak to different forms of magic, and it follows the normal fantasy archetypes:

  • Frost-based creatures are weak to fire, but resistant to frost
  • Fire-based creatures are weak to frost, but resistant to fire

Notably, this elemental-based dichotomization affects dragons and Atronachs.

There are also creatures that are not elemental-based, but are resistant to their natural surroundings:

  • Goats, snow foxes, and mammoths are resistant to frost
  • Chauri (the giant insects) are naturally resistant to poison

Vampires are resistant to frost, but weak to fire as well.

Automata and some undead are immune to poison and resistant to frost: this includes the Dwarven automata and the Draugr.

Spriggan are weak towards fire, as are trolls (a common fantasy trope).

Giants are resistant to magic of all forms.

As Skizzlefrits notes in the comments, while many foes won't have inherent elemental weaknesses, the side effects of each elemental class makes them suitable against different types of enemies:

  • Shock spells are useful against mages because they drain magicka in addition to health
  • Frost spells are useful against warriors because they drain stamina in addition to health
  • Flame spells are useful against groups because they deal area-of-effect damage and/or damage over time

I'm not aware of the type of weapon (bludgeoning, piercing, or slashing) affecting damage to an enemy. If I remember correctly, the type of weapon didn't affect anything in Oblivion or Morrowind, either: it's not a mechanic used in the Elder Scrolls series.

In terms of where to find this, I pulled the list above from the strategy guide's bestiary, but they all should make sense from a common sense perspective (or at least a common sense perspective within a high fantasy setting). I wouldn't be surprised if there were books that cover some of them.

Tuesday, November 15, 2011

What determines how much structural damage a stack does?

Question

In order to quickly break down the defenses of an enemy town or fort, your creature stacks have the option to attack the door and the walls. Sometimes my creatures do 1 structural point of damage, while at other times they do 2. What determines how much structural damage a creature stack does?

Answer

The damage is determined by the physical size of the unit.

A unit that needs one tile does 1 point of damage. A 2x2 unit does 2 points damage.

How do I block with my weapon if I have a weapon equipped in one hand and a spell in the other?

Question

If I have just a weapon equipped (1H or 2H) in the right hand, right clicking will perform a block maneuver.

However, I like to have a melee weapon in one hand (usually right hand) and a spell (flame, lightning or heal) in the other. Is it also possible to block with the hand that has a 1H weapon equipped?

Answer

If you dual wield at all - including using two weapons or weapon/spell - then you lose the ability to block.

To block you'll either need to unload the spell (empty left hand) or swap it for a shield.

Monday, November 14, 2011

Damage modifier on Priest Staves

Question

Some priest Holy Staves have the +damage modifier on them. This appears quite often. Since priests can't attack, what's the point of having this modifier?

Answer

Priests are useful when dealing with wild animals. The damage modifier comes into effect here.

See the general tips section on the fanpage and this discussion in the forums.

Is there any reason for me to sleep in Skyrim?

Question

In Oblivion I'd sleep to level up, but that's no longer necessary.

Is there any benefit to sleeping in Skyrim? Will my character get tired?

Answer

According to this wiki:

Sleeping in a bed fully restores your health, magicka, and stamina. In addition, sleeping in a good bed gives a temporary bonus to magicka and health. Beds in player-owned houses provide better bonuses than other beds. If you sleep near to your spouse, upon waking you will receive a "Lover's Comfort" bonus. If you sleep long enough in any bed, you will receive the "Well Rested" bonus which increases the speed of skill mastery by 5% for the next 8 hours.

Sunday, November 13, 2011

How do I determine my current bounty?

Question

In Oblivion, one of the stats was your current bounty, which was a great way to double-check to make sure you weren't caught when stealing, etc. But Skyrim doesn't seem to have this.

I've found one proxy method: You can see your lifetime bounty in Stats/Crime. You have to keep your current amount memorized though, if you want to use it as a "did I just get caught" check.

Answer

Unfortunately, there is no direct "interface" way of finding out what your exact bounty is. This is most likely a design oversight.

Another trick to do it would be to save, let yourself get caught by a guard and see how much bounty you have to pay. Then reload.

How does alchemy work in Skyrim?

Question

One of the things I loved about Morrowind and Oblivion was the Alchemy ability; the ability to make potions.

How does alchemy work in Skyrim? Is it the same as Oblivion?

Answer

I found some information about Alchemy on the Elder Scrolls Wiki

According to the Wiki, Alchemy has been confirmed as a skill in Skyrim. Alchemy will govern the ability of the player to make more potent potions and poisons.

Instead of carrying around the tools (retort, alembic, etc) players will instead utilize labs or alchemy stations throughout the game.

Each possible ingredient in Skyrim has been confirmed to have four possible properties. These are unknown until the player either individually eats an ingredient or successfully mixes a potion/poison.

Alchemy ingrediants can be found throughout Skyrim growing in the wild as well as in towns. They may also be found through certain shopkeepers.

Thursday, November 10, 2011

May I have your card, Madam?

Question

I've just started playing the Witcher. After a romantic encounter with Triss during the tutorial, I received a "card" showing a picture of her. Now when I view her entry in my journal, there is a heart and an option to "view card". I'm guessing other characters have cards as well. Are there multiple cards per character? Are they all related to getting said character into bed, a rather twisted adult game of "gotta catch em all"? And is there any point to collecting said cards other than to ogle them?

Answer

Yes, you get one of those cards for every woman you get into bed. Generally there is only one card per character, but there are two characters that have two cards each. Collecting all of them does not do anything besides letting you see them, there is no additional benefit.

These cards are probably the most-criticized aspect of The Witcher. You can try to get them all, but you can also completely ignore that part of the game. They don't have any further effect on the game.

Wednesday, November 9, 2011

Is there any way to tell if I'm actually inflicting damage on my opponent's tank?

Question

Having played TankBall 2 for a while over the past two days, I've noticed that some of my attacks aren't actually connecting with my opponent's tank. Mind you, they seem to connect, in that my balls clearly hit the tank and explode, and my hit counter increments, but I can tell that my opponent isn't taking damage since I can shoot them 20 times and they won't die, even though it takes 10 hits to kill a tank and health doesn't regenerate.

I'm pretty sure I understand why this is happening: determining whether or not you "hit" your opponent is done by checking it on your client, while checking whether or not they take damage is done on your opponent's client. As a result, if there's lag due to servers being full, you could be hitting your opponent as many times as you want to increase your score but to them and the game the balls are simply hitting thin air.

Still, understanding this doesn't help me improve at the game itself and destroy more tanks. So, is there any way I can tell if my opponent's actually taking damage or not, or, alternatively, tell if my opponent's apparent position is a fake generated by lag? Do you have any tips on compensating for the lag?

Answer

Connected shots will cause knockback on your opponent. So, if you notice the guy you're shooting getting pushed around, chances are you're actually hitting him.

Even if you don't actually hit them though, client-side hits still generate points for you, so you can whale on a guy and collect a large number of points without ever actually damaging him due to lag. It's a bit of a silly system, but that's how it works.

Friday, November 4, 2011

How can I put spin on the ball?

Question

I'm at the third hole in Worms Crazy Golf where it "teaches" you how to put spin on the ball. From the graphic, you left-click and drag left for counter-clockwise spin or drag right for clockwise spin. I tried this and, while it unlocked the achievement for my first spin shot, it doesn't work. Rotating arrows appear around the ball to indicate that the game understands what I'm trying to do, at least, but the ball doesn't roll any differently than normal when it lands.

What do I need to do for this to work?

Answer

I figured it out. While the ball is in the air, click and drag in the direction you want the ball to roll, and keep holding the mouse button down until the ball hits the ground. If the ground is not more or less level the spin will have very little effect. It's a bit finicky and you may need to drag a few times while holding the button, especially to get the spin up to full speed. With enough momentum you can also sometimes do it after the ball has hit the ground, oddly enough, effectively giving you fine-grained control over the final position of the ball.

As an aside, the spin of the ball affects its trajectory in the air as well. Useful for adding distance to drives, and so on.

Wednesday, November 2, 2011

What effect do neutral buffs have in League of Legends?

Question

I know it is desired to get the blue buff for Ability Power (AP)-base champions and the red buff for Attack Damage (AD)-base champions and baron buff is good for everybody. I think blue buff at least increases your mana regeneration and red buff your health regeneration. So far I don't have any experience with maps (and therefore its buffs) other than Summoners Rift - I would like to know about these too.

What do the buffs affect in detail (preferring concrete numbers)?

Answer

Summoners Rift buffs:


Lizard (red) buff

Blessing of the Lizard Elder

  • This unit's physical attacks slow the target's movement speed by (10/20/30)% (at levels 1/6/11)
  • Deal (7.7 + Level * 2.35) true damage based on their level.

Golem (blue) buff

Crest of the Ancient Golem

  • Regens 1.5% mana (or energy) per second
  • (16 + Level*0.5)% cooldown reduction on their abilities.

Both red and blue last for 2:30 minutes without utility masteries. 2:52 for level 1 and 3:15 for level 2

If slain, both buffs transfer to the killer.


Nashor buff

Exalted with Baron Nashor

  • 40 ability power
  • 40 attack damage
  • 3% of your maximum health in health regeneration per 5 sec.
  • 1% of your maximum mana in mana regeneration per 5 sec.

Lasts for 4 minutes regardless of utility masteries.

If slain, the buff is lost.


Twisted Treeline buffs:


Lizard (red) buff (~ Same as on Summoners Rift)

Blessing of the Lizard Elder

  • This unit's physical attacks slow the target's movement speed by (10/20/30)% (at levels 1/6/11)
  • Deal (7.7 + Level * 2.35) true damage based on their level.

Lasts for 2:30 minutes without utility masteries. 2:52 for level 1 and 3:15 for level 2

If slain, buff is transferred to the killer.


Ghast (black/grey) buff

Crest of Flowing Water

  • Increases Move Speed by 30%

Wolf (green) buff

Crest of Nature's Fury

  • Increases attack speed by 20%
  • Reduces cooldowns by 10%.

The black and green buffs last for 1:00 minutes without utility masteries. 1:09 for level 1 and 1:18 for level 2

If slain, the black and green buffs are transferred to the killer.


Dragon (brown) buff

Crest of Crushing Wrath

  • Increases the damage dealt by champions by a 1% per champion level on basic attacks and skills.

Lasts for 2:00 minutes without utility masteries. 2:18 for level 1 and 2:36 for level 2

If slain, the buff is lost.


Crystal Scar (Dominion) Buffs:


Shrines

  • When walking over shrines, the player gains a 30% movement buff.

These areas are neutral, so both teams can utilise them.


Lesser Relics

  • These are scattered around the map and grant the player an instant burst of health and mana. (I am yet to find the actual numbers)

These areas are neutral, so both teams can utilise them.


Greater Relic / Storm Shield

This buff spawns at the middle of the map and is team specific (one for each side). The buff grants a single champion the following:

  • A shield of 400 health that recharges with time
  • Increase the damage of the Champion's abilities every few seconds (I am yet to find the actual numbers)

How is range measured in League of Legends?

Question

I know different games use different techniques and units of measurement. In Starcraft II one range for attack is about the width of one zergling. In Guild Wars the range is some fraction of the compass or aggro range (Spears have ~0.7x aggro range, longbows ~1.2x)

Most (or all?) meelee champions in LoL have an attack range of 125. The attack radius for range champions differs quite a bit, e.g. 425 for Urgot, 510 for Twisted Fate and 550 for Heimerdinger.

I wonder how is range exactly measured in League of Legends?

Answer

I can't tell you exactly how much a unit is on the screen, there are however quite a few ways to get an idea of what different range represent.

A "distance unit" is a predefined distance on the field of justice. Range and speed are calculated from this unit.

Movement speed

Movement speed is the amount of "distance units" you travel in one second

Spell range

There are many spells with many different ranges. To get an idea of the range it represents, put you mouse over the spell and a circle will show you the range it represents. Here is an example for Kassadin's null sphere with a range of 700 : Kassadin's null sphere range

Auto-attack range

There isn't anything that can show you directly the range you have. You have to get use to it and compare it with your spells range to get a good idea.

To get an idea of what 125 represents, Nunu's consume has a range of 125 (didn't find an image representing the range).

Saturday, October 29, 2011

Do items in Binding of Isaac affect stats that are at max?

Question

In the Binding of Isaac, if a stat has all of its bars filled when I look at the pause screen, does an item that raises that stat for a single room cause an effective increase of that stat past the maximum or does it just round to the maximum? In particular, if my damage stat is at maximum, does the Book of Belial cause me to deal more damage per hit?

I would guess that this could be tested by counting the number of shots to kill a particular boss with and without using the item but I am usually too busy not dying.

Answer

According to the wiki, the only item that seems to be able to raise your stats above the maximum is The Sad Onion, which doubles the firing rate no matter its current value. I have very little personal experience with that item, so I can't confirm or deny this.

The stat that I find easiest to max out is damage, as I've often managed to get quite a few damage enhancing items in a single run (which would have put me over the maximum looking at the bars in the pause screen). I always seemed to hit the same cap, no matter how many damage enhancers I picked up.

In light of the above, my previous version of this answer indeed states that the item is useless once damage has been maxed. Further research, however, proves that I was mistaken. To test this, I played with Judas, picking up both The Pact and Pentagram, which maxed out my damage. I then engaged the boss Gish. Here is Gish's health-bar before I started measuring damage:

Pre-measure

I then shot Gish three times, bringing him down to this:

Max damage?

The difference was 11 pixels. Then, I used the Book of Beliel and shot him three more times:

Max damage!

This time, the difference was 15 pixels.

So as a matter of fact, the Book of Beliel can and will take you above max damage.

Sadly, this experiment doesn't give a single conclusion about the multitude of other ways that one may try to raise his stats past the maximum, but strictly speaking, the answer to your question is yes.

Friday, October 28, 2011

Why did Stones of Jordan (“SoJ's”) become the “currency” at one point in Diablo 2?

Question

My friends and I were having a conversation about bitcoins, and randomly the question popped into my head.. why did Stones of Jordan become the "currency" at one point in Diablo 2?

Answer

Diablo 2 had a barter economy, but gold itself was not valuable enough to trade for any high-end items (because there was a max amount you could carry). So the economy needed something that was more valuable to serve as a basis of comparison between the value of high-end items. That something needed to be small (so people could carry a number of them), valuable (so you didn't need 50 of them to equal a high-end item), and plentiful (so that you could get enough of them to trade for a high-end item) At times perfect gems were used, but even these were low enough in cost that it was hard to value high-end items. The Stone of Jordan became the default for several reasons

  • It was itself a high-end item that was useful to any character and most items could be valued as being worth a single digit number of Stones
  • Due to various quirks of the drop system where holding the other unique rings made it more likely to get SoJ, it was relatively easy to get, so it was not unusual for people to have several of them
  • Various duping bugs made it even easier to create Stones
  • As more people started to use it, it became the de-facto standard

This was around patches 1.06 and 1.07, way before Uber Diablo was created as a way to try to siphon off the ridiculous number of Stone of Jordans that were in the economy. Later Blizzard took actions to remove the duplicates, causing the economy to look for alternative bases for the economy, eventually settling on high-end runes.

Here's some additional references

http://diablowiki.net/Stone_of_Jordan

http://everything2.com/title/Diablo+II+Stone+of+Jordan+Economy

Thursday, October 27, 2011

What Effects exist and what does each Effect do?

Question

Many of the skills indicate that they cause an Effect on the target stack. For example, Storm Winds II states that creatures are "inflicted by the "Dazed" effect" and Ice Armor "applies the "Chilled" effect to attackers".

Is there a full list of these Effects and the effect (hah!) they have in the game?

Answer

From the awesome fan manual linked here

Chilled -1 Movement reduction and +20% vulnerability to damage (Fire). Lasts for 1 turn.

Dazed Initiative is decreased by 10. Lasts for 2 turns.

Frozen Movement is reduced to zero and suffers from +20% vulnerability to damage (Fire). Lasts for 1 turn.

Soaked 20% vulnerability to damage (Air). Lasts for 2 turns.

Summoned Initiative of summoned stacks is decreased by 15 for the turn they enter the combat map. They cannot be resurrected and also leave the Hero’s army after the combat.

Wednesday, October 26, 2011

The Binding of Isaac just got harder, but how?

Question

I have just finished my sixth and seventh full runs of The Binding of Isaac. After completing the sixth run, you do not unlock a new item but instead you just get the "Everything's Terrible!" achievement and the game informs you that it has just gotten harder:

So terrible!

However, on my seventh playthrough I did not notice anything unusually difficult. Just how does the game change to become more difficult?

Answer

According to comments on the wiki, "Everything is Terrible" makes alternate colored monsters and bosses more common.

Monday, October 24, 2011

How does animal spawning work?

Question

In what way do animals in Minecraft spawn? It looks to me that they spawn more during the night (but where there are torches) and more kind of around you / around some other human player. Am I right, or does it work some other way?

Thank you.

Answer

All ground passive mobs (not squid) will spawn at light level 9 or above on grass blocks. Squid will spawn at any light level under water.

Groups:

  • Pigs spawn in groups of 3-4
  • Sheep spawn in groups of 2-8
  • Cows spawn in groups of 4-12
  • Chickens spawn in groups of 1-3 (and a 1/8th chance from a thrown egg)