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Re: Monster Arena strategy discussion
Posted By: The_Scotsman, on host 207.90.102.36
Date: Friday, April 2, 2004, at 22:07:31
In Reply To: Re: Monster Arena strategy discussion posted by Sam on Friday, April 2, 2004, at 11:19:48:

> Agility effectively translates to "number of hits per unit of combat time." It's not usually apparent what a "unit of combat time" is just from reading a battle description, but you get the idea. Anyway, it does mean that a character with an agility of 2 gets to hit twice as many times as a character with an agility of 1, but only half as many times as a character with an agility of 4.
>
> > Right now it seems that if you're battling a well-defended opponent, you'd do better to pump up your Attack score as much as possible, so that you deal damage on one attack out of three instead of one attack in five, for example. But if your Attack is already pretty close to the opponent's Defense and you have the opportunity to improve Agility, a couple of extra attacks might be worthwhile.
>
> It's a multiplication problem. The damage you do during a combat round is basically your agility times (your attack power minus your target's defense power). Assuming you can distribute a finite number of stats as you please, you ideally want your agility to be equal to the attack/defense difference. 6 times 6, for example, is greater than either 5 times 7 or 7 times 5.
>

Judging by what has been observed here and in the tournament so far, it appears that for the most part agility-building should be postponed until significant attacks can be made using good weaponry and high strength / constitution combos.

Granted, this is just the first round, and my opinion may be changed or disavowed without prior notice.

It does seem that characters with higher strength/constitution for the most part do better than characters with higher agility, at this point.

The_Scots"...maybe strengthening the effect of agility to balance things out???"man

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