![]() If anything, frequent fist fights set non fighter-types behind schedule, since it will slow the character's Dex and Int gains. As the hero's uberlevel rises, so does the difficulty of raising attributes no matter what. Attribute xp is distributed the same as Melee (64% to Strength), but again, there is no increase in Melee xp, and therefore no gains in accuracy or armor penetration that the skill itself imparts.įrom the above, it should also be clarified that Kung Fu training does not net the character bonus attribute point progress. It does earn uber xp, however because of this, it generates progress in Strength, Dexterity, and Intelligence. When the hero uses Kung Fu, simply swinging his fists with no weapon equipped, it does not earn Melee xp. Normally the character's aggregate "uber" level is the sum of his skills.īut in addition to the four classes, there is also weaponless fighting, referenced internally as Kung Fu, BeastFu, or Karate, and used by all the monsters in the game that lack weapons. In keeping with the limit of 6 figures, high values are reckoned with scientific notation (note the melee_xp above, the bulk of the total, where 1.52634e7 = 15,263,400 xp). There are, in practice, eight different experience bars on a character: Melee, Ranged, Combat, Nature, str, dex, int, and uber (total). Players' xp totals are saved in the following format in their own. With 12000 xp and 525 life, the game awards exactly 22.8571 xp per point of damage dealt in the case of the Skeleton Ranger above. The numbers are treated as float values with 6 significant figures. Here is a portion of the Skeleton Ranger's template as an example of how these are defined: The final life and xp values are subject to multiplayer scaling, and the damage dealt by the player is subject to skill and enemy armor, and the game's difficulty scalar, which will all be discussed in later sections.ĭiscrete values in hitpoints and xp for all Dungeon Siege Enemies are accessible in the Logic.dsres and Expansion.dsres files. E.g., dealing 6 versus a monster with 10 life awards six-tenths of its total xp value which if it's 15 xp, the hit is worth 9 xp to the player. XP From Monsters Main article: List of Enemies - Normal (Dungeon Siege) Main article: List of Enemies - Veteran (Dungeon Siege) Main article: List of Enemies - Elite (Dungeon Siege)Įxperience points tied to a monster are awarded for delivering damage as a fraction of that monster's total life. The uberlevel determines access to level-restricted content. How this "attribute experience" gets distributed depends on the class in which the xp was earned. The uber-points determine gains in three additional xp bars: those for Strength, Dexterity, and Intelligence.The only time the player sees this number is in the multiplayer staging screen. The engine also adds the xp to a separate, cumulative running total, something the devs call the character's uberlevel. ![]() If the damage came by way of an item mod, such as damage reflection or a retaliatory spell trigger, the currently-active weapon/skill gains the xp. If this was an attack by way of a spell, summon, or weapon swing, the skill corresponding to the attack gains xp.Experience is not shared by party members, which is different from Dungeon Siege II. Points are given for dealing damage, not for making complete kills. First, xp is earned in each of the four classes separately: Melee, Ranged, Nature, and Combat.This article aims to provide generally-relevant info about leveling in Dungeon Siege.ĭungeon Siege uses a multi-step process for tracking the hero's experience. 16.3 Reconstitution / Battle Healing Glitch.9 Experience for Damage-over-time (DoT).6 Top Locations for Levels and Treasure.3 Example Demonstrating How Attribute Scores Increase.
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