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TOPIC: Don't understand how stats work apparently

Don't understand how stats work apparently 5 years 2 months ago #13

Is there a list of all the potential damage types somewhere? I feel like they make up a new one every year. Last year was all about the fey and this year all about bliss. It's pretty off putting if the fey stuff is never useful again.

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Don't understand how stats work apparently 5 years 2 months ago #14

Ken Milam wrote: Maybe I need to dump AC for reflex saves or something. I assumes an increased dex would benefit saves in some way, but without a rule book of some sort there is no way to know.


I'm fairly positive the toss used an attack roll rather than a saving throw, and I wanna say they ended up only rolling to hit against the person they were throwing rather than both people targeted. They definitely had a pretty high attack roll modifier (maybe around +10ish?), but our party ended up avoiding a bit of the trouble by taking refuge in the prison cell and using ranged attacks.

That being said, we only managed to kill one of them before time ran out, but such s the way of life. XD


Ken Milam wrote: Is there a list of all the potential damage types somewhere? I feel like they make up a new one every year. Last year was all about the fey and this year all about bliss. It's pretty off putting if the fey stuff is never useful again.


In the player's handbook they have the three physical damage types as: blunt, piercing and slashing; with the energy types of damage as: acid, cold, darkrift, eldritch, fire, force, poison, sacred, shock and sonic.
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Last edit: by Azzy.

Don't understand how stats work apparently 5 years 2 months ago #15

Ken Milam wrote: Last year was all about the fey and this year all about bliss. It's pretty off putting if the fey stuff is never useful again.


We’re bouncing around planes, so things change. 2011 was tough to get through without piercing weapons (poor clerics) and being able to breathe underwater. There was no water in 2012, but lots of undead. (Yay clerics!) We always have to tweak our builds, and we’ll have to do so again as we enter the Abyss.

I guess there’s a fine line between “off-putting” and “keeping things fresh.”

"Ceci n'est pas une pipe" - Magritte

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Last edit: by Brad Mortensen.

Don't understand how stats work apparently 5 years 2 months ago #16

AC = Armor Class = How hard it is to land a hit on you

Everyone has a standard AC amount which I believe is 10 AC and an additional +1 AC for ever 2 points you are above 10 DEX. Never looked into Monk so maybe they get an extra 1-2 AC because of their class. On top of that you add AC from your gear.

Let’s say your AC is 20. The monster may already have a +5 To Hit, so when they attack you they need to roll a 15 or higher to hit you. Sometimes the dice isn’t in your favor.

Going in with random people means a high chance of very low geared people who get hit easy, have less health, and have a harder time hitting the monster. Add to that you are down 3 people.....RIP.

The Giants I had were hilarious with their jokes. However, I noticed after our first round of attack the people who hit them with melee took damage. So, I pointed it out and told the group to switch to ranged which saved us from taking a lot of extra damage. I hope your group focused one giant down and didn’t divide your efforts. The sooner you get one giant down the sooner you don’t have two giants attacking you every round. Last, “time” is the biggest party killer. A lot of times with random groups people are taking too long to do their attacks and get only 2-3 attack rounds. You better hope they got good hits in or else you’re not killing anything. Slide your puck or cast your spell and step aside. Be the leader of your group and tell them time is the dungeon killer and you need to attack quickly to make sure you get enough hits to kill the monster.

Hope that helps.

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Don't understand how stats work apparently 5 years 2 months ago #17

Wayne Rhodes wrote:

Harlax wrote: That cold damage.

Pretty annoying for someone packing all the right gear, most of which is the result of years of work and expediture of significant cash to be told “it’s a special kind of cold.”

Maybe the tone down of eldritch healing and the LoDS will lower the need for this sort of thing in the future.


I’m with you on that special kind of cold thing. I noticed they stopped saying later in the con. I do understand Icecrag Hero’s Earcuff cause some design issues with cold damage, but to me cap of the north should cover all non magical cold damage, and Icecrag should cover everything else. Basically I think of all the special damage types to be magic effects except poison maybe. And normal cold or normal fire could be avoided with something with a common with a discrimination similar to what cap of the north says


Not to mention the Supreme Ring of Elemental Command
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Don't understand how stats work apparently 5 years 2 months ago #18

First thing about "Ring of Elemental command club" we don't talk about "Ring of Elemental command club"...

Jokes aside, on nightmare we did wipe once this year at GenCon. It all came down to quick thinking and the mages using maze and putting out a ton of damage on things. On normal it can be really hard no matter what you did! I think they rolled against every AC in the room and did 15pts of damage each per round...
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Don't understand how stats work apparently 5 years 2 months ago #19

FiannaTiger wrote: First thing about "Ring of Elemental command club" we don't talk about "Ring of Elemental command club"...

Jokes aside, on nightmare we did wipe once this year at GenCon. It all came down to quick thinking and the mages using maze and putting out a ton of damage on things. On normal it can be really hard no matter what you did! I think they rolled against every AC in the room and did 15pts of damage each per round...


At GenCon the Giants attack was a AOE attack. Their swing was so wide apparently, that it hit the whole party.

We failed that combat on time. Our spell casters held back, thinking "this is room 5, the big combat is yet to come." Oh well....
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Don't understand how stats work apparently 5 years 2 months ago #20

The Giants room was not balanced for a normal level group.

I was with a normal level group for one run. Only healer in the party playing my NM cleric with LoDS and +18 heals. The only reason nobody died was because my healing output was way above normal level.

Did some backwards calculation and a party with a normal geared druid and cleric would have used most of their healing spells before this room. With all the spike damage and AoE damage in the giant room, they would have exhausted the rest of their heals in the room and would have suffered several deaths if not TPK.

One of my few nitpicks on this year's TD experience.

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Don't understand how stats work apparently 5 years 2 months ago #21

This makes me feel less frustrated. I went in with people that had done it together last year, had decent gear set ups and a wizard that literally succeeded every spell and burned close to a dozen scrolls. Yes we were short 3 people, but there was literally no winning case for that room other than stalling and hoping everyone just survives the leave the room before completing it damage penalty (with the exception of all players spending thousands to gear up).

Apparently +5 AC is useless as are immunity items. Base bonus of +10 to attack means I will need an AC bonus equivalent to mitigate any damage at all.

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Don't understand how stats work apparently 5 years 2 months ago #22

Ken Milam wrote: This makes me feel less frustrated. I went in with people that had done it together last year, had decent gear set ups and a wizard that literally succeeded every spell and burned close to a dozen scrolls. Yes we were short 3 people, but there was literally no winning case for that room other than stalling and hoping everyone just survives the leave the room before completing it damage penalty (with the exception of all players spending thousands to gear up).

Apparently +5 AC is useless as are immunity items. Base bonus of +10 to attack means I will need an AC bonus equivalent to mitigate any damage at all.


+5AC certainly isn't useless. I think with your base monk AC of 16 that would end up at 21, right? Assuming +10 to hit that means only a 50% chance to grab you when they try (rolling 11-20), which is down from the 75% chance to grab you without that +5AC (rolling a 6-20)- which is a pretty significant reduction. Still, the dice do as they do, which includes rolling badly for the party at the worst possible moments.

I dunno that you needed to spend thousands on tokens- the big problem seems to be that you were missing a third of your party including the bard and thus were at a significant disadvantage right from the start.
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Last edit: by Azzy.

Don't understand how stats work apparently 5 years 2 months ago #23

I agee. The shortage of members was your downfall. My wife (fighter) and I (rogue) have mostly red tokens and a few purple and green. Everyone else in our group including the healers played out of the 10 token bag they got. We had no deaths, our healers were attentive so never in any real danger. The dice gods were probably kind as well.

It’s just harder with 3 missing. If any of your group dies or misses an attack it affects your group so much more.

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Don't understand how stats work apparently 5 years 2 months ago #24

Ken Milam wrote: This makes me feel less frustrated. I went in with people that had done it together last year, had decent gear set ups and a wizard that literally succeeded every spell and burned close to a dozen scrolls. Yes we were short 3 people, but there was literally no winning case for that room other than stalling and hoping everyone just survives the leave the room before completing it damage penalty (with the exception of all players spending thousands to gear up).

Apparently +5 AC is useless as are immunity items. Base bonus of +10 to attack means I will need an AC bonus equivalent to mitigate any damage at all.



I wouldn't say that the giants were necessarily unbeatable in that scenario. Just like any good role playing game it comes down to action economy and the luck of chance. I agree having 3 people missing is going to put a group at a disadvantage. This year N2 (Odin's giants) and N3 (Vaults Hellkries) both had one multi boss fight. I feel these were designed to stretch the party's resource management and provided a real challenge for groups to overcome. The giants were a real kick in the teeth and looking back I feel I was only able to successfully get past them without push damage half the time in my runs. Even though I ran up against the clock so many times It made the victories against them that much sweeter.

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