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Go Back   GameBanshee Forums > Forum Categories > RPGs > Arcanum: Of Steamworks & Magick Obscura

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  #1 (permalink)  
Old 03-21-2008, 09:24 AM
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Tech armour question

The aptitude adjustment to chance of critical failure on tech armours refers to what exactly? Can they cause you to critically fail with your weapon when you hit or when you attack or is thier some other kind of failure or what??
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Old 03-21-2008, 11:10 AM
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It's a percentage that expresses how often you will fail when wearing that particular tech item. Tech-helmets have it as well, as do weapons, boots, etc.
This certainly applies to attacks, and I'm inclined to think that it applies to whatever other skill rolls you're required to make as well. It would only be logical, given the game's mechanics/background.
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Old 03-21-2008, 11:12 AM
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Quote:
Originally Posted by satanicusmaximu View Post
The aptitude adjustment to chance of critical failure on tech armours refers to what exactly? Can they cause you to critically fail with your weapon when you hit or when you attack or is thier some other kind of failure or what??
When you hit IIRC, not 100% sure aabout armour, but definitly about weapons (the cursed sword you get as a reward for giving the mines back to what's her name, for example). Being armour, it should affect your defence, but I don't think that's actually how it works, I think in the event of a critical failure, it affects your net attack.

It's been some time since I played the game mind you, (I can't find the disks ) so I could be wildly wrong.
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Old 03-24-2008, 06:24 PM
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After testing the effects of a characters aptitude on tech armours they don, I found it effects how much AC and R values large Machined platemail gives them to a point*. large Elite platemail is not subject to any AC or DR variance due to aptitude allthough it is Regarded as a technological item, it works the same for the magical as it does for the scientific. Electro armours AC and R values are affected by aptitude.

*Machined platemails optimal AC and R values are achieved with a tech aptitude of 30.
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Old 03-25-2008, 02:16 AM
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Actually, I don't believe that Tech items' effectiveness is affected by aptitude. I had my 100% Magic Aptitude Mage don that platemail, and it gave him the correct AC & Res, but a huge Crit Failure.
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Old 03-25-2008, 06:07 AM
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I'm inclined to think that critical failure tends to affect melee combat and certain things like lockpicking. It's already frustrating without a penalty to have weapons fall out of hands or even more stupidly scarring oneself with a penalty things could be right appalling.

Then again, I've only really noticed it in melee so it might be possible to kit up on tech gear and use only magic spells and not suffer penalties. It might however give opponents a bonus to damage or something.
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Old 03-25-2008, 07:00 AM
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Originally Posted by GawainBS View Post
Actually, I don't believe that Tech items' effectiveness is affected by aptitude. I had my 100% Magic Aptitude Mage don that platemail, and it gave him the correct AC & Res, but a huge Crit Failure.
What platemail? I refer to several differant types of armour in the reply. What do you mean by a huge crit failure? On your attacks or on your lockpicking or what?
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Old 03-25-2008, 07:03 AM
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Originally Posted by satanicusmaximu View Post
What platemail? I refer to several differant types of armour in the reply. What do you mean by a huge crit failure? On your attacks or on your lockpicking or what?
Any tech-based mail. Machinised Plate, Featherweight Chain, regular Plate. They just give the listed Resistances & AC, but also give a huge Critical Failure. It appears in the item's description, based on your Aptitude. I believe it applies to any roll you're required to make, given the game's mechanics and how the fluff is explained, for what that's worth. It certainly applies this Crit Failure on (melee) attacks made by yourself.
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Old 03-25-2008, 07:06 AM
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Originally Posted by Deadalready View Post
I'm inclined to think that critical failure tends to affect melee combat and certain things like lockpicking. It's already frustrating without a penalty to have weapons fall out of hands or even more stupidly scarring oneself with a penalty things could be right appalling.

Then again, I've only really noticed it in melee so it might be possible to kit up on tech gear and use only magic spells and not suffer penalties. It might however give opponents a bonus to damage or something.
I tested some tech armours with a 100 magic aptitude character and there was no noticable increase in his critical failures when attacking. You shouldn't equip a mage with any tech armour before testing it first apparently some of thier AC's and R ratings are effected by aptitude wheras some are not.
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Old 03-25-2008, 07:25 AM
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Originally Posted by GawainBS View Post
Any tech-based mail. Machinised Plate, Featherweight Chain, regular Plate. They just give the listed Resistances & AC, but also give a huge Critical Failure. It appears in the item's description, based on your Aptitude. I believe it applies to any roll you're required to make, given the game's mechanics and how the fluff is explained, for what that's worth. It certainly applies this Crit Failure on (melee) attacks made by yourself.
The only tech armour I know of wich gives you the listed AC and resistances regardless of aptitude is Elite plate, based on what the inventory screen says Machined plates and electro armours AC and R values are affected to a point.
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Old 03-25-2008, 08:14 AM
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Originally Posted by satanicusmaximu View Post
The only tech armour I know of wich gives you the listed AC and resistances regardless of aptitude is Elite plate, based on what the inventory screen says Machined plates and electro armours AC and R values are affected to a point.
Never noticed this (They just give the listed bonuses) and it doesn't make sense anyway.
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Old 03-25-2008, 03:17 PM
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Never noticed this (They just give the listed bonuses) and it doesn't make sense anyway.
I went out of my way to cheack it. What I'm saying is true, unless there's an inventory screen display error.
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Old 03-25-2008, 03:19 PM
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I think you're mixing the different sizes of platemails up. Those offer different AC & Res dependant on size.
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Old 03-25-2008, 03:28 PM
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Originally Posted by Deadalready View Post
I'm inclined to think that critical failure tends to affect melee combat and certain things like lockpicking. It's already frustrating without a penalty to have weapons fall out of hands or even more stupidly scarring oneself with a penalty things could be right appalling.

Then again, I've only really noticed it in melee so it might be possible to kit up on tech gear and use only magic spells and not suffer penalties. It might however give opponents a bonus to damage or something.
Another way to overcome any chance of critical failure when using a melee tech weapon or tech armour (if it effectts that) besides not using them may be to become trained as a master in melee thereby negating any chance for critical failure with melee weapons.
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Old 03-25-2008, 03:46 PM
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Originally Posted by GawainBS View Post
I think you're mixing the different sizes of platemails up. Those offer different AC & Res dependant on size.
Really? This is how I tested it. I got a character to level 30 without expending any character points and saved the game so I could reload it repeatedly and test out all the different skills and things that you can spend points on in the game, then I made some tech armour and made note of it's effects on AC and R values at various levels of aptitude, I altered the aptitude by spending points on spells, tech disciplines and/or by using the dark helm, these tests reveald some tech armours AC's and R values are effected by the apt of the wearer. I also tested the chance to cause a critical failure on armour by increasing my magic aptitude to 100 and wearing all of the most technological armour I could get my hands on, Inspite of a listed cumilative increased chance of critical failure of around 35% No increase in critical failures was noted when attacking with a non tech weapon.
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