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Poll

Which class will you choose in Siralim 2?

Chaos
6 (16.2%)
Death
2 (5.4%)
Life
11 (29.7%)
Nature
10 (27%)
Sorcery
8 (21.6%)

Total Members Voted: 36

Devlog #24: Getting Started With Siralim 2  (Read 16619 times)

lioness

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Re: Devlog #24: Getting Started With Siralim 2
Reply #28 May 14, 2016, 02:46:16 PM
Could you give us an example of how stats scale in relation to enemy stats? Like, what damage does 500 attack vs 400 def result in vs 5000 attack vs 400 def, is it linear or is there a formula behind it?

Offline Zack

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Re: Devlog #24: Getting Started With Siralim 2
Reply #27 May 14, 2016, 01:35:46 PM
@Relysis:
Minor Healing simply costs less mana and heals less health than Major Healing. Mana pools and regeneration are balanced in such a way that this is actually a pretty meaningful decision for you to make. A spell's base mana cost also has some effect on the properties a particular spell gem can have - for example, Minor Healing will generally have a higher chance to cast on hit than Major Healing since Minor Healing costs less mana.

@arubino99:
It's all about stats now, and the difference between two creatures' stats is not as major as it was in Siralim 1. In one of my save files, my current party is around level 24 and they still occasionally have trouble against certain level 16 enemies.
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lioness

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Re: Devlog #24: Getting Started With Siralim 2
Reply #26 May 14, 2016, 01:33:07 PM
Enemy levels correspond to realms now so you can always catch up/outlevel them.

Offline Psylisa

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Re: Devlog #24: Getting Started With Siralim 2
Reply #25 May 14, 2016, 01:31:21 PM
Do creature stats still scale such that they will eventually outscale your team completely? That was the main issue with S1's abilities that were based on stat differentials. No matter what you did, it eventually became worthless (unless using slimes).

Offline Relysis

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Re: Devlog #24: Getting Started With Siralim 2
Reply #24 May 14, 2016, 01:29:38 PM
Not a fan of chance-based anything, so will probably start with good 'ole Life.  Regarding healing spells like Minor Healing, did you approach these as longer lasting percentage based spheres, or flat values that would need to be replaced with higher mana cost versions as your party progresses and HP increases?  It seems the former given the infinite progression mechanics, but then again you did mention a whopping 200+ spheres at one point...

Offline Zack

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Re: Devlog #24: Getting Started With Siralim 2
Reply #23 May 13, 2016, 10:43:03 PM
Correct - it no longer provides a damage boost, but it still determines queue order. The chance to dodge/crit is based on the opposing creature's Speed relative to that of your own.
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Offline Noetherian

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Re: Devlog #24: Getting Started With Siralim 2
Reply #22 May 13, 2016, 10:22:36 PM
I know that Speed has changed a lot since Siralim 1. In particular, I believe that Speed no longer provides a bit (SPEED / 4) of damage that ignores Defense (although the Rapturous Ghoul ability appears to be a better version of this type of bonus damage from Speed!)

The original post in this thread indicates that Speed now provides a chance to dodge and a chance to score a critical hit. (Though, it will be interesting to see how that percentage chance gets calculated ... e.g., is dodge chance based on the difference in Speed between attacker and defender?)

Do we know for sure if Speed in Siralim 2 is still used to determine the order that creatures act? (Or is Speed now just a Dodge and Critical statistic?)


Offline SirFinbar

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Re: Devlog #24: Getting Started With Siralim 2
Reply #21 May 12, 2016, 07:59:24 PM
I say I'm not looking to burn through content, though I do like a good bit of min/maxing myself.  8)

I also enjoy experimentation, and it seems like Siralim 2 will have me covered!

lioness

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Re: Devlog #24: Getting Started With Siralim 2
Reply #20 May 12, 2016, 07:34:01 PM
Since realms will have set enemy levels, you can always grind & equip yourself to have a stat point advantage, but the more elegant way will probably be using creatures that steal/switch enemy stats.

Offline Noetherian

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Re: Devlog #24: Getting Started With Siralim 2
Reply #19 May 12, 2016, 01:59:09 PM
For Berserker Fiend - does low defense imply that the damage it takes from it's own attack is now affected by it's defense value?

Note that all creatures have new abilities/traits in Siralim 2, and that Berserker fiend no longer takes damage from its own attacks. Instead Berserker Fiend does 100% more attack damage and takes 50% incoming damage.

Also, I would be interested to hear what Zack has to say on this, but my impression is that stats are intended to be more important in Siralim 2 than in Siralim 1 ... And in particular, that (as compared to Siralim 1) it will be much more difficult to defeat enemies who have vastly higher stats than your creatures.


Offline Noetherian

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Re: Devlog #24: Getting Started With Siralim 2
Reply #18 May 12, 2016, 01:54:18 PM
Seems like everyone is in a rush to burn through content?

I don't get that sense from reading this thread. Obviously, a lot of people here are excited to play the game, but I don't get the sense that most people looking to burn through the content.

That being said, I don't think there is a right or a wrong way to play an RPG like Siralim, and I hope that everyone here is able to enjoy the game however they choose to play.

Offline Psylisa

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Re: Devlog #24: Getting Started With Siralim 2
Reply #17 May 12, 2016, 01:42:23 PM
For Berserker Fiend - does low defense imply that the damage it takes from it's own attack is now affected by it's defense value?

For Speed - creatures now obtain a dodge chance based on their speed? Is there a corresponding accuracy stat? What occurs when you continue down floors and enemies outstrip your stats vastly (based on S1 mechanics)?

Similar question regarding Baffle, which is based on Intelligence vs Intelligence. At a certain point in S1, these types of abilities simply ceased to work as enemies would outstrip your stats. It was impossible to keep up in a stat v stat situation.

For Intelligence / Spell Casting - it seems the amount of buff a creature gains is based on Intelligence? Is this a flat value or a %, or varies per spell?



Offline NeoDraconis

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Re: Devlog #24: Getting Started With Siralim 2
Reply #16 May 12, 2016, 12:38:04 PM
? I am not, I am in rush to enjoy said content. :)

Offline SirFinbar

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Re: Devlog #24: Getting Started With Siralim 2
Reply #15 May 12, 2016, 12:37:09 PM
Seems like everyone is in a rush to burn through content?

I was under the impression this game was designed with the opposite in mind. I'm just gonna play around with all the toys and have fun!

Offline Bloodist

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Re: Devlog #24: Getting Started With Siralim 2
Reply #14 May 12, 2016, 09:22:38 AM
I've been waiting for this post! :)
I would pick life or chaos mage.The starter creatures all have a good appeal to them.
I get the feeling I could play any of these classes.They seem ok from what I can see.
I'll be giving chaos mage a shot at the start for old times sake.I want to play so bad!
I die a lot let me share 101 with you.