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dex and ranged attacks?

Posted: Wed Oct 15, 2014 12:29 am
by redsocialknight
I liked the first game a lot. One thing that really threw me the first time around, though, was that the dexterity stat was totally meaningless for ranged attackers, since ranged weapons would always hit if a creature was in their path.

This had the strange effect that strength and strength alone was a meaningful stat for back row archers.

Is this system unchanged? Are minimum-dex, maximum-strength minotaurs still the way to go for ranged combat?

Re: dex and ranged attacks?

Posted: Wed Oct 15, 2014 12:32 am
by diceman
I think I've seen somewhere (I'm pretty sure, actually), that in GRIMROCK 2 Missile-Damage is based on Dexterity, but this needs to be confirmed, since I don't want to check out lots of videos. Scared of Spoilers. ;)

Re: dex and ranged attacks?

Posted: Wed Oct 15, 2014 12:37 am
by Mambus
I spoiled myself already, so I can confirm that dexterity should have an impact on missile weapons damage (it is written directly in the attribute description)

As for thrown and firearms, there is no information. I would assume that thrown weapons are dependent on strength as was the case in Legend of Grimrock 1.

Firearms are powerful, but limited by non-reusable ammo (no picking bullets from the ground :>), so they probably have no attribute dependency.

Re: dex and ranged attacks?

Posted: Wed Oct 15, 2014 11:23 am
by Elmsfeuer
I wanted to play an alchemist with firearms, but since the ammo is so limited i think i will scrap that D:

Re: dex and ranged attacks?

Posted: Thu Oct 16, 2014 9:05 am
by FlashSoul
Elmsfeuer wrote:I wanted to play an alchemist with firearms, but since the ammo is so limited i think i will scrap that D:
It's really not that limited.