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Measuring Distance

Hey, I'm trying to figure out how to judge distance in this game, for stuff like spell ranges and missile attacks. Anyone know any info on this topic or a good method to use?

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  • meaglothmeagloth Member Posts: 3,806
    Guess. It's not super important, and you'll pick it up pretty fast.
  • BelanosBelanos Member Posts: 968
    Well a couple of things I can tell you is that melee distance is 4, and maximum visual range is 30.
  • Belanos said:

    Well a couple of things I can tell you is that melee distance is 4, and maximum visual range is 30.

    Thanks, that's pretty helpful. I'm going to assume that the well-lit circle that surrounds my characters has a radius of 30' and try and figure the rest out from that. Though 30' does seem a bit short when it comes to visual range.
  • OlvynChuruOlvynChuru Member Posts: 3,083
    First of all, ranged weapons can be used to attack anybody who the archer can see. There are a few spells that have a range that isn't touch range but not quite sight range either, but with the majority of spells either you have to be right next to someone to cast them or you can cast them on anyone in sight.

    If you want to know how much of an area of effect fireballs and other such spells cover, my suggestion is to experiment with those spells. Cast some fireballs and see how far away someone has to be from them in order to avoid them. It takes a lot of work to be a skilled mage. Even being a sorcerer is tough.
  • BelanosBelanos Member Posts: 968

    I'm going to assume that the well-lit circle that surrounds my characters has a radius of 30' and try and figure the rest out from that.

    You'd be assuming correctly, considering that you can't see anything beyond that point. Generally when you're tossing spells like Fireballs, you'd want to cast them pretty close to the visual range, as they have a pretty wide radius.

    It would be nice if these games had a targeting circle like they did in Neverwinter Nights 2. That would really be handy.

  • JarrakulJarrakul Member Posts: 2,029
    Just a note: The spell Protection from Evil 10' Radius does not actually have a 10' radius. It actually says so in its description, which makes it doubly weird, given the name.
  • lunarlunar Member Posts: 3,460
    edited December 2014
    Not all missile weapons have the same range, darts have the shortest range so if your mage attacks with darts he may come dangerously closer to the enemy, than, say, a sling user. Because slings have slightly better range. Bows are superiour, ofcourse, being built both for range and striking power.

    Melee weapons have a range too, daggers are the worst, you need to stand toe to toe with the enemy to stab with your dagger. Basically, bigger your weapon, the more reach you have. Two handed weapons like staves, spears, halberds, two handed swords are known for their reach and can strike a foe even from behind a friendly tank. The reach of the weapon is important im backstabbing too, if you backstab a dangerous foe, say a ghast, with a dagger, you will be almost touching the critter and if it survives the backstab, it can reteliate to you quickly before you can escape:a hit will paralyse you and your fate will soon be sealed. However if you backstab with a quarterstaff, you will be at a safer distance from the beast, and can run away more easily from the reteliation.

    Most spells say their range in the spell description. Most (if not all, except mass cure which has an area of effect centered on the caster) healing spells are touch range, you need to get close to the target. There are quite a number of mage spells that target only the caster, mainly the buffs like armor, shield, mirror image. For targeted hostile spells, most spells range is the line of sight of the caster, however there are exceptions: fireball has a better range than skull trap, it can be hurled from way further than a skull trap. Skull trap will have better damage potential in higher levels though. (And a better damage type for those who resist/immune to fire)

    When you are blinded by the spell, or when an enemy is blinded, its visibility range is reduced to touch range. Blind creatures can only sense and attack targets that are closest to them, so you can still melee abeit with hefty penalties for being blind. Spellcasting is the same, if you try to cast a fireball on a target the blind caster will walk to the target and start casting fireball at touch range, and it will go blast at point blank range, not a good thing unless the caster is immune to fire. If the target wanders off from the caster's visibility range (which for blinded caster is touch range) while the spell is being cast, the spell is never finished and is wasted.
  • dunbardunbar Member Posts: 1,603
    edited December 2014
    Edit; sorry my mistake.
  • sarevok57sarevok57 Member Posts: 6,006
    I had a few times in the graveyard district fighting baddies and there were so many that I would huck a fireball at the meleeing chaos and only had enemies hit by the fire without team mates getting hit, pretty good shots those
  • ChosenUndeadChosenUndead Member Posts: 10
    Now all we need is for someone to make the mod!!?!
  • DullSkullTheSecondDullSkullTheSecond Member Posts: 243
    I will probably be hated for this opinion but I would really like "combat telegraphs" that some more modern games use, like wildstar and divinity original sin(?).
  • ArdulArdul Member Posts: 211

    I will probably be hated for this opinion but I would really like "combat telegraphs" that some more modern games use, like wildstar and divinity original sin(?).

    Booo! :smiley:
  • KilivitzKilivitz Member Posts: 1,459
    Ah, I'd be fine with "telegraphs" if they could be toggled on and off. In fact, I think they'd be way more useful than the health bars SoD is going to introduce into the engine.
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