dex and ranged attacks?

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redsocialknight
Posts: 14
Joined: Wed Oct 15, 2014 12:16 am

dex and ranged attacks?

Post 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?
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diceman
Posts: 25
Joined: Sat Jun 14, 2014 12:13 pm

Re: dex and ranged attacks?

Post 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. ;)
Mambus
Posts: 9
Joined: Mon Apr 09, 2012 6:25 pm

Re: dex and ranged attacks?

Post 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.
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Elmsfeuer
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Joined: Mon Oct 06, 2014 2:29 pm

Re: dex and ranged attacks?

Post by Elmsfeuer »

I wanted to play an alchemist with firearms, but since the ammo is so limited i think i will scrap that D:
FlashSoul
Posts: 125
Joined: Mon Apr 16, 2012 9:20 pm

Re: dex and ranged attacks?

Post 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.
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