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Bubbles

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Posts posted by Bubbles

  1. "Ceiling – Roof Hidden Box" doesn't give gauntlets of accuracy +5 on day 9, but instead a ring of overseeing. Day 10 is a cape of withdrawal as expected, so this might just be a single change.

     

    Actually, now I reloaded the game again right before I looted the ring overseeing, and now it does give the gauntlets. Something strange is going on.

  2. This is a tiny bug, but it might also affect other interactions. If you choose to give Sweynur 3 beers and you have the items in your stash (and not in anyone's personal inventory), then zero beers will be removed, but the quest will still complete:

     

    XTAR1NE.png

     

    Save file: https://www.dropbox.com/s/w6aecw3bx2yceuo/d27d6ae8-7ec6-4f11-9979-253fb2f12ed0%20quicksave.savegame?dl=0

  3. Just to clarify what it looks like in the current version.

     

    The top right enemy targets Calisca...

     

    uwjRChH.jpg

     

    ... but oh no! There's no way he could possibly reach her! So he just waits...

     

    OGmGkeu.jpg

     

    Until my monk kills the enemy to the left...

     

    LtA6hdT.jpg

     

    ... but oh no again! My monk has moved forward and cut off the path! The enemy now runs in place for a few seconds like he's on a treadmill.

     

    KrLGSrO.jpg

     

    Until he finally figures out how to go around the side:

     

    Ap3cyCx.jpg

     

    And after all that work to reach Calisca, he immediately switches targets to the monk anyway (even though he could have applied flanked to the fighter):

     

    ILxeteq.jpg

     

    I hope this will be improved for Tyranny and PoE 2.

    • Like 1
  4. Observed with the Glanfathan leader at the end of the tutorial - he rapidly targets each member of the party in order, but never actually attacks.

     

    Possibly the same bug as reported here.

     

    I wish it were solidly reproducible, but it merely has a very high chance of occurring in that battle.

     

    Screenshots:

     

    XyAhWwp.jpgwveK6kY.jpgsJBJf2g.jpg4nD5Smv.jpg

     

     

    Savegame: https://www.dropbox.com/s/0unumyt7tks1a4q/7cd0b93d-f66b-4b08-afe8-b3a2ee12bce0%20quicksave.savegame?dl=0

  5. The Priest spell "Searing Seal" should hit every enemy twice: once to apply the damage component, and once to apply the Blind effect. Instead, it hits four times (full screen screenshot linked for size):

     

    http://i.imgur.com/FnjFCA7.jpg

     

    The spell is only hitting one spinner here; if you look closely, you can see the two damage numbers stacking over its head.

     

    Two problems here:

     

    1) this means Searing Seal deals twice the damage mentioned in its description; thus, either the description or the spell should be changed.

     

    2) the fourth hit never seems to do anything, it's just an "additional effect"

     

    Save game attached.

     

    https://www.dropbox.com/s/i98l0ht4o435vqu/67c5419fad4745c3ac4b721bd0b4b631%207844429%20TempleofEothas.savegame?dl=0

    • Like 2
  6. The 8th level Druid spell "Fire Stag" summons an animal that leaves a flaming trail/"Wall of Flame" behind. Unfortunately, this trail produces an error message in the combat log:

     

    yhea6xE.png

     

    Note that this does not affect the Wizard's Wall of Flame spell.

     

    To reproduce, level up the Druid, enter combat in one of the adjacent rooms, summon the Stag, and run it around the enemies for a bit.

     

    Save game:

     

    https://www.dropbox.com/s/i98l0ht4o435vqu/67c5419fad4745c3ac4b721bd0b4b631%207844429%20TempleofEothas.savegame?dl=0

  7. I have no clear idea how Infestation of Maggots is supposed to work. Its damage doesn't show up in the combat log, but when I observe it in combat (against enemies in the Temple of Eothas, save game attached), I absolutely cannot get it to go above 3 damage per tick, with approx. one tick per 3 seconds. If the enemy is near full endurance, I do 1 damage per tick, if they are near death, I can hit 3 damage per tick.

     

    If I interpret the description of "10 damage per percentage of endurance lost over [28] sec" correctly, then an enemy at half endurance should take 500 damage over 28 seconds from the spell; that doesn't wash with the 2 damage every ~3 seconds it actually does.

     

    There are a number of improvements I would like to see here; show each tick of damage in the combat log, make the description clearer (I know from testing that each tick is calculated based on the target's current endurance when the tick occurs, but there are a number of other possible interpretations that could be clearly ruled out), and increase the damage to a level where the spell is actually useful.

     

    I realize that the spell working "as advertised" might deal too much damage for a level 3 spell, but a high Might character (does Might even affect IoM damage?) dealing about ~30 total damage in half a minute to a Near Death enemy - or 10 total damage to a barely injured one - is just pointless. That's less than half of the damage output of the level 2 DoT spell Insect Swarm, which also only takes 14 seconds to complete.

     

    I also don't know what happens when I graze or crit with the spell. In one case, I grazed a spiderling who was at "Badly Injured" with IoM. The combat log read "10 damage per percentage of Endurance lost over 13.5 seconds", which should have been a huge amount - hundreds of damage, dealt very quickly. Instead, IoM ticked for 1 damage every ~3 seconds. It's beyond my understanding how this happened, since even a graze shouldn't be able to convert 500+ damage into a total of 4 damage.

     

    Save game:

     

     

    https://www.dropbox.com/s/i98l0ht4o435vqu/67c5419fad4745c3ac4b721bd0b4b631%207844429%20TempleofEothas.savegame?dl=0

    • Like 2
  8. The long form description for the Priest ability "Aggrandizing Radiance" claims that "Everybody receives less healing", but the healing modifier only affects the caster herself. The short form description ("User: -75% healing received") accurately describes the effect, so I assume that it's only a problem with the long form description, and not a bug with the ability.

    • Like 1
  9. If you find out, please add it to this wiki page, because it's missing that particular bit of information as well.

     

    PS: Maybe it depends on what you respond during the animancy hearings when the duc asks you who helped you discover the things you learned?

     

    I hadn't realized this was still missing, otherwise I'd looked it up earlier - you can find it in five minutes with grep.

     

    In conversation with Roedric, two possible anti-Knights options:

     

     

     

          <ID>109</ID>

          <DefaultText>"The Knights started out a lot like you. Mind that you don't turn into them."</DefaultText>

          <FemaleText />

          <ID>114</ID>

          <DefaultText>He snorts. "You can be sure of that."</DefaultText>

          <FemaleText />

     

     

      <ScriptCall>

              <Data>

                <FullName>Void SetGlobalValue(String, Int32)</FullName>

                <Parameters>

                  <string>n_Dozens_Outlook</string>

                  <string>1</string>

     

     

          <ID>112</ID>

          <DefaultText>"As long as you're prepared to take matters into your own hands. Now's the time for decisive action."</DefaultText>

          <FemaleText />

          <ID>113</ID>

          <DefaultText>He runs his fingers over rough stubble. "Don't I know it."</DefaultText>

          <FemaleText />

     

            <ScriptCall>

              <Data>

                <FullName>Void SetGlobalValue(String, Int32)</FullName>

                <Parameters>

                  <string>n_Dozens_Outlook</string>

                  <string>1</string>

     

    And two pro-Knights options:

     

     

     

     

          <ID>111</ID>

          <DefaultText>"Just consider that Defiance Bay needs order now. The Legacy's done enough damage."</DefaultText>

          <FemaleText />

          <ID>116</ID>

          <DefaultText>He snorts. "These would-be lords patrolling the streets haven't helped any. But I see your point."</DefaultText>

          <FemaleText />

     

            <ScriptCall>

              <Data>

                <FullName>Void SetGlobalValue(String, Int32)</FullName>

                <Parameters>

                  <string>n_Dozens_Outlook</string>

                  <string>2</string>

     

     

     

     

     

          <ID>110</ID>

          <DefaultText>"You may not like what the Knights represent, but there's a lot to learn from them."</DefaultText>

          <FemaleText />

          <ID>115</ID>

          <DefaultText>He snorts. "Like how to scratch pretty letters into armor?" But he looks thoughtful as he rubs his blunt fingers over his stubble.</DefaultText>

          <FemaleText />

     

      <ScriptCall>

              <Data>

                <FullName>Void SetGlobalValue(String, Int32)</FullName>

                <Parameters>

                  <string>n_Dozens_Outlook</string>

                  <string>2</string>

     

    Simple!

    • Like 2
  10. Swift aim is crap... 20% faster shooting with negative accuracy.

    At best damage is increased by 20%, with accuracy reduction its actually less.

     

    Vicious aim is 20% slower shooting with 20% more damage.

     

    It's worse than that because of the distinction between attack speed and recovery speed and the presence of "hard frames" that aren't affected by speed modifiers. Basically, Vicious Aim reduces your speed by a lot less than 20%, while Swift Aim increases it by a lot less than 20%. I don't think Swift Aim is ever worth taking over Vicious Aim.

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