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Everything posted by Myrten
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Some updates to spreadsheet: https://docs.google.com/spreadsheets/d/1vDm5MOrCK6S95h5u0EzZbGTv_u_rYqjuO0-zupqk0_A/edit#gid=292500223 - 20% min damage included (not my work so kudos to the person who did this ) - accuracy and damage mod is now 100% correct - elemental bonus on weapons is also included
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Thanks for the info on how weapon elemental enchants work. Check our colaborative spreadsheet: https://docs.google.com/spreadsheets/d/1vDm5MOrCK6S95h5u0EzZbGTv_u_rYqjuO0-zupqk0_A/edit#gid=292500223 (but please download it and make changes on your copy unless you want to add\fix something) I'll add your info to the spreadsheet tomorrow, if you got time could you also check how chanter's lvl 3 fire damage chant really work?
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Actually it's additive and then multiplicative. So if you have 1.5 damage mod on your character and you graze then you multiply your damage by (0.5+0.5) so it's 100% base damage, in case of crits it's (1.5 + 0.5) which is 200% damage. I'll change it so damage mod is expressed as 1.x instead of 0.x to make it more natural. Sorry, I see what happened - I noticed the Total damage mod issue when I first opened the spreadsheet and took Avg Accuracy Mod to be the weighted probability to hit, so I used it as a multiplier to total damage. This is indeed incorrect. However, the formula I replaced still seems a bit off. Consider the following example: Miss - 5 Graze - 35 Hit - 50 Crit - 10 Avg Acc Modifier = (35 * 0.5 + 50 * 1 + 10 * 1.5)/100 = 0.825 Now let's add a damage mod of 0.5: Avg Acc Modifier = (35 * 1 + 50 * 1.5 + 10 * 2)/100 = 1.3 My new formula produces 1.24, while the one that was in place before my changes resulted in 1.33, so it appears that both formulas are incorrect. I'm out of time tonight, but I'll check the thread/doc tomorrow and might have time to fix this if it's not taken care of by then. This is because calculation is more complicated and damage mod would have to be combined into accuracy table for everything to be 100% accurate. That's why it's called AVERAGE accuracy mod We might change it to 100% accurate version though For instance 1.5 damage mod changes following when compared to 1.0 damage mod Graze damage is multiplied by 2x Hit damge is is multiplied by 1.5x Crit damage is multiplied by 1.33x So in this particular case total damage would actually be increased by 1.57 instead of 1.5.
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Actually it's additive and then multiplicative. So if you have 1.5 damage mod on your character and you graze then you multiply your damage by (0.5+0.5) so it's 100% base damage, in case of crits it's (1.5 + 0.5) which is 200% damage. I'll change it so damage mod is expressed as 1.x instead of 0.x to make it more natural. I completed entire game and I'd say 10 +-5 DR is what you should you prepare your party for - extremes below\above that range are rare. 10 might seem a bit high, but I've made a party with blunderbusses assuming lower DR values and it was underperforming even with penetrating shot. It would be nice if someone could collect data for different melee weapons because they got bonuses like +5 accuracy or ignore 5 DR and this could change things a bit - especially 2h vs dual comparison.
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I've made some changes to make it more clear and closer to game mechanics : https://docs.google.com/spreadsheets/d/1vDm5MOrCK6S95h5u0EzZbGTv_u_rYqjuO0-zupqk0_A/edit?usp=sharing explain the speed mods please. In game increasing speed - for example doubling reload speed is described as "Reload Speed x2", or bonus to ranged speed is "Ranged attack speed x1.25" To make it closer to in-game descriptions I've modified the spreadsheet so that frames are divided by matching speed modifier. It also works great for recovery time - if you take Plate Armor's -50% recovery time just write 0.5 in recovery mod and recovery frames will be doubles as in game.
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This game favors extremes and anything in between is trash. You want two tanks in plate armor with max deflection possible and for other characters you go with clothing and max damage possible.
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- min/max
- multi-objective optimization
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Shouldn't it be a bit higher? I was at lvl 4 with full party so my exp got divided by 6 and your not I get the same xp as you do, its how xp system works on PoE thats why this is a great challenge and Im afraid game cannot be soloed on PotD difficulty I though it's split between characters. When I got 600 xp each of my characters got only 100 so if you are solo you should get 600...
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Hold-Wall (Arbalest)
Myrten replied to Warmace's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I can confirm that increased attack speed doesn't work - tested this with two characters shooting simultaneously at target. 1 point of dexterity makes more difference. -
Has anyone beaten this beast? If yes then at what level and what tactics did you use? I'm currently at lvl 9 and I got a feeling beating its 100+ defenses, 100+ accuracy and 20+ DR is impossible for me despite my party literally crushing everything in endless paths... Will and Reflex are it's worst defenses so I guess hitting it hard with spells could be a good idea if only my team could get better accuracy...