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roguelike

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Everything posted by roguelike

  1. I've now had two ironman (Trial of Iron) runs ended after the main PC died but there were still other party members alive. The "you're dead" screen popped up and the save was wiped. My best guess is it's either caused by the dead PC being too far away from the living party members or it's something to do with fire damage as it happened one time in the drakes/bats fight in the volcano and one time in the fire naga fight (with a completely new save file, new PC, etc.) further to the northwest in that archipelago after the pc was killed by a fire trap. The easiest fix on your guys end here would be for the game over screen not to delete the save, allowing people to alt+f4 out if they wanted to keep their save.
  2. Interesting. It looks like that model is assuming a 1:1 ratio of dps to tanks, does it change any if you assume that there are 2 or 3 dps'ers per tank? Also I don't think it changes anything, but those deflection values seem a little odd. 46 seems a little optimistic for dps (the bb fighter has 38 at level 5) and 64 seems a little low for a tank (bb fighter does have 67 with a shield and defender activated, but he's missing 20 points of deflection he could have from better talents and another ~18 from stats). And yeah, there's some really neat looking armors inbetween plate and padded. It'd be nice to have a reason to wear them.
  3. All the PotD bonuses I've seen seem to be flat. +15 acc/all defenses and +25% endurance. Don't know about the damage bonus, but I'd be really surprised if it was dynamic. And yeah, going up or down a difficulty setting is gonna change stuff, but within each difficulty, I think it's only going to get easier.
  4. Relative Creature Accuracy against PCs of the same level: * Bears are awesome, sadly someone reported a bug about this, but maybe it won't get changed for release. * If we exclude bugged creatures (bear/antelope/boar) and boss monsters (ogre/dragons), every enemy in the game falls within a narrow 10 accuracy band. * Take three more monsters off that list (shade/wurm/shadow), and every remaining same level enemy is within five accuracy of each other. * Since relative enemy accuracy never increases, every deflection bonus is essentially is making you stronger and stronger compared to same leveled enemies (duh, you might say, but this doesn't have to be true, for instance if enemies had larger accuracy gains, you would need deflection just to keep pace and not fall behind) * Enemy deflection follows a similar trend, though it's considerably fuzzier both because of stat bonuses and better balancing. In the end though, enemies never really become more powerful compared to you and only become easier to hit. Anyway, this game's gonna be hella at easy at high levels. Just like most games. I guess that's not really a surprise to anyone.
  5. Is there any chance you can reproduce the combat log where a level 4 weapon and shield ranger deals 600 damage to medreth's group? That sounds like a really good build.
  6. Wild Sprint is also made worse by there now being a checkbox in the menu that gives half of its effect.
  7. Zelous Charge seems to be working fine for me. Are you sure you have the modal selected and are waiting for it to activate once combat starts? +2 move is a pretty noticable speed buff.
  8. Negative damage numbers and zero damage happens routinely with driving arrow, especially if using a low damage ranged weapon. It's possible that 'bounce' abilities/spells are not correctly rolling damage.
  9. Fair enough that they do more damage, I just find myself not really caring about tank damage, the entire rest of your party is dedicated to dealing damage and will always be better at it. Plate armor alone cuts tank dps by 30%, cautious attack by another 20%, a shield by another 10%, plus the enormous opportunity cost from not investing in damage abilities. In a game where the defense increase is exponential, those 25 points of deflection could double the amount of hits you can survive.
  10. Can you say what Tank Ranger has to recommend it? On paper, at level 4, rangers are down 5 deflection and 10 all defense to a fighter with wary defender and have traded constant recovery for an animal companion. At level 5, fighters get 15 seconds of +20 defense every fight and rangers get a +15 to AoEs, a bonus unlikely to consistently mitigate as much damage as vigorous defense. From there, it doesn't seem to get better.
  11. In game, the ability claims to do x1.2 damage, so at least one of these descriptions is wrong.
  12. I'm not sure what you're hoping to see. Plate armor provides a trivial amount of survivability for non-tanky characters, a couple of hits at most. All the other armors provide slightly less survivability. You don't really need to run the numbers to know that as long as the dps loss is significant (which it is), then trading a significant amount of dps for an insignificant amount of survivability isn't a great deal.
  13. It's an argument whether or not there are any numbers behind it. But I have this chart kicking around from the last version, and I like charts, so here, enjoy this chart. Paladins are assumed to have 5 deflection and 3 DR over fighters. Slapping the heaviest armor in the game on a wizard increases the average attacks until they die from 2.3 to 3.2. Putting plate on a tanky fighter increases their lifespan from 23 swipes to 58 swipes. Now, I'm sure you're going to say, but what about other creatures. And let me assure you, the shape doesn't change much for other creatures. But if there is a creature you would like me to put into the chart, I would be happy to do so.
  14. Unless the fight starts out of a cutscene, the current AI makes it trivial to make sure that only your tank is attacked. You can try it yourself, have your tank walk forward and draw aggro, then let everybody else walk up and start shooting stuff. See how long it takes for anyone else to get damaged. Even if that were ever fixed, both deflection and DR give minor boosts to surviability when you have none and increasingly larger benefits as you stack them. Characters with low defense gain little if they choose to invest in defense but lose a large amount damage.
  15. This is inconsistent across all speed descriptions. Pentrating Shot says it gives -20% attack speed, while Plate Armor says it gives it -50% recovery speed. Gunner says x1.2 reload speed (which is actually .8x?) while vicious aim says x0.8 rate of fire (which is actually x1.2?). Both the notation and names referring to attack speed should be consistent.
  16. I assumed that Combusting Wounds was bugged. None of the other similar DoTs seem to stack. I don't know if Soul Shock is good because it's fast or if it's doing more damage than it should be or what, but on paper it doesn't seem that great. They fixed the Mind Lance bug where it did a bunch of extra damage, maybe something similar is still on Soul Shock, I dunno. Yeah, obviously there's a ton of stuff to consider like positioning requirements and cc and a character's overall kit, but none of that stuff seems to be terribly well balanced for anyway. Some stuff, like Silent Scream, is obviously better than if you just looked at it on the chart. But most lots of stuff, like Chain Lightning or Amplified Wave or Noxious Burst or Burst of Summer Flame is just garbage that doesn't fulfill any sort of role. You shouldn't have to concoct a situation where your wizard is surrounded by enemies in order to make a fifth level spell like Torrent of Flame finally becomes marginally better than a first level fan of flames.
  17. Spell damage by level: Spell damage by level with the top spells chopped off so it's a little bit more readable. A couple notes on spells of interest that got hidden: Twin Stone(1 hit) is under Soul Ignition. Wall of Fire is below Wicked Briars, Frost Blast is under Embrace the Earth Talon. Wall of Thorns, Wall of Force, and Ninagauth's Bitter Mooring are under Relentless Storm. Fun Class Facts: * Guess what, Druids are really good at dealing damage. * Wizards are completely carried by their level 1 and 2 spells. Also they really fall off against higher DR enemies. * Ciphers are bad unless you really, really like their sustainable resource system and 5 extra accuracy. Mostly they are just bad. They are single target dps that, at many levels, have less potential single target damage than a priest. Also 2 of their 3 best damage spells are AoE beams. If you like beams, you should play a cipher. Fun Spell Facts: * Hail Storm at 85 damage (on the chart it's not 85 because of graze compensation) is the highest single and aoe instant damage in the game. * Embrace the Earth Talon is also absurd, a 15 seconds petrify that comes with 65 damage. * Minoletta's Precisely Piercing Burst is a tiny, melee range burst that doesn't pierce DR like the description claims, despite there being at least a dozen other spells that do pierce DR that don't even mention it. * Trap spells are estimated as if they had +10 accuracy, not the the absurd +41 they seem to be getting right now. * Amplified Thrust on paper seems like the most bafflingly useless spell in the game. If I wanted to do 15 damage to one target opposed by deflection, I would just shoot them. Fun disclaimer: As always, these damage values are for entertainment purposes only. Any resemblance they have to actual values in the game Pillars of Eternity is purely coincidental and probably a mistake.
  18. What are you saying, this effect is amazing. If they fall over the beam of light falls over with them. This should be a toggle on every spell like big head mode.
  19. I don't think you can pull 'x' out like that since grazes get full damage penetration, are fully subtracted from DR, and benefit from min damage. Anyway, I have long explanation why that matters, but I'm not actually sure what we disagree about. I think we both agree that there are some values where war bows do more damage (though, compensating for graze damage is probably going to make that range narrower on my chart than yours). I think the the main points to take away from that graph is that arquebuses and blunderbusses are the dominant ranged weapons, do we agree on that at least?
  20. Hmm, what are you using for a damage formula? I'm not sure if it makes up for the whole discrepancy, but if you aren't compensating for grazes, you might be undervaluing the hunting bow slightly for some of those midrange DRs because both the hunting bow and the warbow grazes will be doing min damage, but the hunting bow will be attacking faster. I think my damage formula is along the lines of .35([average graze damage] - DR) + .5([average hit damage] - DR), just assuming acc-def = 0 EDIT: Also those charts were made when I thought DEX didn't influence reload speed, so ignore the small gains that they're getting from 20 dex, it should actually be huge.
  21. I think they all at least claim to scale? Though how much a DoT claims to scale isn't very reliable in this game. All the healing spells that tick are going to potentially scale better since they can benefit from enough int to hit a breakpoint as well as might. I know that Silver Tide scales. The base radius is huge too, 20m or something, like they forgot to nerf it from another version of the game. Holy Radiance also scales (all 10 points of it, lol) even though it's always displayed as +10 in the combat log. I really enjoy how everything this game tells you is a lie. Is Superb Plate really the cheapest Superb armor?
  22. Today's update is brought to you by healing. Healing: A thing that druids eventually become better at, just like everything else involving spellcasting. Also by restore light endurance: a spell that no one should ever cast. And Holy Radiance: Maybe if this scaled by level, it wouldn't be the worst healing ability in the game.
  23. If you have 8 custom adventurers, murder a party member to make space for another adventurer, then recruit another adventurer, then save, then reload, the party member your murdered will be on the inactive roster, blocking you from creating more adventurers. Sadly, you cannot murder them again, if you try to add them to your party, they immediately pop back out.
  24. At least, it does when the skaen priest casts it on you. No way to tell what happens when you cast it on them. The net result is that the accuracy bonuses cancel out and might goes down by 6.
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