
roguelike
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Everything posted by roguelike
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Currently, DoT effects inaccurately display the amount of total damage done, something that the player can keep track of in the combat log (or ought to be able to, if DoT effects were recorded there), but do not indicate how much damage will be done in the future, something far more useful to the player. Every DoT tooltip is different, but lets look at a few and see how they can be confusing. 1) Necrotic Lance. Necrotic Lance is a pretty typical DoT spell, it applies a damage over time effect that ticks the moment it's applied and then every 3 seconds thereafter. Necrotic Lance claims to do 16.7 damage over 5 seconds, but of course it ticks every 3 seconds, so with an intellect of 10 what it actually does is 2 ticks of ~8 damage over 4 seconds and then nothing for the last second. With a high enough intellect to get to 6 seconds of duration, it will tick 3 times. None of this information is conveyed in the tooltip. The tooltip correctly calculates the number of times that a normal hit will tick and displays the total damage that will be done by the DoT, however for grazes and crits, instead of recalculating how many ticks of damage will happen, it simply multiplies by .5 or 1.5, producing a confusing and inaccurate number. Even on a normal hit, If the player does not know the original duration, which the tooltip unhelpfully rounds to the nearest second, obfuscating exactly how many ticks there will be if that second is a multiple of 3, or when the next tick is, they have no way of knowing how much more damage remains to be done. 2) Deep Wounds. The tooltip for Deep Wounds predicts that it will do exactly 1 damage per second and does not compensate for Deep Wounds ticking once every 3 seconds in any way. In addition, unlike Necrotic Lance, Deep Wounds reapplies itself on hit, the duration is refreshed, however the time until the next tick is not. The tooltip keeps a running total of the total theoretical damage that will be inflicted. This running total not only bears little resemblance to reality, but even if it were completely accurate it would not be what the player wants to see, which is the amount of damage that deep wounds will do. 3)Concelhaut's Corrosive Siphon. Ticks every 3 seconds, however unlike Necrotic Lance, the tooltip does not compensate for the number of ticks and simply displays 10 damage over x seconds. At a very minimum, DoT tooltips need to accurately display something. If they are to be most useful to the player, they need to find a way to communicate how much damage is left to be done. This could be done by displaying how much damage a tick does and how many ticks are left or by simply stating how much damage remains.
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The ring of selonan that BB Wizard starts the game with is listed as suppressed on the character sheet and is not giving any additional 3rd level spells (although additional 1st level spells appear to work fine). Putting it on a player created wizard, leveling up, or resting do not seem to cure this problem. Either the description of how the ring works needs to be updated, or the ring needs to provide its listed bonus.
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I think I'll let dps lie until I figure out some way to square the predictions with reality. In the meantime, here is an incredibly difficult to read chart for predicting the damage that talents give you based on the attack roll modifiers (accuracy - deflection). Summary of predictions: 1) Dirty fighting is really bad. On it's own it's worth about +1 accuracy. Vicious fighting is worth another +1. Crit damage is just too low for what's effectively +5% crit to matter. 2)The wood elf racial bonus, which is equivalent to marksman, is far superior to the other bonuses and gives ~5-10% ranged damage and reflex/ranged mitigation, seemingly making them both the best ranged attackers and the best tanks, since tanks are the ones who receive most ranged attacks. 3)Accuracy returns fall off sharply once you have 15 more than opponent's deflection. Before +15, each point is eliminating a miss and adding a crit, after 15, you're replacing grazes with crits. So when you pass +15, 1 point of accuracy goes from being worth %1.5 damage, to only worth %0.8. One-handed weapons may be suffering from this. It also means that weapon focusing in weapons that give +accuracy is generally going to be less good since you're more likely to pass that +15 threshold. Note that this threshold tends to disappear against enemies whose DR is effective against grazes but not hits and crits, meaning accuracy beyond +15 continues to be most useful when fighting enemies who's DR is about 1/2 your weapon damage. 4)Lol, one-handed weapon style. 5)Bloody slaughter is a respectable +damage skill if you already have good accuracy.
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Sorry the data is so bad and/or hard to understand. What I was really hoping for was that someone else had already done all this, maybe with prettier graphs, who could explain that arquebuses actually do way less damage than great swords. Yeah, I started out with testing the ranged weapons to figure out their speed since they're all different, but I should have just pulled the melee weapon speed data instead of trying to figure it out. Incidentally, why is the speed system so dense? Plate armor's description says '-50% recovery speed' which going by that table would seem to increase your time to make an attack and recovery by 25% or so, giving you 4 actions in the time you used to have 5. What it actually does is double your recovery block, increasing your time to make an attack and recover by 50%, giving you 2 actions in the time you used to get 3. Unless you're using a ranged weapon, which have a reload time. If the reload animation time equal to the recovery time (is it? no way to tell!) than plate armor with a ranged weapon increases your total time to attack and recover by 33%. The speed system may be a mechanical success, but it's a nightmare to understand. Like, I literally have no idea if the +1.5 reload speed part of swift aim or 0.8 reload speed of penetrating shot are working properly or are bugged.
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It's not called a crude chart for nothing. I'm actually ignoring damage types, the armor values are just for reference and mostly arbitrary. I think it's easier to see the trend of the curve this way instead of splitting out every single value. Other things I'm doing are ignoring deflection and accuracy, spitballing accuracy to 1.5% damage per point of accuracy, even though that's quite right, ignoring crits and grazes(though I'm adding grazes to the latest version). Interestingly, it seems if you compensate for graze damage benefiting from full damage penetration, pistols pull even with crossbows. Two-Handed weapons are just 17 damage weapons that swing at the same speed as one-handed weapons at the moment. Stilettos are faster than maces and sabres. Maybe too much faster, I might have messed up the dual weapon attack speeds.
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Whoops, that blunderbuss value is off. That's how good blunderbusses's would be if they if they had 4 Damage Penetration, lol. Pretty good! Here's an updated chart with some values fixed: And here's the raw spreadsheet: Formula was double counting penetration values on dual weapons, but even fixed it still says that dual maces and dual stilettos are good. Ignoring weapon damage ranges and just using an average damage may be making two-handed weapons look worse than they are.
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I'm sure someone's done this before and better, but out of my own curiosity I threw together a rough dps chart for the weapons in the beta just so I could get a handle on how weapon damage, attack speed, and accuracy all interacted. I wouldn't swear by these numbers, the underlying data is rather shoddy, but they do seem to predict a few things accurately, like the pistol being strictly worse than the crossbow and damage penetration bonuses being better than accuracy. Obviously it doesn't account for talents or abilities, but there's some clear general trends: 1) The blunderbuss and arquebus are really good. Not just the best ranged weapons, but the highest sustained damage in the game without talents. Everyone says that it's not worth taking the time to reload these guns, but it seems absolutely worth it. Maybe it's a mistake in the data, but I think people might be really underrating guns. 2) One-handed maces do better than generic two-handed weapons? I'm not sure I believe this. 3) Rapiers, for when you want a dagger that attacks slightly slower. Unless I'm missing something, these are worse than both hatchets and swords, making them the worst melee weapon in the game and arguably the worst weapon in the game. 4) Hunting bows, the other contender for worst weapon. 5m more range, 10 less accuracy than a wand. 5) Pistols are not quite this bad, I forgot to factor in the +10 accuracy for one-handed weapons. Still, the arquebus is so good, I'm not sure why you would ever pick a weapon from a lower tier. Even with talents, seems difficult to make up that 25% or more damage shortfall. I don't have an arbalast to test, but they're probably pretty good too.
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Can you explain how? I'm still trying to understand the mechanics of PoE, if we fudge the numbers* and say that the pistol and crossbow fire at the same same speed and that the pistol's average damage + penetration is equal to the crossbow's damage, it seems like they're the same weapon but the pistol has 5 less points of accuracy, the option to use a shield, and a crit damage penalty. Oh and it's good against wizard veils, lol. *A fine crossbow seems to attack 6 times for every 5 a fine pistol does and has 31.5 average damage vs 24.5 + 6 penetration, so if anything these numbers are fudged in favor of the pistol.
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Doesn't seem like the Monk's soul mirror talent is actually reflecting any missiles. Pretty easy to see if you isolate a monk with a ranged enemy. I noticed it on the crossbow priest in front of the dragon egg but you can also just hire another party member at the inn to shoot at you. There's nothing in the combat log, no arrows getting reflected, and no damage done to the ranged attacker no matter how many shots are fired.