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Madscientist

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Everything posted by Madscientist

  1. https://imgur.com/a/T9xwTiZ 10% der Treffer in leichte Treffer umgewandelt würde besser klingen
  2. https://imgur.com/a/Ntnf5pK Der stash heißt im Inventar "Gruppenlager" und beim Händler "Versteck".
  3. https://imgur.com/a/gtLMaAF One of the upgrades of Xotis weapon has no icon.
  4. https://imgur.com/a/ykNLwQS Im AI Editor: Auf deutsch ist die Schrift unterschiedlich groß je nach Länge ( wie PoE1 Bücher Überschriften ). Auf englisch ist der Text immer gleich, wie es sein sollte.
  5. https://imgur.com/a/nCUdZ8j Ich glaube die offhand ist eher die Nebenhand. Edit: Mist, meine Hand ist aus, ich kann nicht mehr schreiben
  6. https://imgur.com/a/oBNMJwb Vielleicht sollte man "sharp" doch lieber mit "scharf" übersetzen. Ein intelligenter Säbel könnte allerdings vielleicht schon aufgeweckt sein
  7. https://imgur.com/a/vqqN1AS The screen shows only the bonusses but not the base value. The real acc is 20 points higher.
  8. https://imgur.com/a/scDxlNb Nur eine Kleinigkeit: Josh hatte doch gefragt wegen der Artikel bei Schiffsnamen. Werden diese jetzt groß oder klein geschrieben?
  9. https://imgur.com/a/q0Udn0n Kämpfer/Mönch heißt Kämpfer. Auch hier weiß ich nicht wie es auf englisch heißt.
  10. https://imgur.com/a/ehtvTFY Ein Druide/Zauberer heißt Zauberer. Ich weiß jetzt nicht wie es auf englisch heißt, aber eine einzelne Klasse und eine Multi Klasse sollten nicht gleich heißen. Ihr habt schon viele Einträge geändert, aber viele Fähigkeiten heilen noch Ausdauer statt Gesundheit.
  11. Ich poste einfach alles was ich finde und was bisher noch nicht gepostet wurde. Macht ihr einfach so weiter wie es euch am besten passt.
  12. https://imgur.com/a/bqchq6q Ein Medium/Priester sollte vielleicht besser "Mystiker" heißen.
  13. https://imgur.com/a/8cjgktl Ich muss nicht einen Feind mehr flankieren. Es ist ein Feind mehr notwendig damit ich flankiert bin.
  14. OMG, the confusion between speed and time is even worse than I expected. There are several bug reports were players believe that dex is not working as it should be. https://forums.obsidian.net/topic/99072-attributes-dexterity-not-calculating-correctly/ Edit: short version of the problem: - dex tooltip shows it increases recovery speed by 30% - tooltip of an ability shows that the same dex value reduces recovery time by 23%. - Both tooltips are correct but it takes some math to understand why. So yes, I totally agree with Thelee that all numbers should be normalized in a way that all text in this game refers either to speed or duration, but not a mix of both.
  15. Thelee said: "By "normalize" I mean that everything should be changed, at least to the player, to use the same unit. Right now a lot of the confusion is that some things refer to "speed" and other things refer to "time" which require a lot of care and math for players to understand how they impact and influence your recovery. If obsidian changed it all to be, e.g. "speed" then we could just add things up in our head and be done with it." Well, the problem is that things that are called "action speed" influence all phases ( attack, casting, recovery, reload ) while things that that are called "time" only influence one of the phases ( usually recovery or reload ). In PoE1 they called everything "speed" but only dex influenced all phases, everything else worked only for recovery or reload. So the description was wrong. I assume the term "speed" implies that everything is speed up or slowed down. Because not all talents influence everything we have to "normalize" everything to time, because all effects change the duration of something. so we would get: - Things that change time stay the same ( e.g. armor causes +X% recovery duration ) - Things that change speed are renamed from "+X% action speed" to "-X% duration of attack, casting, recovery and reload time) Even if we normalize everything as "time" things would only be understandable if the system is completely additive, like the damage formula of PoE1. That means that +25% duration and -25%duration together results in base duration. If they use inversion we will still have the problem that the numbers will not make sense ( see damage were crit + blunted crit result in -8% damage ) Thelee said: "Anyway I think we agree that the current system makes less sense than alternatives." OK, what alternatives do you think of?
  16. Some more things: - Everything that is called "action speed" influences attack, recovery and reload duration. - Everything with "time" is called "+/- recovery time" or "+/- reload time" and it influences only this value Now comes the problem of stacking: - There are talents that lets you cast faster. Do the talents "+X% action speed for spells" and "+X% action speed for spells of type Y" (summon creature, summon weapon, . . . ) stack? I guess it effects attack and recovery of spells. I also guess "spell" means every active ability that can be learned by a class who also has a casting speed talent ( except soul annihilation of soul blades). - I guess all penalties stack ( low dex, weapon modal, armor, debuffs ) - I guess all passive bonusses and only the strongest active bonus is applied. ( e.g. frenzy and speed potion do not stack ) Now comes the problem to tell which effect is active and which one is passive, e.g. I am not sure if ila sure handed and frenzy would stack. Are there effects that stack with itself? ( like barbariens bloodlust )
  17. I have seen the Q&A video - Who was the guy sitting next to Josh? - Did somebody write it down? Sometimes they were talking very fast and I had problems to understand everything. Things that I understand and remember: - First patch is delayed because they found some other bad bugs they needed to fix asap. - Level scaling will work with the next patch. - Disposition gain and relationship between party members will be fixed ( I am not sure when) - At the moment bug fixing has highest priority, balancing comes later. - Chanters and maybe nature godlikes could get nerfed, but nothing is fixed at the moment. - Some achievements ( like triple crown solo) will be added later when they think the balancing is better. Those achievements should be a real challenge. - Josh did apologize quite a lot. - Please report all bugs so they can fix them.
  18. OK, I found the thread from PoE1. (They should pin it there, it was hard to find ) https://forums.obsidian.net/topic/86684-mechanics-the-big-attack-speed-conundrum/ Its very complicated, but I guess the main point is that - Only dex influenced attack duration, all things that say " attack speed " influence only recovery - Most factors that influenced recovery speed were multiplicative, so stacking bonusses gave increasing returns Back to PoE2: @Thelee: What do you mean by "normalize"? I looked into wikipedia and there are many possible meanings, I am not sure what you mean. In my physics institute it usually means: We did several measurements and made plots from it, we give an importent feature in every plot the value 1 (all values in a plot are divided by the value of this feature), then we put all plots on top of each other and we can compare the shape of this feature between the different measurements.
  19. This is very interesting. There is only one thing I do not understand: You say there is an ability level penetration bonus of 0.5 and a power level penetration bonus of 0.25. What does it mean? For example: There is a spell that is power level 3 and your character has power level 7. When you right click the spell it says penetration 5. Do you have base (5) + ability level bonus ( 3 * 0.5 ) + PL bonus (( 7-3) * 0.25) = 5 + 1,5 + 1 = 7.5 Is this correct? -------------------------------------------------------------------------- So if I empower a spell it gets +10PL, that means I get those bonusses: +10 acc ( 1 per PL ) if the spell targets an enemy, +20acc when it does not cause damage or duration effect +5 ( +1 every second PL ) projectiles/bounces if the spell does such a thing +100% damage ( 10% per PL ) if it causes damage, +50% damage for each projectile ( 5% per PL) if it is a missle spell +50% duration ( 5% per PL) if it has a duration +2.5 penetration (0.25 per PL) if it causes damage that is not raw damage I say hallo to the nature godlike evoker missle god. Edit: Just to be sure: When you say +x% damage or duration, you mean X% of base damage/duration. It does not include any other modifier such as might or int.
  20. Once again thank you MaxQuest The table you have posted can be very confusing. Sometimes the effect refers to a time and sometimes it refers to a speed. This means sometimes small numbers are good and big numbers are bad and sometimes its the other way round. Before this post I thought I understand the basic formula in the first post. Now I am confused which numbers to use as step when calculating the step sum. And if I am confused by those calculations most other players will understand nothing at all.
  21. I am planning what chars to make and I have a few questions: - Do berserkers really lose 3/4 upgrades to frenzy or is this a bug in the character creation and they can take the same talents as the other barbariens? I wanted to make a berserker/soul blade but if berserkers do not get the frenzy upgrades I might take a barbarien/soul blade instead. - When making a fighter/monk, which of these things can trigger what: + Cleave stance: does it only work if you kill the primary target or does it also work with torments reach AoE, blade turning, swift flurry, heartbeat drumming, rooting pain, long pain + upgrades, the cleave attack itself, something else? + heartbeat drumming, swift strikes: same as above + does weakening critical work for all kinds of attacks? I want to make a devoted/shattered pillar who spams torments reach and rooting pain and each crit or kill can cause more instant attacks while weakening and interrupting all enemies around me. Helwalker/devoted may do more damage, but I like the shattered pillar concept more than the helwalker concept.
  22. I think a priest/chanter could be a very good buff machine for your party. As chanter you can use a beckoner ( if you want an army who fights for you, nobody can buff them better than you ) or troubadour (many passive buffs) As chanter, get some summons ( skelletons at lv 1) and learn the chant that gives a fire lash, and those chants that cause healing, shielding or draining effects. As priest focus on buffs and heals ( devotions of the faithful is fantastic, dire blessing, iconic projection for healing+damage and so on ) Int would be the most importent stat ( more summon/buff duration, more area ) dex would be second ( cast faster ). Your own damage will be very low, but if you have a full party and some summons, each of them will survive and do more damage because of you. Use a pike with modal to increase the damage of your friends or shoot from the back row if you do not cast. Just make sure that your allies are hit by your chants.
  23. Could Obsidian please give an excact date ( with month, day, time and time zone ) when announcing something. People from all over the world are reading this and the Twitter post shows my local time, so I do not know when "tomorrow" starts for the one who posted it.
  24. I better post it in this thread again: https://mobile.twitter.com/WorldofEternity/status/996176490948538368 Q&A stream announced for wednesday. EDIT: It might be today, on tuesday. Looks like twitter shows my (german) time, so I do not know when "tomorrow" starts for the one who created the post.
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