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Everything posted by Madscientist
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Stuck in combat after knocking down sand wisp
Madscientist replied to Narcolypse204's question in Backer Beta Bugs and Support
I can confirm that using mule kick against sand blight will result in being stuck in combat. I tried to beat them several times and it always happens. Looks like I have to deactivat AI for the fighter because I connot unselect class behaviour. -
grazes and crits deal the same damage
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/Siaco I am a skald/corpse eater who sings "come sweet winds of death". Both grazes and crits deal the same damage (2.4 raw) I am not sure if this is intended. Usually crits should deal more damage than grazes. I do not think it is because my chant is called "missing string" in the combat log. PS: I am not sure if carnage has the same issue. -
Backer Beta First Impressions
Madscientist replied to Adam Brennecke's topic in Backer Beta Discussion
I have not finished the beta yet, because over 90% of my playtime is bug reporting, but I want to give my feedback before the next patch comes out. character creation: I like the idea behind the new approach. Single class characters are quite straight forward and they will gain new power levels fast. With multiclassing you have tons of options and there very interesting synergies between the different classes (up to a point where some combinations are really OP, so a lot of things will change before release.) However I must admit that I wish there was a little bit more choice for single class characters. Especially casters can only select one spell per level, which means they will have only 2 or 3 spells per power level. Wizards can compensate this a bit with grimoires, but priests are extremely limited in their choice since they already lose several spells because of the choice of god and then you can select only 2 spells out of 4 per power level. So casters could use some passive abilities that might even change their playstyle somehow (specialized wizards do this to some degree) or they might gain active abilities that are not a spell in the classical sense. The spells you can learn are really strong however, at least if they hit. In fact some spells are so strong that its hardly a choice what spells to take. I also dislike the extremely long casting times for many spells. In 6 seconds (+3 recovery) melee chars can attack often and enemies can destroy you when you are unlucky. So unless you focus on self buffs (which have short casting time usually) your caster needs a tank to hide behind. combat system: I dislike the new penetration mechanic. Its all or nothing. One point in armor or penetration decides if you deal 30% or 100% damage. This means you must maximize penetration and armor while lowering these stats for the enemies. This means that some spells or talents are so powerful that you feel forced to use them. Before you find out those spells and abilities all fights are really hard and you deal hardly any damage. Once you find them out, most encounters become very easy. Do you really want that a single spell increases the damage for the entire party against all enemies by a factor of 3.333? I would prefer a more linear approach. I also dislike that grazes are gone for most chars. The presence of grazes increases the chance of effecting the enemy by 35%. Thats really a lot. The presence of permanent graze make fighters much more powerful than other martal classes. Spells that enable grazes are very powerful ( dire blessing ). The absence of grazes for spells means that spells will miss a lot. So you cast for 6 seconds ( which feels like an eternity) and then the effect is nothing. This depends entirely on random numbers. Unlike some physical talents, there are no magic talents that cause something like hit -> crit conversation or "weapon focus spell type X" Once again, everything feels like its a random game of all or nothing. others: I like the game world in general. The first game could be almost depressing ( children without soul, the first town greets you with a tree of hanged people, dark sects plotting in the shadows, . . . ). While PoE2 still adresses serious topics, it is nice to see some brighter colors sometimes. I like the scripted events more than in the first game. You have many choices what to do and who does it. For example the chest in the broodmother mountains: you can select who does it, what does (s)he do and which spell or ability is used. There are lots of things that cannot be done with the normal engine, so doing it the way it is done is a good idea. I think the existence of a world map where you can move on makes the game world feel more like a real place. You do not teleport from one map to the next that is 10 hours away, you can explore a large world that you can explore and find many (more or less) hidden things. -
I have created the fast assassin for PoE1: http://forums.obsidian.net/topic/93566-class-build-the-fast-assassin-dual-wielding-rogue/ I think that PoE2 allows me to create a char that is even closer to my idea of a perfect assassin. ------------------------------------------------------------------------------------------- Lord Critalot class: devoted fighter / assassin rogue race: hearth orlan background: the white that wends stats: mig 17 con 10 dex 10 per 21 int 10 res 10 skills: max out stealth profiency: sword talents: lv1: constant recovery (auto), disciplined barrage, crippling strike lv2: two weapon style lv3: backstab lv4: fighter stances, dirty fighting lv5: confident aim lv6: knockdown lv7: disciplined strikes, escape lv8: rapid recovery lv9: riposte lv10: weapon specialisation, shadowing beyond. later comes fighter stance upgrade and deep wounds ------------------------------------------------------------------------------------------ comment: stats: perception is the most importent stat, because you want to crit as much as possible. Devoted gives +25% crit damage and +3 penetration, assassin gives +100% crit damage, +25acc and +4 penetration out of stealth or invisibility. Crit gives also *1,5 penetration. I chose hearth orlan and several talents to maximize my crit chance. Might was an additive modifier among others in PoE1. Now it is multiplicative and with all the other modifiers you have there is a lot to multiply. So might is very importent if you want to deal damage. But the 3 might difference between orlan and aumauna gives 9% more while a crit from this char gives 50% more (150% from stealth or invisibility) and hearth orlans have high per and crit more often. I kept the other stats at 10 because I dislike stat dumping. weapon: I assume that devoted is not bugged and you can only be profient in 1 weapon. There will be enemies with high resistance or even immunity against one damage type, so I take a weapon with 2 damage types. Sword has higher damage than hammer and with all my bonusses penetration should be high enough. I am dual wielding of course. Use weapons that have an "on crit effect" (stunn or prone) or are anihilating (more crit damage). talents: - escape -> shadowing beyond + backstab: Thats what makes you an assassin. Become invisible and strike the enemy with a devastating blow. Repeat until you have used all guile for this. Start combat stealthed for an initial backstab. - disciplined barrage -> disciplined strikes: no more misses and 50% hit -> crit, could there be anything better . If you can keep this up all the time, you can skip confident aim for something else. - I hope that constant -> rapid recovery help you to stay alive - The active skills allow you to do sneak attacks, everything else should increase your damage passively. upgraded fighter stance, vigorous defense and deep wounds should be taken later. When there is more than one enemy in front of you, you should use cleave stance because you will kill things fast, else ( improved ) fighter stance. advantages: - very high single target damage, though Boeroer said that a soul balde / assassin is even better (while being more fragile) disadvantage: - You are more fragile than other char (+15% damage taken, not high con or res) and you have no healing except rapid recovery. - Once you have used all shadowing beyonds, you have very little things that help you to avoid being hit. - It takes until lv 10 until you can use the trick that defines your character Please remember that this is for the first version of the beta, so tons of things will change.
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I play a skald/corpse eater now and I am very happy. Skald + any melee class seems to be good. For 2 phrases you can use 2 spells: AoE enemy armor reduction and AoE paralyze If your penetration is below enemy AR, use the armor breaker to triple the damage of your party. If you have enough penetration, you can perma paralyze all enemies ahead of you. Paralyzed give you 50% hit -> crit, which makes it much easier to get phrases and have enough penetration. It is good to have a second class with full attacks while dual wielding to get many crits fast. If you max out perception and do everything else to increase accurency, high int to hit many enemies and you take care of positioning, you should be able to perma stunn most enemies.
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Now I am confused. The damage formula in PoE1 was: damage done = ( base damage * ( 1 + sum of all modifiers including might ) ) - target DR There was a mimimum damage of 20% of the stuff in the brackets ( base * ( 1 + sum )) Lashes used X% ( X =25 as default value ) of the stuff in the brackets. 25% of target DR was taken from that without minimum damage. same for dots. damage formula PoE2: damage done = ( base damage * ( 1 + sum of all modifiers without might ) * ( 1 + might bonus ) ) * A A = 0,3 if pen < AR, A = 1 if pen = AR or pen > AR but pen < 2 * AR, A = 1,3 if pen > 2 * A Lashes deal X% of the damage before A is multiplied and they ignore AR I do not know about dots. example: An attack does 100 damage, The enemy has AR 10 - If your pen is below 10, your damage is 30 - if your pen is equal or greater 10 but below 20, your damage is 100 - if your pen is 20 or higher, your damage is 130 A 25% lash will always deal 25 damage, independent of your pen Are my formulas correct? If I understand it correctly, might has become much more powerful. What about healing? I think different modifiers where already multiplicative in PoE1. Is that correct? The only healing modifier except might so far is the bleak walker paladin, I guess. I did not play so much, becuse 90% - 95% of my displayed "playtime" I am reporting bugs. EDIT: If I understand your posts correctly, crits deal 25% extra damage by default ( it was 50% in PoE1) Do crits increase the duration also by 25% ? What about grazes, regarding damage and duration? EDIT2: We need a new thread where the basic game mechanics are explained. Like damage calculations, lash and dot mechanics, attack speed and recovery, stacking rules, . . . This should be updated when a new game version changes it, or at least a version number should be written to the formula together with the info that it might change later. I know this is lots of work, but at the moment I cannot tell if something regarding displayed numbers is correct or not.
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inconsistent item description
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
There is another inconsistent item description, so I add it here: https://imgur.com/a/E2pJO Its the desert wurm hatchling. The item description tells us something different than the description in the character screen. The portraits show the effect of the character screen. The ability in the character screen has no icon, but the portraits show the icon of the item. Under those conditions, it is really hard to tell what is the intended effect and look. -
character unable to move after combat
Madscientist posted a question in Backer Beta Bugs and Support
I was fighting the drakes and oasis delemgans at the poko harara beach. Unlike last time where I got stuck in combat, I managed to defeat all enemies. After combat was over, my main char (corpse eater/skald) was unable to move. Clicking on her or selecting the whole party did not make her move, although all other party members could move. Another party member collected all the loot. I went into character screen and changed the weapon set of the main char. Afterwards my char could move again normally. -
In the topic "worst possible build" somebody suggested a melee ranger. I accepted the challenge and tried to make something useful out of it. This is my idea: class: stalker/rogue race: moon godlike (for survuvability) animal companion: boar (for regeneration) I am not sure about the stats and I could not tell which one is more or less useful. talents: lv1: boar companion, marked prey, crippling strike lv2: vicous companion lv3: mercyless companion lv4: dirty fighting, takedown lv5: resilient companion lv6: protective companion lv7: blinding strike, predators sense lv8: gouging strike ( for dot effect) lv9 heal companion lv10: riposte, stalkers link as soon as possible deep wounds. The rangers pet causes more damage via sneak attack and against dotted enemies. So its kind of a rogue. I thought that 2 rogues together might be good. When attacking the same target, they gain the following bonusses: - They give flanked status for sneak attack - Rogue lets the enemy bleed and that increases pet damage (unfortuanatly not with a lv 1 talent like a ranged ranger) - more accurancy via stalkers link Problems: - looks like a rather fragile char - Sometimes it may be hard that both chars attack the same enemy, maybe because other enemies block the way Do you think that such a char may be useful?
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Stuck in combat after knocking down sand wisp
Madscientist replied to Narcolypse204's question in Backer Beta Bugs and Support
https://imgur.com/a/6eMVj I entered the poko harara beach end went east to fight the drakes and delemgans. 2 drakes are untargetable, so I am stuck in combat. It might be because of mule kick. There is another problem. The portraits did not turn red when I took damage. My mainchar is knocked out but the portrait is not red. The rogue has only 85/105HP by the way. EDIT: When I was stuck in combat, I entered the menu and selected quit game. After some time the was a windows message that the game does not react and it asked me to end the program. -
all arrows that point to characters look the same
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/vfxbE Once I entered the Poco Kohara Ruins, all arrows that point to my chars look like the mercenary priest. -
strange feather visible on world map
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
I could think that it means that the quest log has updated, but there is nothing new. The quest log did update to " I found the island" once I enter the ruins. -
When I travel around the world map with my ship, sometimes a feather appears on the screen as if it is writing something. It is quite irritating and I have no idea what it means. It happened 3 times so far, mostly around the island of poko kohara. Finally I managed to press the print screen button in the right moment. The feather moves and disappers qiute fast. https://imgur.com/a/5CQ3a
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background hides the char on world map
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
https://imgur.com/a/DJxMF I should become an oracle. My prognosis about having more background in my face came true earlier than expected -
background hides the char on world map
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/1Pn24 I guess those bushes and stones are supposed to be under the character. There might be other things that have the same effect. -
quest text misaligned
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
As written in the other thread, we really need a list of known bugs, sorted by type. I cannot remember everything that has already been posted. -
https://imgur.com/a/Nm2DH One text says that the potion gives resistence to might, constitution and dexterity afflictions while the other text tells us it reduces the effectiveness of mind afflictions. PS: Like lots of other descriptions, the text does not tell us how much the resistence is rised.
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https://imgur.com/a/LWfxj I have disarmed several traps in the area with the lagufaeh. When I read the description of a trap, I want to read something like: "causes 10-20 corrode damage in an area of 2,5m, accurency+10" I guess the numbers tell us how long it takes to set the trap. But I do not know the exact effect of the trap.
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missing icon for item ability
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
https://imgur.com/a/M50BA The ability is shown twice in my character screen. I get the stat boost of the item (+1con, +1int), but the +5% damage aura is not shown on the character portrait (maybe because of the missing icon). Since the tooltip for my weapon damage says "=0", I do not know if the +5% damage effect works. Edit: Since I already post this image, I can also tell that the boreal dwarf racial talent does not tell us what can be grazed. -
https://imgur.com/a/xf6zS I have solved the quest with the broodmother peacefully and obtained the "Baubles of the fin" This give us the cruelty and curious aura with has no icon.
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https://imgur.com/a/QBmn2 Once you have selected an AI behaviour, you cannot unselect it. You can change between aggressive and cautious class behaviour. I want that my chars do auto attacks by themselves, but they do not use abilities by themselves. The auto attack options in the lower part of the window work fine, but once you select both AI behaviours your chars will either use abilities by themselves or they do nothing at all ( if you turn off AI). suggestion: You should be able to select "none" in the AI behaviour.
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https://imgur.com/a/7htew The quest text in the upper part of the image is positioned too low. The lower part of the image shows how it should be.
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List of reported bugs s'il vous pliz
Madscientist replied to dam's question in Backer Beta Bugs and Support
I would like this as well. The first 2 days I was looking through the forum, but now its getting so much that nobody can remember what has been reported already. -
When I play, I want that my party members do auto attacks by themselves, but I want to select all active abilities myself. When I deactivate AI, they do nothing at all and when I tell them to attack they do 1 attack and then they continue to do nothing. At some point I have played around with the AI settings and gave every char a behaviour. Now they use abilities by themselves, but I want them to do the abilities only when and where I want. I can only select "class name aggressive behaviour" or "class name defensive behaviour" and chars use abilities in both settings.