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AlphaMagnum

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Everything posted by AlphaMagnum

  1. Is this on an old save? I started a new game entirely (to be honest I avoided playing all week to save myself the trouble) and I've found it and all other modal abilities to be functioning perfectly as intended. To further clarify, I was experiencing this bug on my previous game in version 1.02.
  2. Slightly off-topic: Anyone in-game had a chance to see how 1.03 modified fast 1h weapons and sabres? I can't get in right now but I'm curious as to whether the improvement was substantial enough to shake up game balance.
  3. And I did indeed test my theory in game as outlined in the post above. Just didn't take screenshots.
  4. Don't have screenies (on mobile) but I tested with multiple sources of bonus damage. Your example doesn't give a huge differential. Additive means total 1.48x base, whole multiplicative is 1.53. Not a huge difference. I tested with 20 Might (30%), Superb weapon (45%), and Reckless Assault (20%). Additive - 1.95x base Superb modified base damage - (1.45 * 1.5) = 2.175x base damage This difference of 1.95 vs 2.175 produces much more substantial differences in the final results, which you can see in the character sheet. There's no way you can confuse 39 and 43, regardless of how your system rounds, assuming that it is competently performing the calculations.
  5. Is there any change in the character sheet to reflect this? I didn't notice anything so I was curious, and I didn't have the patience to look through a couple hundred hits in the log to see if my average minimum damage had actually gone up in practice.
  6. Addendum - this occurs unpredictably. The same save from around when you kill the wolves for the springberry can lead to either Hard enemy density or abnormally low enemy density. I haven't been able to pin down what is causing this issue.
  7. I select Hard difficulty but when moving through the introduction sequence the enemy density seems to fit "Easy" or "Normal" instead. There's 1 Archer and 2 Huntresses by the tree on Hard, and 4 total enemies with Heodan back at camp as well. Despite choosing Hard, sometimes there's just 1 archer and no one else by the tree, and just 2 enemies back at camp. I'm guessing this represents a lower difficulty setting which has somehow been activated without my knoedge.
  8. Unfortunately my tests contradict what you said. It's true that weapon tooltips suggest that you're right, but the damage range displayed in the character sheet proves that the weapon tooltip is just misleading. Here's an example: 2H estoc - 14-20 base damage Superb is +45% so 20.3 - 29, game displays 20-29. Say your Might is 20, so 30% extra damage. Case 1 - Superb creates a "new" base damage Damage should be (20.3) * 1.3 to 29 * 1.3 26.39 - 37.7, rounding to 26-38 Case 2 - Everything is additive Damage should be (14) * (1 + .45 + .3) to (20) * (1 + .45 + .3) 14 * 1.75 to 20 * 1.75 24.5 - 35, rounding to 25-35 If you look in game, the character sheet displays 25-35, showing that Case 2 is how the game handles these calculations.
  9. Has anyone tested this passive out? If so, have you seen the Graze -> Hit conversion credited to it in the combat log?
  10. If it hasn't been said already, I recommend the following at minimum for a dual-wield rogue (regardless of what weapon you're dual-wielding): Abilities: Blinding Strike - per encounter, huge Accuracy/Deflection debuff, activates Sneak Attack Reckless Assault - huge boost to damage Deathblows - Flanking + any other CC = lots of bonus damage Withering or Crippling Strike - neither is great, but at least Crippling offers 2x per encounter burst damage Talents: Vulnerable Attack - 5 DR Bypass is strictly superior to the 20% IAS you lose in return Two-Weapon Style - 20% IAS is pure benefit with 0 drawbacks Savage Attack - 20% Damage is strictly superior to the 5 Accuracy you lose in return Weapon Focus - 6 Accuracy is always good The remaining abilities/talents can be to taste -- if you're using Dirty Fighting, Vicious Fighting is a no-brainer. Deflecting Assault may help reverse the squish from Reckless Assault.
  11. Anyone know what "fixed spellstriking mod" entails? As far as I've seen, spellstriking functions as a once per encounter, guaranteed on crit proc and I'm curious as to whether that's how it's supposed to work.
  12. It also appears as if using Savage Attack is strictly superior to not using Savage Attack, regardless of Accuracy or enemy DR. Tested at -10, 0, and +10 Accuracy differentials between our Accuracy and enemy Deflection, and at enemy DR = 8 as well as enemy DR = 22. In all combinations, the 20% damage bonus was worth more DPS than the 5 Accuracy you trade.
  13. My tests indicate the following: 1) EVERYTHING is additive, then multiplicative. I tested Might, Reckless Assault modal, Savage Attack modal, "Superb" quality weapons, and Critical Hits. I have no reason to believe that Sneak Attacks are any different. 2) "XX Lash" Weapon Enchantments work a little strangely. Their base damage is calculated as 25% of final damage pre-DR (as defined in point 1 above). They ignore DR Bypass but only deal with 25% of the enemy's base DR in the appropriate element. Example: Rogue 10 damage piercing weapon. 20 Might, Reckless Assault, Savage Attack, Superb weapon, and a Crit. Corrosive Lash enchant. 5 DR Bypass. Enemy Pierce DR = 20. Enemy Corrosive DR = 16. Base (Pre-DR) Piercing Damage = 10 * (100% base + 30% from Might + 20% Reckless Assault + 20% Savage Attack + 45% Superb Weapon + 50% Crit) = 10 * (265%) = 26.5 Damage Base (Pre-DR) Corrosive Damage = (Base Physical Damage) * 25% = (26.5) * 25% = 6.63 Damage Final Piercing Damage = (Base Pierce Damage) - (Enemy Pierce DR - DR Bypass) = (26.5) - (20 - 5) = 26.5 - 15 = 11.5 Piercing Damage Final Corrosive Dmg = (Base Corrosive Damage) - (Enemy Corrosive DR * 0.25) = (6.63) - (16 * 0.25) = 6.63 - 4 = 2.63 = 2.6 Corrosive Damage Final Damage = 11.5 Piercing + 2.6 Corrosive Damage (combat log will say 14.1 Piercing Damage unless you hover over it to see this breakdown) EDIT - I'm currently fiddling with a spreadsheet that incorporates all of this information. The only wrinkle is that I'm not fully sure as to how attack animation frames and recovery animation frames are modified to determine attack speed. If someone could point me to definitive information on this subject, I would be very thankful.
  14. The problem is basically EVERY modifier is percentage-based. Weapon enchants deal a percentage of your final weapon damage. Every skill and ability adds a percentage along with Might. Strictly speaking, my rough calculations suggest that DR penetration and enemy DR are the tipping points. If effective enemy DR (DR Bypass - Enemy DR) = 0, fast dual wield weapons are better. If you have un-bypassed DR remaining, 2H weapons eventually become superior because the flat subtraction represents a smaller loss of their raw damage per hit. The exact value of enemy DR for which this is the case is unclear and would require precise damage calculation. Other details to keep in mind are that independent of attack speed, different classes have "instant-cast" abilities that may attack with one or both equipped weapons. These are not normalized for speed and hence 2H weapons with lots of encounter abilities have an intangible advantage that isn't well-suited to calculation.
  15. It appears as if fast 1h weapons are getting a bit of a damage buff in 1.03. I wonder if that'll shake up the balancing we see right now.
  16. Why swap from Stilettos to Battle Axes (or whatever weapon you choose)? Does enemy HP get so high that the proc is less useful? Or are crits actually that much better?
  17. Not sure if I've seen a response to this issue. Is it going to be addressed in 1.03? Or a later patch?
  18. How do crits work? Do they multiply the final damage after all other modifiers? Or just add 50% to the 20% from Reckless Assault, 24% from Might, etc?
  19. Hey Daemonjax, Noticed you mentioned the disparity between dw fast 1h weapons and just using 2h weapons. Were my rough calculations in that other thread accurate? To summarize: 1) Attack frequency 1/44 frames for dw and 1/84 frames for 2h --> dw attacks 2x as often as 2h 2) Damage 8-12 dw (avg 10) and 20-29 2h (avg 24.5) Therefore 2h does more DPS since it does 2.45x the damage and attacks half as often, yielding (2.45/2) = 1.225x the damage of dw.
  20. How does it work? Say my Rogue has 20 Might, Reckless Assault, and a Superb weapon. That's +30% damage from Might, +20% from Reckless Assault, and +45% from the Superb weapon. A grand total of +95% damage, or 1.95x base damage dealt on each hit. Crits deal 50% additional damage. This could work in one of two ways: 1) Additive with the rest of the multipliers. Total damage bonus = 30% + 20% + 45% + 50% = 145% extra damage (or 2.45x base damage on crit) 2) Multiplicative against the rest. Total = (30% + 20% + 45% + base) * 1.5 = (195%) * 1.5 = 292.5% (2.92x base damage on crit) I'm a bit too lazy to run standardized tests to figure this out, so I thought I'd save some time and ask here first to see if anyone knows offhand. EDIT: The same question could be extended to Grazes. Does the -50% just get added in? Or is your "final" (1.95) result multiplied by 0.5?
  21. I'd make a low-Int Human Barbarian named Hingle McCringleberry any day of the week. That probably doesn't answer your question though.
  22. Eh, 90% of OP's post doesn't actually address this, however. There's one sentence in that post that directly mentions the problem. There isn't much discussion as to why this person feels it's a problem, or how it may be fixed. To some extent OP seems to want to vent, which is fair and all, but it doesn't really provide much room for discussion.
  23. What fight is so exceptionally challenging? Is it necessary to progress in the story? I mean, there are two schools of thought in optional higher-level side content: 1) Everything should be along the same difficulty curve as the rest of the area. If you are lv4 and entering a zone, all content in the area should be lv4 so you can finish it all and move along. 2) Optional side-content may be higher level. The world is not arranged into neat "difficulty" zones where every area is of some fixed difficulty. There may be fights designed for a lv8 party in a lv4 area, but this is intentional and the developers intend for players to return to this area at lv8 to complete this content. Particular (read: metagamed) strategies may allow you to finish this at a lower level, but it will definitely be extremely difficult. That is, assuming you're not talking about some mandatory unavoidable story encounter which represents a sudden difficulty jump. There are all the other options that don't involve "level up" as well: Get equipment better suited to defeating whatever is in your way. Optimize your tactics (particularly re: spell usage and party formation) to prioritize CC, debuffs, and protecting your squishies. Hire or find extra party members to fill out your roster. Going from 3-4 to a full 6 party members dramatically improves your party's strength.
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