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curi

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Posts posted by curi

  1. proper threads for stuff often get ignored, e.g. i made this (and several others) and got silence: https://forums.obsidian.net/topic/75293-please-patch-infinite-repulsing-seal-exploit/  or like i made a nice thread where i figured out the exact details of a bug with deflection and hp calculations, which i know would be easy to fix (i have game programming, testing, debugging, etc, experience) and nothing happens.

     

    that's why i haven't bothered making a thread about disappearing items that were on characters who died. because by and large it looks like no one cares and i will mostly be ignored.

     

    of course, as much as i like the game, judging by the gameplay writing A* correctly seems to be beyond this dev team so one can't expect much – regrettable but simply a fact. the bugs that 100 different ppl yell about will get fixed and other changes and fixes will be done at random. correct me if i'm wrong.

  2. ugh i just found, many quests later, that if i go back to woodend plains a LOT of my gear disappears. it seems like every item worn by someone who died on that map disappears if i go back there. (4 characters died there a few levels back. i picked up all their stuff and hired 4 new characters from the inn, cuz i'm playing combat like trial of iron and have maiming off, i'm just reloading for bugs and out of combat tests like seeing what a dialog option does or if stealing something causes a reputation loss).

     

    i think hardly anyone found this bug because they reload if their character dies, instead of hiring a replacement. but it's a huge bug that makes gear disappear.

  3. i'm really confused about accuracy. i've been watching the accuracy on my mage using kakloth's minor blights and i keep attacking with different accuracies, none of which ever seem to be the value i expect from trying to calculate it myself. i think there are multiple issues here including probably:

     

    - off by 1 sometimes

    - some accuracy bonuses not working right at all times (likely candidates: wood elf racial, weapon focus or priest blessing)

    - some enemy debuffs that are not listened anywhere. (when fighting the Dweller for example i was attacking with a LOT less accuracy than expected. then it stopped and went back up. my only explanation is there was some debuff on me that didn't show up)

     

    has anyone else noticed issues with accuracy calculations in the game or reported anything?

  4. i found out how to re-add 3 of my problem items:

     

    AddItem cloak_of_protection_minor 1

    AddItem stiletto_backer_oidhreacht 1
    AddItem pistol_backer_forgiveness 1
     
    can anyone please figure out how to create a saint's war armor with console? the one from edar. it's such an irreplaceable item.
     
    here is all the names from the directory where i found the other 3: http://pastebin.com/kvEf0YwZ
     
    EDIT: AddItem scale_armor_eder 1
     
    lol i was searching for "edar" so i couldn't find it.
     
    well at least i can fix my game now.
  5.  

     

    Don't think it's only due to Guls - I just got some serious health increases from fighting Dank Spores. Do they have a sicken effect?

     

    And does dismissing/recruiting fix this? That would at least make it a bit more manageable to play the game "as intended" - just fix it for all but the PC, then watch PC's health and rest before it goes below the extra health and you've at least somewhat brought the game's balance a little more back into line.

     

     

    yes dissmiss+recruit fixes. i got through the guls at raedric's by keeping my main out of the fight (WAY out, their thing has long range) and then fixing the other people after.

     

     

    So the player character is totally screwed if he's got the buff?

     

     

    yes :((((((((( i don't get how this is ignored for the new patch so far.

    • Like 1
  6. yup, even with 20 int, the bonus this gives is very slight.

     

    basically, aoe for a chanter, being centered around himself for the most part, really should be larger, or at least more heavily influenced by somethng like this item.

     

    frankly, don't think it would be overpowered if it was set to 1.5 instead of 1.2.

     

     

     

    well, the important thing is to figure out what is being multiplied by 1.2 or if it's just not using the number in the tooltip at all. you can't really compare 1.2 with 1.5 without knowing 1.2x or 1.5x OF WHAT? the item seems to be bugged, not a balance issue.

     

    my guess is it should give 20% more of the BASE (10 int) radius, but currently gives less than that due to a bug.

  7. Don't think it's only due to Guls - I just got some serious health increases from fighting Dank Spores. Do they have a sicken effect?

     

    And does dismissing/recruiting fix this? That would at least make it a bit more manageable to play the game "as intended" - just fix it for all but the PC, then watch PC's health and rest before it goes below the extra health and you've at least somewhat brought the game's balance a little more back into line.

     

     

    yes dissmiss+recruit fixes. i got through the guls at raedric's by keeping my main out of the fight (WAY out, their thing has long range) and then fixing the other people after.

  8. here is my +1 weapon aunama like half the time: http://puu.sh/hbw8R/2eda0ccd79.png

     

    hiding them on a companion at the stronghold does protect my weapons from evaporation when traveling to dryford crossing. yay i can clear the map with backup weapons... :/

     

    and i did some testing of unsafe zones: my stuff also disappears at woodend plains but not a bunch of other places i tried.

     

    EDIT regarding blights, looking at it more, i see lots of different accuracies in my combat log, it's pretty confusing.

     

    also (mac GOG) i frequently, when looting, see the animation for what i looted the previous time.

  9. i just found a HUGE bug. when i travel from dryford to dryford crossing, some of my weapons disappear. i will post a save game if someone from obsidian asks me, otherwise i'm not bothering cuz they don't seem to listen much and i don't wanna waste my time. it was on a priest fresh from the tavern. just moving the items to his inventory then traveling still had them disappear.

     

    to fix i had to: equip the weapons on someone else, then travel to a different location.

     

    weird...

     

    also my wizard, who i just made from a tavern, has 1 accuracy more than he should. also 1 extra deflection like i reported previously (if your stats add up to a negative for a defense type, the game does math wrong).

     

    also it looks like karkoth's minor blights say they are a "wand" if you right click them on inventory screen, but do NOT gain accuracy from +6 wand accuracy talent OR elf distant advantage (i thought the elf thing worked with all spells).

     

    also my main character with +1 weapon set racial, it keeps graphically screwing up like i don't have it anymore and the equipped weapon is on top of a closed slot, and at some point it was gone entirely but then came back.

     

     

    EDIT: ughhhhh, if i go back to dryford crossing i lose the weapons still. even putting them in my stash doesn't help..... i may have to hide them on someone at the stronghold not in my party!?!?

     

    EDIT: selling the weapons to store and buying back does not fix bug.

     

    and they are specifically forgiveness and oidhreacht, which are unique weapons i was using and the character perma-died and i looted them off the corpse (died at wooded planes though). they are the only unique weapons i had someone die with.

     

    trying companion thing next. ughhh

  10. please fix health bug (retroactively). i just got the 1.03 patch and hotfix, for mac on GOG, played a new game, and got a ton of extra health. probably from the guls near Ranga. it's on my main character too so just having people rejoin my party won't fix my game.

     

    i just read 1.04 patch notes and don't see this bug addressed. this is a game-breaking bug so please prioritize it.

    • Like 1
  11.  

    Any Monk players here who progressed very far at Potd yet?

     

    Rly unsure what stats at the beginning: Guess high might for sure...but rly low con/dex for Potd ? And high per and res? Guess res. makes sense bec. of some debuffs later but i feel a bit +unsecure+ with so low con /hp.

    I'm on act 3 with a solo PotD monk. Currently stuck on a boss fight there but I'm gonna try to make it work. In terms of stats you really need something moderately balanced. You can't go too far in one direction. If I could change my build now I would.

     

    I started off with

     

    16 Might

    15 Con

    19 Dex

    10 Per

    08 Int

    10 Res

     

    Might is useful for punching through DR which is sort of a problem for big bosses that come alone.

    Con is useful as a buffer against casters. Raedric's Castle is an example of this. If you don't have enough con you will get bursted down instantly.

    Dex is useful in general as a means to spam skills to get rid of wounds. You don't need as much of this if you're using a turning wheel passive monk build.

    Per, Res are mainly defensive stats and are primarily used for their deflection

    Int determines the AoE size of your torment's reach. Dumping int too low to something like 3 will make it so small that it wont hit the creatures behind the initial target.

     

     

    a minor tip about stats is you can use the rounding bug. if you try 9per 10res instead of 10 and 10, i believe your deflection will come out the same (it seems to be +1 to a defense if your stats for a particular defense type add up to a negative number). also i'd probably recommend 3per 16res instead because you get reflex from dex and from sword/shield talent, and because i think concentration would be more useful than interrupt. correct me if i'm wrong.

    • Like 1
  12. if you want to do ironman, just shoot the phantom with a bow. you can kill it without getting attacked. with skill, i think you can clear the whole caed nua outdoors without getting attacked by a phantom. (or if using chanter, get your summon to tank and shoot with bow. maybe you can go melee for flanking but it might retarget you, i'm not sure, but bow way is safe)

     

    it's basically safe for 90 fort priest to melee though, because i think withdraw actually does cast in under .2 seconds or whatever the time limit is for the small windows. it's really fast.

     

    you seem to have avoided casters in your testing. if i don't use figurine or any spells, i agree i wouldn't beat a phantom 1 vs 1 with my priest (and maybe not with better stats from another class, i don't know). the point is just you don't get 100% stun locked, you can get some spells off and attack a little to finish it off if needed. divine mark does a lot of damage. if 2 out of 3 divine marks miss, then you'll have to cast some barbs or use withdraw (and then either rest or start bow kiting) or use figurine or reload.

     

    the really hard part is the indoors part. i used figurine + chokepoint, use my spells, killed 2-3 guys (i forget which, best guess is 1 shadow 2 phantom for the first fight), and used withdraw so the remaining guys walked away. then i rested. then, second fight, i killed the rest of that group. (except 1 shadow didn't come and got killed alone after). for other classes without Withdraw, this is a big problem.

     

    and for ironman, it needs a lot of testing for priest too. because whether you get out of combat by using withdraw kind of depends on pathing and AI. it's possible for them to run into each other and get stuck and just sit there until withdraw runs out, depending how many are left alive and positioning. and if you go out in the open and use withdraw, then they definitely won't get stuck but you will usually not get out of combat, they walk up, walk away, and combat ends with them still in range to instantly restart combat. 

     

    look i think you have some good points and this stuff is worth analyzing in detail, but i didn't like the implication that maybe i cheated. i certainly didn't ironman this – i only speculated about how that could be possible – but i totally did kill phantoms with priest, try out kiting with bow, etc. i agree some stuff in this thread isn't ironman safe and involves some rng, but you sorta accused a bunch of ppl of being unable to do stuff even with mass reloading, which i don't think is fair. 100% reproducible and possible with mass reloading are really different standards. i'm interesting in what's ironman safe too btw. that is one of the reasons i was testing priest – withdraw adds a lot of ironman safety in a lot of situations, by letting you get out of many fights and go back to the inn if you get bad rng. and it lets you kill one guy and get out of combat in a lot of places, so you can do a pack using multiple rests if needed. (rogue has an escape too, which is awesome, but priest has seals and other spells, can spam level 1 and 2 spells at high levels, so that seemed significantly more appealing than rogue overall)

     

    i don't know anything about the odds of getting spider legs. what's cool is once you pass maerwald, you get access to tons of shops and your stronghold can generate ingredients (both plants and monster parts, but not gems, so i guess that puts a limit on things), and you can get some more figurines and things get nicer. but yeah even stuff like being able to craft enough flame scrolls before you have stronghold are a legitimate concern.

     

    also i'm pretty sure you can get level 5 before doing the indoor phantoms. that's a BIG deal on casters, e.g. 2 of the shock seals for priest.

  13. Calling Shenanigans on anyone claiming stun locking phantoms aren't a problem.  They have a 61 Accuracy on their stun, meaning that you need a 61 minimum just for them to "miss" you 15% of the time.  With a 90 as has been claimed is enough to "beat" their stun, you still get stunned often enough to be locked:

     

    61 - 90 = -29  |  100 - 29 = 71  |  71 - 15 = 56

     

    56% of the time you will be Grazed or Hit.   Grazes, at least for me, last for 1.8 Seconds.  Which also happens to be enough time for them to hit you again, since they seem to be attack 1 time per sec.  As far as I can tell, unless you are extremely lucky, a single phantom can keep you permanently stun locked while solo.

     

    If you really wanted to make yourself "immune" you need to hit 146 Fortitude by my math, which just isn't achievable at level 4 when you first run into them.

     

    Also, how are you guys getting the mats to make FoF scrolls?  2x I have play up to Caed Nau, and both time I have exactly ONE spider leg.. so at most I can make ONE scroll, much less 4?  or more?

     

    I am not going to believe anyone has beaten PoTD solo unless they do a complete, unedited, live play-through.  Doesn't even have to be expert & iron-man, reload all you want.

     

    i don't get it. with 90, they miss 44% and only hit 21% of the time. you get some actions off. just try it. did you think stun durations would keep adding up over time? stuff like that doesn't stack. it'll keep resetting to 1.8 seconds a few times in a row, then you get some better luck and get a few actions off. and if they go hit graze, it doesn't really matter, you took an extra couple points of damage. i think all a hit really gets them is if they miss immediately after it doesn't help you.

     

    also don't they have to get past your deflection before getting a roll on your fort? so that improves the odds some.

     

    i think you might have problems for different reasons. this is with the big shield and draining mace. it makes you more tanky. and brigandine and the 5 frost damage reduction cloak. so you can be stunned some of the time but you live quite a while, enough to get off a few swings and a few spells. and withdraw casts super fast if you need to do that.

     

    your math doesn't show any kind of stun lock. you didn't factor in their attack speed and how every graze/miss or miss/miss combo you get an action, basically, which happens a lot more than never, it happens pretty often.

     

    you really truly think a level 4 priest with 90 stun defense can't fight one phantom in melee WITH RELOADS and win?

  14.  

     

    The level 4 talents are great.  I've been grinding the beginning so many times trying to find better ways to do things that I didn't realize how good some of the choices are.  I'm taking 2 Lore and stocking points up otherwise as I can't advance this particular build's Stealth or Mechanics any more.  What do you guys think of the level 4 talent choices?  Does the +10 Fort have much effect on Phantom stunlocking?

     

    if you didn't know, you can level up to 12 and see what talents/spells/skills your class has available at every level. it helps with planning and testing things a lot.

     

    http://orcz.com/Pillars_of_Eternity:_Console_Commands

     

    for phantom stunluck, i was not stunlocked by 1 phantom with 90 fort priest (70 fort + anti-stun racial). 70 fort came from: 20 base, ~20 might, ~16 con, 9 from leveling up 3 times, 5 from an item. oh and that isn't counting food. i think i would have been ok with less, but i don't know how much less. that'll give you an idea of where you can get fort and how much.

     

    Pearlwood chicken looks easy enough to get ingredients for.  You went with Aumaua priest, then?  How do you like it?

     

     

    priest is very bad at low levels, except that withdraw to get out of combat did help a ton with the indoors caed nua phantoms, but you have bad combat stats and not-that-great per-rest dps spells, and your buffs aren't much use. priest has some nice things later with withdraw spam at level 9 and repulsing seal spam at 11, and setting up seals before fights gets good starting at level 5 (2 of the shock seals), but i wouldn't really recommend priest.

    • Like 1
  15. The level 4 talents are great.  I've been grinding the beginning so many times trying to find better ways to do things that I didn't realize how good some of the choices are.  I'm taking 2 Lore and stocking points up otherwise as I can't advance this particular build's Stealth or Mechanics any more.  What do you guys think of the level 4 talent choices?  Does the +10 Fort have much effect on Phantom stunlocking?

     

    if you didn't know, you can level up to 12 and see what talents/spells/skills your class has available at every level. it helps with planning and testing things a lot.

     

    http://orcz.com/Pillars_of_Eternity:_Console_Commands

     

    for phantom stunluck, i was not stunlocked by 1 phantom with 90 fort priest (70 fort + anti-stun racial). 70 fort came from: 20 base, ~20 might, ~16 con, 9 from leveling up 3 times, 5 from an item. oh and that isn't counting food. i think i would have been ok with less, but i don't know how much less. that'll give you an idea of where you can get fort and how much.

    • Like 2
  16. I hate random loot generator, after ironman monk died....restart...and didn't got in Inn and Temple the +frost damage and life leech cloak...of course, checked at phantom in temple, 60 fort defence is not enough, perma stun lock from 1 of them. and without cloak phantm hits like truck against a monk without shild.

     

    I know already, i have a problem in first room of stronghold...were you have 5 phantoms who say :) "let me stun you"

     

     

     

     

    ______________________________

     

    to the chanter video, gratz, it is unlucky the onyl playstyl you can do as chanter...

     

    if you would play cipher at PotD, you would get 1 purifit to stone form trap, and than you nuke him during trap duration with all this crazy RAW damage speels down.

     

     

    --------------------------------

     

    chanter is "boring" playstyl and little easyier, but other classes can it do better.

     

    i read loot is based on: chest location, character name, day in game.

     

    for me, on day 2, name "c", i couldn't get the good cloak at the inn. i rested 3 times until day 3. then i got it. try advancing time with console or resting and see if you can get it on a different day. or maybe try using the name "c" too, "c" might always get it day 3 (not positive but it might work).

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