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curi

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Everything posted by curi

  1. i made a level 4 wizard in the tavern. before leveling up, i tried to cast one of my level 1 spells i'd picked. but it was greyed out. i went in the grimoire and there are no level 1 spells in it, and i can't add any. i gave it to my other mage i already had as my main character. she couldn't write any level 1 spells to this new grimoire either. after i leveled up, then i found level 2 spells work fine. there is a graphical bug with it i want to show you: see how there's a sort of white streak on the level 1 line? weird.
  2. hi gwydeon79, these are both separate issues from the other one you're talking about. so to summarize what i figured out: there is an off-by-1 issue with negative deflection/will/reflex/fortitude from stats, and an issue with endurance and health being calculated and rounded separately so health is not the clean multiple of endurance you'd expect. it's not a repeat bug. edit: i checked a few other cases. the +1 defense bug seems to only happen if ur 2 stats affecting it give u a negative modifier overall. if u have a 2 positive bonuses, or a positive and a smaller negative, it comes out right.
  3. this off-by-1 bug applies to other stats besides deflection. i just made a level 4 test mage from the tavern. my understanding is you get 20 base will/fort/ref and 3 per level. so will should be 29 at level 4. plus stat modifiers. and i got +4 from 12 resolve, and -14 from 3 int. so it should be 19 will. but the character screen shows i have 20 will.
  4. wait i totally forgot. i do know what causes deflection rounding errors: negative resolve or perception deflection modifiers. i figured it out yesterday and forgot! lol for example my mage right now is level 5. should have 10 + 3*4 = 22 deflection, before stats. then i have +6 from perception and -7 from resolve. so i should have 21 deflection. i have 22 deflection. i think the way it works is all my characters with negative deflection stats got 1 extra deflection somehow. like take my priest. who i just had leave and rejoin the party to reset stat calculation issues (2 chars had extra health, so i had everyone rejoin which fixed it and maybe some other issues i hadn't noticed). so this priest is level 4. should have 15 + 9 = 24 deflection. plus stats. and i have +5 from perception and -7 from resolve. so it should be 22. but it's 23. so there you go, issue figured out. a negative bonus from resolve and/or perception can cause an off-by-1 error with your deflection. (this is going by the deflection displayed on the character screen, i didn't compare to the actual numbers used in combat)
  5. well i figured out part of this: i think there is no minimum aoe and int penalties really do lower your chant radius. just the UI doesn't show radius penalties due to the 2 circle system, so if your real radius is smaller than the base, you can't see it because the circle for the base radius covers it up. that's why if you take a 9 int chanter and add that neck, you get a very tiny bonus radius. because it was increasing from the actual less-than-base starting point. so there's no real bug here (with chants – there is a UI bug with radius circles, which i made a separate topic about) except for the part where the radius bonuses don't look at all like the claimed 20% (they looked a lot smaller). 20% more radius would be HUGE!! (if this is fixed, the item should probably be rebalanced to be 10% more chant radius) or explain to me what thing is being multiplied by 1.2, cuz it sure doesn't look like radius is getting that big an increase. based on how it looks, the necklace seems to give around an 8% aoe bonus. i'm judging this as: slightly more than a point of int gives. definitely less than 2 points of int give.
  6. so the way it seems to work is: the default radius shows up in the stronger color. then the actual radius with your int bonus shows up in the lighter color. and for something like fireball, only affects enemies, so there's no downside to big int (it doesn't make the friendly fire area bigger). the problem is when you have low int. if you have 3 int, the modified smaller radius area is hidden under the default radius, so you cannot see it. you can test the aoe sizes for some spells by seeing when characters highlight as targeted by placement. the aoe really is smaller, but the targeting cursor doesn't reflect this – it won't go below the default 10int size due to the 2 circle visual system (there's always a circle for the base size, then a second circle for modified size). another thing i noticed, which probably isn't a bug but i thought is interesting: if your int makes an aoe smaller, then unlike with making it bigger, the modification does affect friendly fire. it seems to be only a one-way thing where radius bonuses affect enemies only, not allies, but radius penalties affect both.
  7. i just got my stronghold recently and am not super far in the game. i'm playing with a custom hired party, so all the regular companions are sitting around available to do quests, stronghold defenses, or whatever else happens. (not too sure yet). i took all the gear from all the companions (except aloth's grimoire) to sell or use. they're naked. is that bad? does it affect anything with them doing quests or whatever else they can do at the stronghold? is there any reason in the game to have gear on them when not using them in my party? or do all their actions while outside the party just work based off their level or class or other non-gear stuff?
  8. a turn before finishing, my first average adventure got an "assign" button for some reason. thinking maybe i could assign a second character to it, i clicked that button. then it disappeared. the quest is gone, the guy who was doing it is no longer busy, and nothing showed up in my stronghold log about it finishing, and i didn't get a reward.
  9. wow thanks DocDoomII. following the advice in the other thread i removed the 2 bugged people from my party and re-added them, and it fixed their health. (at least within a small rounding error, like the issue i reported in my stat rounding bug thread a few minutes ago).
  10. i noticed some of my characters have 1 higher deflection than they should. i don't know a pattern or causes or anything and i didn't carefully check all the stats. i think there's just some kinda rounding errors going on that make an off-by-1 issue sometimes. some math issue. i know this can happen at level 2, very early in the game, not just after playing a ton. i noticed it with all my ranged classes but not my tanks. another error i noticed: my characters health and endurance aren't exact multiples like i think they should be. for example my mage has 56 endurance and 166 health, whereas i expected 168 health (3 times my endurance). what's going on is: my character has 70 base endurance and 210 base health. then loses 21% from having 3 con. if you do the math separately you get 55.3 and 165.9. both were rounded up. what i believe you should do is calculate endurance, then set health to 3x endurance (or whatever the exact multiplier is for that class). the separate rounding gets health and endurance out of sync.
  11. my rogue and druid have significantly more health than they should. rogue has around 4.5x health compared to endurance, and druid has around 5.5x. i don't know why or what happened. probably the same bug. this is a MAJOR bug. they really better fix it in a patch quickly, and make it recalculate so it fixes our save games not just new games. please. thanks. i hope. i also have the bug where my elf lost its racial ability from the active abilities list. they need to like completely recalculate all the stats for everyone's characters next patch based on what it should be from the fundamentals like class/race/level and talents/abilities picked, then add on item modifications after.
  12. there are bugs with the radius for chanting aoe. if you take the 1.2x chant area neck and put it on a 9 int chanter, you get a VERY TINY increase. should get like a 15% increase over the base size, but it's more like 5% maybe (i think less in terms of radius, but i was wondering if it worked by area??) if you then put on a +1 int item to get up to 10 int, adding 6% aoe, u get a bigger increase than when u put on the 1.2x multiplier item in the first place. another thing that's confusing is the 2 different radius circles. it seems to be the inner circle is the minimum chant radius which you get even if you have 3 int. and the outer lighter circle shows any increase in radius from buffs. this is kinda strange and contrasts with the concept of doing damage aoes where the inner circle hits friends and foes, and the out circle only hits foes. (but you see the double circle thing with heals too, not just chants. why? beats me. confusing. actually i have a guess as to why: for spells like fireball, the part of the aoe that only hits foes and not friends IS the radius buff from int, as a way to make int radius increase have no downside! but then this was coded to show up that way universally even with stuff where the difference between base and extra radius doesn't matter. that actually makes sense to me.) i tried other ints like 3 and 18 with the neck. what i think is going on with 3 int is your radius is really small but there is a min cap, so then buffing your radius still leaves you under the min cap, so there's no effect. with 18 int putting on the 1.2x neck gives a nice radius boost, it's useful, but it doesn't look at all like 20%. tl;dr the chanter 1.2x voice of the mountaintop neck totally doesn't work and doesn't add the right amount. try it on chanters with 9 and 10 int and look at how much the circle gets bigger and it doesn't make sense. and it never looks like 20% more radius.
  13. i'm very confident they are able to put things into a database of ideas where it can be gotten to at the correct schedule, if they like the idea. i think they have that concept down, that you don't have to either do something now or forget about it, you can save it for maybe later.
  14. i did a test and this game doesn't make sense. i had a guy at 28 hp. i had field triage that said it would heal 50.8 over 9.5s. it healed 65. it was cast by an 11 int druid, which is why it was 9.5 (really 9.45 rounded up) from a base of 9. so if you take the 50.8 and then multiply by 1.05 for doing extra from extra duration, you get 53.34 total healing, not even close to 65. the druid has 19 might, +27%, but that already affects the tooltip. or so i thought. here is my best guess at what happened. if you take 50.8 and multiply by 1.27 you get 65. so the tooltip must have already added more healing to factor in the extra duration from int, but did not factor in Might. i think? doesn't make much sense.
  15. well i hope they fix the tooltips. if you get int the tooltip says the same damage or healing spread over a longer time period.
  16. it has Times Knocked Out. but if you play with maiming enabled, it'd be really nice to know how many times you would have died without it. this will let you check at the end of the game how badly it would have gone with more hardcore settings.
  17. This needs more testing, of course. is he saying the dot ticks are the same damage no matter what his int is, in addition to same frequency? that isn't really clear from what you quote. so it could just be tooltip bugs, basically? i'll test with my field triage next time i'm hurt.
  18. so, if i understand right, if you have higher int, heal over times like the wound binding and field triage talents heal the same amount over a longer time period? (i think the amount of healing is determined by might's heal bonus, and is separate from the duration). so that's just bad right? more int stat = worse effect (same effect, but slower, is worse)? seems wrong. am i misunderstanding something or is this a design error?
  19. if you want people to replay the game multiple times (and you do, right?) make cutscenes skippable. please. please. making a new character is enough penalty for dying on ironman. rewatching cutscenes every time is just mean.
  20. level scaling is the wrong debate. the main debate should be: is it necessary that you get 20x stronger from the start of the game to the end of the game? or would getting only 2x more powerful over the whole game be OK? when you scale up power level a huge amount, you create huge problems for an open game world. it's saying the world has a huge amount of variance: it has level 1 enemies and level 20 enemies that are 20x more powerful. and so then you have a big issue of how do the protagonists, in this world full of all levels of enemy, manage to fight the right enemies each step of the way? if the world itself has a smaller variance, so a max level party fighting a group of 10 bandits never has a free walkover, then the whole level scaling issue goes away and won't be done. problem solved. the other important thing here is how the game handles resource recovery. if you regenerate to full hp and mana after every fight, like some games, then fighting someone slightly weaker than you is boring because you will win, and it doesn't matter how efficiently you win because all resources involved are temporary for that one fight. in a better designed game – such as Pillars of Eternity – fighting waker enemies matters because some resources do not regenerate for every fight. in PoE's case, health and per-rest abilities don't regenerate. that's GREAT. it means fighting weaker enemies isn't boring because you have to worry about conserving longer-term resources during those fights, so even though you'll definitely win the fight, the amount of resources you will lose during the fight is not at all a forgone conclusion. so there's 2 main reasons for level scaling: 1) huge variance of power levels in the world 2) because of terrible resource systems so that fighting anything that isn't your own power level is boring issue (1) is debatable, but my opinion is characters simply shouldn't scale up very much over the course of a game. issue (2) is not really debatable. games need long term resources to add complexity and interest, so there are different outcomes to a fight other than "win" or "lose". you need more complexity than that like, "i won but i lost a lot of hp, and used up some potions, and neither of those is very easy to replenish". PoE gets this right of course. better than BG. limiting rests per trip out of town, and having endurance as a fight-long resource vs health as a longer term resource is GREAT. and having per-encounter and per-rest abilities is, again, GREAT. i'm not too far in the game yet but it looks well done so far, to me. i don't know exactly what level scaling ended up in the game, but the resource system is really good. the power level scaling from start of game to end of game looks way too big, IMO, but (from what i can guess so far) no worse than other games (e.g. baldur's gate), and much better than some (e.g. diablo 3).
  21. i really like the game so far. the most disappointing thing, for me, is the extreme lack of hotkeys. want to take all the loot? use your mouse. want to cast a spell/ability? use your mouse. you have to pause a lot during combat just because it takes forever to issue orders to everyone, because you have to use your mouse so much. there were some really nice things with hotkeys, specifically the control groups so you can e.g. make a hotkey for all your ranged characters together. that is better than BGEE has. baldur's gate enhanced edition has much better hotkeys than PoE overall though. you can make hotkeys for specific spells, such as magic missile. if you're going to be casting that common level 1 spell over and over all game, it's really nice to hotkey it. but PoE can't. and you can use all your quickslot items, thief abilities, innate abilities, worn item abilities, basically do whatever you want from the ability bar, with hotkeys in BGEE. if you could add some hotkeys to PoE to let you do all your combat actions with hotkeys, then we could play a lot faster. and loot all hotkey please. it's so much nicer to hit like 5 (mage hotkey), f3 (for level 3 spells, for example, f2 (for the 2nd one), click. or just one key for a common spell i cast a lot that i set to a key. then repeat for another character. then your mouse stays in the combat area the whole time instead of having to move the mouse back and forth between the character abilities and the area where you target stuff. with good hotkeys, a veteran hardcore player could play like twice as fast. please please please add this.
  22. i tried to tab to a chat program while a PoE narrator was talking to talk to my friends. but then i couldn't hear him anymore. please add an option to let the sound keep playing even if PoE doesn't have focus as the currently active app. on mac.
  23. any chance we could get borderless fullscreen? that would be really nice. i am playing on a 5k retina imac and have run into a bunch of issues. fullscreen works fine but then i can't tab into other programs. when exiting fullscreen, it often puts the PoE window undernearth the system menubar. like this, so the top bar of the PoE window is hidden (sry it's not a great screenshot, the black area is all unexplored area from the actual game window): another problem is if i play with full resolution my monitor can do, then i leave fullscreen, now the window is much larger than my screen due to the retina display, so i can't play at all without going back into fullscreen. if i set the game resolution while fullscreen to the same amount my desktop normally works like: 2560x1440, then when i leave fullscreen, if i don't get the thing with the window bar hidden under the system menu bar, then bottom of my screen is cut off. what i think it should do is: if the PoE window is the same size as your screen resolution, then stick the window bar under the system menu bar, so the game actually fits without having the bottom pushed below the screen. but if the PoE window is smaller than your screen resolution, then have the window bar showing so you can drag it around to different places. so far i've gotten pretty much the opposite of that, but it may be random, i don't know what causes what result. anyway borderless fullscreen would be the best setting to make available anyway and then the rest of this stuff wouldn't really matter.
  24. the text for the Wizard's Double spell is confusing and i'd suggest a rewording. it says you get a Deflection bonus "against a single attack". but then the effect says +20 Deflection "until damaged". so that contradicts: does it keep working until 1 attack hits you, or just work on one attack? actually i think quite a few spell descriptions could use a little editing. like the level 2 wizard spell that gives the caster endurance mentions health too in some places but only endurance in others.
  25. here is the log from the start of the game for me, my character's name was "c": note how my name is blank when i'm added to the party at the start. on mac.
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