Jump to content

player1

Members
  • Posts

    324
  • Joined

  • Last visited

Everything posted by player1

  1. How lash damage works. 1) lash damage is % of attack damage (before DR) (so if attack does 10 damage, and lash is 30%, then lash damage is 3) 2) then DR is applied, which is 25% of lash damage DR that target has (so if target has fire DR 10, then 2.5 is applied against fire lash) 3) if that DR is higher then actual lash damage at point 1, then no lash damage is done (this pretty much grantees that grazes will very rarely do any lash damage, while crits will do them pretty much all the time) 4) otherwise, lash damage is done and is shown in combat log
  2. While you can not really compare melee and ranged weapon speeds, hunter bow is 50% faster then warbow, in similar way how fast melee weapons are 50% faster then average (and slow) melee weapons. On the other hand, speed of hunter bow is exactly the same as the speed on average/slow melee weapon used one handed.
  3. Isn't this bit too old review to warrant discussing now?
  4. ^Interesting. I like collected raw values used in speed calculations. Although I'm not sure if all speed values fit my emphiric tests. For example, based on spreadsheet, war bow is 33% slower then hunter bow, while my tests show it is around 50% (dex 10, no armor). Also BB is at relative speed of pistol (my tests) and not of arquebus, as in spreadsheet. I was testing this by pitting two characters with bows against the third one and then counting number of hits for each until they sync completely (while ignoring starting hit). It is a crude test, and not too precise, but it gives good aprox. of the relative speed of two weapons.
  5. I got the boon without issue in 1.05. In my playthrough I've never accepted any other boon, but have done all gods tasks. Also did that Wael side-quest if that matters. At the end of the game I had total of 6 options. Woedica, Wael and 4 other gods. EDIT: Correction. I never got his boon, nor I think you are supposed to (just like Woedica). His appearance just allows you to support him in the ending.
  6. Hi all, I've made Pillar of Eternity damage calculator in Excel doc. Idea is to get average damage for weapon, based on its properties and enemy defense and DR. https://www.dropbox.com/s/8knc1n166403ind/Pillars%20of%20Eternity%20damage%20calculator%20v1.0.xlsx?dl=1 I've first made this for my personal use, when I got annoyed that I lose too much time just approximating damage of weapons, doing calculations in my head. But now, when I made it, it feel wrong not to share it. What this tool can do: It can calculate average damage of the weapon from single attack. Attack, deflection, DR, crit. modifier, graze conversion, lash and min. damage are all taken in account. What this tool can not do: It can not calculate the speed of the weapon (including reloads and recovery), since that info is not exposed in UI and can only be collected by testing. Still, based on some testing on my own, I collected some relative values between ranged and melee weapon speeds using characters with no armor and Dex of 10. I put them in the tool just for the reference, and idea would be to use them, when you want to compare average damage of two weapons with different speeds, to get some general idea how they compare. If you find any errors in damage calculations, please post it here. IMPORTANT: You need to be able to edit Excel files in order to use this tool, in order to change weapon stats. You should be able to use either MS Excel, Open Office Calc, or upload tool to Google Sheets and use from there.
  7. I do use quicksave. That's why up til now to real damage was done. Regarding being tired, yep that is the reason to stop the session. But before stopping you do need to save. Right? You can now just go to sleep and save tomorrow. As for pop-ups, they are in theory good way to prevent unintended action, but when you always have pop-up for some action, like overwritting the save, people just stop noticing or reading them. And that is why it is dangerous to have both options right near each other, with same looking pop-up. If you click wrong button and do not read the popup, you delete instead of overwritting the save. And in this case, it is double damage, you both lose old save and do not make new save. Luckly, I do use quicksaves often, so it is mostly just me feeling stupid next day.
  8. Can we get "delete" save option moved to not be near "save" option? To explain. In more then one occasion, usually when very tired, instead saving the game, by replacing existing save with the new one, I accidentally deleted save instead. Usually, next date I'm like... what? where did my save go. Luckily, I do quick saves very often, so no progress is lost. But still... 1) Both options are just next to each other 2) Both have very similar prompt with "accept" and "cancel" 3) It is very easy, if you are tired, to delete save by mistake
  9. Not quite. You can overwrite enhancemt only if new one has more points. You can not, for example swap damage 2 with accuracy 2.
  10. The problem with "base DPS" is that in 98% of cases is misleading, since almost no enemies have DR of 0. And it would just show that fast weapons are superior to anything, while in practice those same fast weapons quickly lose effectiveness the more DR enemies have,
  11. Thats why attack rate is part of request, and not DPS.Atrack rate only depends from player stats. Of course, as said in one of my previous posts I am not against DPS calculator, as advanced option, which could calculate DPS based on some target DR value, for all hits, all grazes or crits. Heck, it could have target deflection parameter also and then calculate actual DPS bases on hits projections. But anyway attack rate only depends from players stats, buffs and weapons equiped and as such it would make sense to see it in characters stats, sinmilarly you already see projected damage for single hit for equipped weapons.
  12. But idea would be to show derived stat. When you put recovery, weapon spped, reaload, dex bonuses and everything else in the mix. It is in no way more confusing then current estimated damage per hit that is shown in the character sheet. And is actually very useful infomation. Then based on damage per hit and number of attacks in some period of time you can gauge how much your weapon is effective based on DR it attacks. For example, if rate of attack is very fast, but damage per attack low, it would probably be pretty poor against high DR. But you do need these kind information to get to the conclustion. Just knowing that some weapon is fast or average on its own is not enough. In fact, is can even be misleading. For example single fast weapon when dual-wielded is attacking less often when when used alone. Or that two handed weapons are in no way slower then average single handed weapons used alone. Or that only proper way to get rate of fire info for guns and crossbows is to do speeds tests manually, due to speed being affected also by reload.
  13. I'll send the save. I am just cheking my pre-ending save. It is not all monsters, but almost all monsters. In this pre-end save, almost all monsters have "none" in Abilities sections. With following being only exception: Bear - have some lines about being animal companion Elder Lion - has some roar ability Orge Druid/Marton - these actually have a ton of abilities Spear spider/spiderling - has toxin I'm not counting those with "???" due to non-complteted bestiary. And that is pretty much it. According to bestiary, signature abilities like shadow teleport of wisp confusion are not listed anywere. EDIT: Here is the save: https://www.dropbox.com/s/96q2qtdv7bije21/0b08f3ef403d4d8db88d0fe5e7a8429b%2015989187%20BurialIsle.savegame?dl=0
  14. To add more on this idea. While I think it is essential to show "rate of attack" stat in characters (in fact it would be my top enhancement request over anything else), there is idea how to show dps stat also, if needed. Have advanced stat screen with DPS calculator. You would get there weapon damage rating and "rate of attack" stats and option to select target DR. After selecting target DR, you would be shown DPS rating for hits, grazes and critical hits.
  15. For all monsters in the game, bestiary entries show "none" inside abilities section. I do not think this was intended. Can devs confirm?
  16. Fun thing: If you dismiss and rehire hireling and then reload save before doing this, it will stop showing that hireling is unpaid (until next time you exit the game and load the save). Of course, you can not do with the hireling that is the guest.
  17. It would be ultra major, if there was no easy workaround to fix it (just save and reload). Currently, it is more like exploit, then major deal-breaker.
  18. Speed of primary weapon differs when it is used alone and when it is used in combination with another weapon.
  19. Truth to be told, any Infinity engine, or Infinity engine inspired game stands up better against Torment in combat. That is hardly the praise. On the other hand, Torment graphics are still ageless and look great even after all these years (exempt those 3d scenes).
  20. Shield penalty does affect spells. That is why small shield is preferred. Alternatively, use large shield, but only switch to it if in very dangerous melee situation.
×
×
  • Create New...