
hugin7
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I have been away from the game since The White March, Part I, and as I reviewed the patch notes, I noticed the following nuggets in Patch 3.0: · Immunity: Ground added to a large number of spirits, drakes, wurms. · Immunity: Prone removed from dragons, replaced with Immunity: Unconscious and Resist: Prone (+20). · Removed Prone immunity from spectres, shadows, shades, phantoms, cean gwla, and battery sirens. When I last played, there were no CC-immune or resistant enemies in the game on PotD. However, the above patch notes make it clear that, at some point, there were enemies immune to Prone. For those of you who are already playing the latest patch of The White March, Part II, have you come across any CC-immune or highly resistant enemies? If they are immune to a form of CC, is it only one type or all of them? Also, which effects are classified as "Ground" and "Unconscious?" I'm guessing that Slicken is a ground effect, while Amplified Wave and Confusion are not. "Unconscious" seems even more open to interpretation.
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GOG Patch 2.01 - No Effect
hugin7 posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
After installing GOG patch 2.01 for Windows (patch_pillars_of_eternity_the_white_march_part_1_2.0.1.10.exe) on top of a working White March installation, I noticed that the game version in the main menu is still 2.0.0706. When the patch was installed, I did get a "success" message. I uninstalled/reinstalled the entire game several times with the same result. I also tried installing different versions of IE Mod (both 2.0.0706 and 2.01.0721) to test whether the patch took effect and found that only the 2.0.0706 version of the mod works. -
TBH that sounds really time-consuming and risky, but to each his own. The game was beatable by most players (myself included, and I consider my skill to be about average) even on a PoTD completionist run with all companions pre-2.0. IDK how the expansion difficulty compares, honestly, because I haven't had time to play it yet. Edit: Also, I have a strong feeling the inability to respec a companion's stats was intentional and not an oversight. Their spreads are done mostly with RP considerations in mind, and I believe it was intended to be a tradeoff between RP value and the ability to customize and min-max a hired adventurer. Despite the low difficulty of the game on PoTD, many power gamers such as myself enjoy taking the time to optimize the party and anything less feels unsatisfying. At the same time, I also enjoy the additional RP depth that companions bring. By editing companions' stats to be in line with that of hired adventurers, I can satisfy my need for optimization without sacrificing story/party interaction. I don't consider this cheating, since I don't let companions' stats exceed what I would get from hirelings.
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Are you playing in 2.0? They changed a lot, though IDK specifically about console commands. That said, there's a legit respec option now. Especially considering the risk of messing things up with these console commands in general (which I experienced every time I tried to use them pre-2.0), I'd certainly recommend sticking to the legit respec option that's been added. I'm on patch 2.0 with The White March. I suspect that some of the commands above might be from IEMod, rather than PoE itself, though I tried a few others that, according to documentation I found, are from PoE. IEMod doesn't support 2.0 yet. Unfortunately, the in-game respec feature does not support changing attributes for companions, though I have time-consuming workarounds available via temporarily reverting the game to an older patch.
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Below are cheat console commands that used to work in previous patches, but result in unrecognized command errors in The White March: addtalent Player_New_Game(Clone)_0 tln_scion_of_flame_talent AttributeScore Companion_Eder(Clone)_3 might 2 Did the syntax for console commands change over the course of patching?
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Good point. Might even be worth taking the Interrupting Blows talent for +15 interrupt since the effect doesn't mention only applying to attacks; I assume it also works for spells despite the name of the talent. (This needs to be tested). EDIT: Nope, doesn't seem to work. An update on this. I'm now running a MIG 18, CON 3, DEX 19, PER 16, INT 19, RES 3 Pale Elf wizard on POTD supported by the default companions, wearing a torc of the falcon's eyes +2 (so PER 18), and while the first four levels were rough (considerably rougher than 1.6), now that I have DAoM I can spam lowlevel AOEs without getting overrun while casting, and I am seeing a decent number of successful interrupts from the +24 interrupt modifier from perception due to the sheer number of interrupt rolls made. Not, alas, enough to rely on it against any individual enemy, but every enemy action interrupted in the big fights against hordes of enemies when playing POTD is a win as far as I am concerned. I can only imagine how good this would be on easy to hard difficulties, where enemies don't have sky-high defenses. I'm not certain that it is better than a wizard RES build, but so far it works well. Deleterious Alacrity of Motion apparently no longer affects casting speed: http://forums.obsidian.net/topic/81506-deleterious-alacrity-of-motion-no-longer-affects-casting-speed/. Not sure if it is a bug or a stealth nerf. Turns out that my Deleterious Alacrity of Motion issue was likely due to a patch-induced data corruption. False alarm.
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Good point. Might even be worth taking the Interrupting Blows talent for +15 interrupt since the effect doesn't mention only applying to attacks; I assume it also works for spells despite the name of the talent. (This needs to be tested). EDIT: Nope, doesn't seem to work. An update on this. I'm now running a MIG 18, CON 3, DEX 19, PER 16, INT 19, RES 3 Pale Elf wizard on POTD supported by the default companions, wearing a torc of the falcon's eyes +2 (so PER 18), and while the first four levels were rough (considerably rougher than 1.6), now that I have DAoM I can spam lowlevel AOEs without getting overrun while casting, and I am seeing a decent number of successful interrupts from the +24 interrupt modifier from perception due to the sheer number of interrupt rolls made. Not, alas, enough to rely on it against any individual enemy, but every enemy action interrupted in the big fights against hordes of enemies when playing POTD is a win as far as I am concerned. I can only imagine how good this would be on easy to hard difficulties, where enemies don't have sky-high defenses. I'm not certain that it is better than a wizard RES build, but so far it works well. Deleterious Alacrity of Motion apparently no longer affects casting speed: http://forums.obsidian.net/topic/81506-deleterious-alacrity-of-motion-no-longer-affects-casting-speed/. Not sure if it is a bug or a stealth nerf.
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In the past, Deleterious Alacrity of Motion affected casting time. I noticed that with The White March, this is no longer the case. Average casting time spells (3 sec) take about 2.2 sec with 19 dexterity (27% action speed). However, with Deleterious Alacrity of Motion, they still take the same amount of time. This issue is easy to test with auto-pause for finishing an ability and consistently reproducible.
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I agree in that the bug does not make a CC party unplayable; avoiding early reapplication is a workaround. However, it is a major nuisance in a variety of circumstances. For example, you can do more harm than good by casting large-area CC, such as ciphers' Amplified Wave, if you accidentally hit enemies that are already disabled. A similar situation arises if two of such spells are cast by different party members simultaneously and you accidentally overlap their targeting circles, with some enemies in the intersection. Having played PoE for a long time, it is rare for me to run into problems, but even experienced players would have a much higher quality of life if they didn't have to worry about these issues and could just let 'er rip. I suspect that many players, however, are blissfully ignorant of this bug and nerf their own performance without realizing what is going on. This bug is likely more critical and visible now than it was prior to the advent of party AI. While an expertly micromanaged party can avoid negative consequences most of the time, I suspect that the AI will happily chuck CC all over the screen and routinely refresh CC prematurely. On a personal note, I consider this bug the top issue known to me in PoE. Obviously, I'm not the one who manages Obsidian's priority queue, and I don't expect their priorities to be in line with mine; I would have been happy with mere acknowledgement of this issue. I'm glad to hear that a developer entered it into a bug database? Can you please pass the link to the report? I found where developers acknowledged the issue: http://forums.obsidian.net/topic/80820-106-multiple-stunparalyzeproneetc-effects-result-in-broken-durations/?do=findComment&comment=1715099. Better late than never . Thank you for clarifying it for them.
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Here is an older report of the same set of issues, in case additional details help: http://forums.obsidian.net/topic/75225-crowd-control-reapplication-issues/ The above thread contains many easily reproducible examples, as well as conjectures regarding where the algorithmic flaw might lie. Thank you for investigating this issue.
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I agree in that the bug does not make a CC party unplayable; avoiding early reapplication is a workaround. However, it is a major nuisance in a variety of circumstances. For example, you can do more harm than good by casting large-area CC, such as ciphers' Amplified Wave, if you accidentally hit enemies that are already disabled. A similar situation arises if two of such spells are cast by different party members simultaneously and you accidentally overlap their targeting circles, with some enemies in the intersection. Having played PoE for a long time, it is rare for me to run into problems, but even experienced players would have a much higher quality of life if they didn't have to worry about these issues and could just let 'er rip. I suspect that many players, however, are blissfully ignorant of this bug and nerf their own performance without realizing what is going on. This bug is likely more critical and visible now than it was prior to the advent of party AI. While an expertly micromanaged party can avoid negative consequences most of the time, I suspect that the AI will happily chuck CC all over the screen and routinely refresh CC prematurely. On a personal note, I consider this bug the top issue known to me in PoE. Obviously, I'm not the one who manages Obsidian's priority queue, and I don't expect their priorities to be in line with mine; I would have been happy with mere acknowledgement of this issue. I'm glad to hear that a developer entered it into a bug database? Can you please pass the link to the report?
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Was there an overhaul of console commands since May? I just tested addtalent, removetalent, and attributescore; all of them fail. I've used these commands many times in the past and kept logs, so I know the syntax is fine. Examples: addtalent Player_New_Game(Clone)_2 tln_secrets_of_rime_talent removetalent Player_New_Game(Clone)_2 tln_secrets_of_rime_talent AttributeScore Player_New_Game(Clone)_2 might 2
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The issue persists in The White March. As a fellow software engineer, it is disheartening to see such a critical bug receive no acknowledgement or feedback from Obsidian, let alone a fix, after nearly 5 months following the initial report. Why have so many minor, situational bugs and cosmetic enhancements been prioritized over something that impacts every encounter for CC users?
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After finally landing a crit outside of the "normal" range, I went back to the drawing board and the issue became obvious... I apparently spaced out last night and expected the crit multiplier to be an actual, umm, multiplier, on the normal range: damage = (1 + might and other damage bonuses) * (1 + crit multiplier + crit multiplier bonuses). Having reviewed the game mechanics, I recalled that crit bonuses were implemented as stated above - they are additive with all other damage bonuses. The implication is that crit multipiers are not particularly effective in PoE. In the above example for the crossbow, the initial damage multiplier is ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 + 0.25 )) = 2.49. A 0.25 crit multiplier bonus brings this to 2.74. 2.74/2.49 = 10% effective damage increase for crits. If your crit percentage, is, say, ~20%, then your overall effective damage increase is ~2%. On weapons of base damage = 20, a 10% difference is only 2 points, which implies that a large sample size is needed to verify whether the talent has any effect. Due to the flawed multiplicative formula that I used, I expected more variation and apparently pulled the plug on my initial tests too quickly. My apologies for the confusion. In conclusion, The Merciless Hand talent is not broken, but offers a only a minor damage increase under most circumstances to a single character.
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only a quick test with quarterstaff .. will test with ranged weapons also .. Some crit modifier tests Used char with 39% might bonus.. 20 base damage Resolution Sabre (annihilation extra 50% on crit) & Crossbow. 15% fine enchantment (sabre). 20% reckless attack (melee only) . Rabit foot 10% on crits. resolution sabre 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 )) = 66.8 // sneak crit perfect crossbow 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 )) = 49.8 // sneak crit add merciless hand resolution sabre 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 + 0.25 )) = 71.8 // sneak crit crossbow 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 + 0.25 )) = 54.8 /sneak crit NOT broken , just a bit dishonest (25% instead of the 30% listed in description) Are you using the cheat console to add the talent, and if so, which one? I tried the following: the_merciless_hand tln_the_merciless_hand_talent The only other difference in our test setup that I can see right away is that I used a war bow as my ranged weapon.
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It's not that difficult - for example, if a weapon does 13-20 points of damage and has the default x1.5 crit damage, max crits go to 30 points (subtract DR of test target). Simply attack with a fast weapon while affected by accuracy buffs to see many crits. Optionally, debuff enemies' resistance for even more crits. For the scenario above, my crits would never go beyond 30 points with or without The Merciless Hand. If the talent actually worked, there would be numbers as high as 1.8 * 20 = 36 and plenty of crits in the (30, 36] range. I've tested many data points with ranged weapons and spells. One caveat - I did add/remove talent via cheat console. It would be helpful if someone who acquired it legitimately confirms my findings before we declare this a bug.