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Insolentius

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Everything posted by Insolentius

  1. All stat fixes are retroactive.
  2. I'm happy with the 1.03 fixes, but I'm sad to see that Stronghold fixes are gonna have to wait for 1.04.
  3. Then the spell deals a fraction of the "per tick" damage. For example, if only one second remains before the final tick, it does 1/3 damage.
  4. You mean 1.03 ... or are you planning multiple patches in advance?
  5. The double-model bug happened to me twice, both times as I was trying to use a potion while spiritshifted. The bug is really hard to reproduce, and I overwrote the saves I had when the bug occurred.
  6. I did some more testing with Charm Beast. - as long as at least one hostile beast remains uncharmed during a combat scenario, the duration works properly - if every beast gets charmed, the duration is less than a second, regardless of missing/grazing/hitting/critting For example, if you're fighting two bears: - charm both bears - duration is less than a second - charm one bear - duration lasts as advertised - charm one bear and kill the other while the Charm effect is still ongoing - the effect ends immediately It seems that the game, for some reason, requires having at least one enemy in a combat scenario. Basically, it doesn't let you charm/dominate every foe. I don't know if this is intended or not. EDIT: I believe I know what might be causing the problem: - Charm Beast is a combat-only spell - if you charm every beast, the combat state ends (since there are no more enemies (charmed beasts count as allies)) - because the combat state ends, the spell stops working (because it's combat-only) Thoughts?
  7. Is it possible that Steam wrecks certain files during the decryption process for pre-loaded copies?
  8. Werecat form gives the character "ignore 5 DR" ability, even though it's not listed anywhere. I tested this thoroughly against various slash DR values.
  9. These two can be attributed to - https://forums.obsidian.net/topic/73449-stat-bonus-modifiers-can-erroneously-be-applied-multiple-times-allowing-stats-to-grow-beyond-intended-values/
  10. Ability A has a duration of 10 seconds... - tick when the DoT gets applied, tick at 3 seconds, tick at 6 seconds, tick at 9 seconds and a tick at 1/3 the power when the DoT expires Ability A with an INT bonus has a duration of, let's say, 16 seconds... - tick when the DoT gets applied, tick at 3 seconds, tick at 6 seconds, tick at 9 seconds, tick at 12 seconds, tick at 15 seconds and a tick at 1/3 the power when the DoT expires All the ticks deal equal damage (except the last one in cases where it applies only a fraction of the tick damage (due to not fulfilling the "3 seconds" requirement))
  11. At level 11, Eder is supposed to have 25 (Fighter default) + 2 (Resolve default) + 3 * 10 (3 per every level after first) = 57 with no items and modal abilities.
  12. Damage always ticks when the DoT is applied, every three seconds after that and when the DoT expires. The longer the duration, the more damage gets done (with the same DPS). The tooltip is borked.
  13. On the surface, it does seem broken. But, apparently, INT bonuses get applied properly to HoT or DoT abilities.... This needs more testing, of course.
  14. There was already a similar thread. Perhaps a mod could merge them. https://forums.obsidian.net/topic/72711-druid-bugs/
  15. But the devs had access to everything in their own builds while the backers were rampaging through the beta. The question is whether the bug was present in the pre-release builds that the backers didn't have access to.
  16. ... or increase the damage accordingly (so the DPS stays the same) while following the intended design of extended duration.
  17. Intellect at 10 : DoT Damage = X over Y seconds Intellect above 10: Dot Damage = X over Y * (intellect bonus) seconds Basically, the amount of damage stays the same, but the DPS suffers.
  18. There are two possible reasons: - the bug was introduced in the Day-1 patch - they were aware of the problem and decided to release the game anyway
  19. You can probably reset the stats using the console. To avoid the problem, never load an area where you recruited companions (if they're in your party).
  20. This also affects Aloth's Leather Armor with the Overseeing effect (extra 10% AoE). After quicksaving and quickloading around 15 times in front of the Black Hound Inn, this is the result... The red circle is the default AoE. Also, his defenses while wearing the Minor Cloak of Protection during the same test... I really don't feel like playing this game if this bug is gonna force me to constanly check the character sheets to see whether one or multiple stats have ballooned in the meantime.
  21. Can anyone replicate this bug in open areas in Defiance Bay? I haven't reached that location yet, but someone mentioned that the bug occurs there as well. Here's the post...
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