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blinkicide

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Everything posted by blinkicide

  1. I realize its been some time, but anyways...I started playing again. Picking up where I left off...still bugged in 3.06. Here you go: https://drive.google.com/open?id=0B4vc_2TaQ3jgbzY4TlViUnN0UU0 Just send Itumaak into range of the nearest fungi, they shoot bolts of confusion, he'll either be hit for 8.4 sec confused or if it crits (and it often does) for 12.6 seconds. This is exactly the same duration of confuse he would have got without the talent. And the same duration a member of the party would receive. There's no -5 seconds being subtracted, as per the description. Since Itumaak has much lower mental stats than a human, and can't wear items, the +30 charm, dominate, confuse defense isn't enough to make a difference, since he still always fails and is usually still critted. The upside of a -5 sec duration even if he failed is what made this talent appealing.
  2. I'm pretty sure I didn't pay her, but sent Eder as an escort, and I'm suffering the same bug.
  3. Would have been pretty easy to make dungeons whose reward once they are started linked to how often you camp. (E.g. kidnappers - find person dead or alive, ritual - get to heretics before they complete it, etc). Even some macro passage of time events linked to progress: e.g. mother gives birth to wicht baby (soulless), or baby has soul at 8-9 month mark.
  4. Visitors are returning to the stronghold who I can't find (e.g. Geyda wants a prisoner for experiments, but can't find him -- I only saw him during his initial visit). I read its a bug in another thread, but makes me feel like waiting for the next patch is mandatory.
  5. 1. Deflection is definitely a factor. Enemies will run to my wizard then run away from my wizard when he pops hardened arcane veil. 2. DR is definitely a factor. Shades will move towards than away from a wizard who pops bulwark of the elements (e.g. to ranger with low cold resist). 3. I believe low health is also a factor, but less sure than 1+2. Pretty sure I seen enemies switch targets to pile on a ally with low health. 4. Engagements make enemy significantly less likely to pursue its preferred target. I believe multiple engagements further reduce the chance. Not sure if threat posed by the melee's free swings is a factor, or just the engagement itself. 5. Distance is a factor. Not sure about medium vs. long range, but simply being in melee range already makes you significantly more likely to be attacked. 6. I'm not certain whether move speed slow effects whether they chase. Its possible to completely stop or reduce to a crawl many dangerous opponents with spells like blind though.
  6. In this save, if I turn in two unrelated quests "supply and demand" and then turn in "Brave Derrin" I'll only advance one stronghold turn for the first quest. If I reverse the order, then I am rewarded a stronghold turn for each quest. These quests are not related, so I'm not sure the order should matter? I've noticed other missed turns as well, as I try do all my turn ins for the end of the week so I can hire cheap guards to increase revenue and max chance for positive events, but notice I was miscalculating the # of turns I would get -- turns out it was just skipping quests sometimes. Edit: Not sure you're getting my save, its 2.2mb. Default uploader won't do it (1 MB max), tried using your basic one, not getting an error message, but don't see an attachment either.
  7. There is no grimorie cooldown on mastery spells, that's already how it works. The point was about everyone being likely to master one-off spells because that's what frees them up a girmorie slot unless they can spend per rest points on the mastered spell, as if it was memorized in a grimorie. That and mastery not doing anything other than freeing up a grimorie slot. I don't know about you guys, but 1 caste of haste + minor blights > a dozen fireballs. Seems a pretty clear choice for me.
  8. The new survival bonuses have the same description for the racial accuracy bonus (+10 accuracy) at ranks 1 and 2.
  9. But my comment was not about making Mastery into spamming. What I said was there is no incentive to master a "spam" spell, like fireball, since you need to have access to multiple fireballs in many encounters. Mastering fireball doesn't make mastery more about spamming than mastering haste, since in either case one gets a free use: either one gets to spam fireball or haste once per encounter. My point wasn't about the amount of spell spamming, but the TYPE of spells that will get mastered. I don't think anyone chooses spells like fireball, because you don't get to remove fireball from your grimorie just because you mastered it. You can do it with haste though, because haste can last the entire battle, you usually only need one cast. Hence mastering haste, a non-spammable spell, frees up a "spam" spell slot for some other spell. So my point is its all these one-off buffs that seem to be what wizards will master. There's no real meta choice here other than moving single-cast spells from grimorie to mastery. Which is why I think mastery needs to 1) effect the quality of the spell cast, and 2) made more friendly towards spam spells, as I described in the original post, to make mastery into something that is really a meta choice. p.s. all of u commenting on grimorie cool-downs, that's a side issue, but there is a perk for it, and whether its for you, depends if your wizards are good with AA attacks (e.g. wizards have some amazing summoned weapons). The fact that so many of you think it is a complete dps waste to swap out the grimorie is all the more reason to not object if it is incidentally made stronger.
  10. Spell mastery seems pretty weak. Only 3 mastered spells at lvl 14, and they are lvl 1, 2, and 3. It seems like just a stub left of the per encounter system, just to say it wasn't completely removed. Also, I think grimories coming with their own extra / per encounter slots might have been the most natural way to implement this. I think the popular picks for mastery slots are going to be buffs, summoned weapons, because they can be cast as a one-off, and you only get one cast of a mastery spell, freeing up a repeated use slot. Suggestion #1: Player should be able to expend per rest spell casts on mastered spells after using up their 1 per encounter, without also having the spell in a grimorie. That way there's an incentive to master a spam spell instead of a one-off. Not only might this give the player an extra use of their spam spell, but it gives them something to do when switching grimories -- btw there should not be any grimorie cooldown on mastered spells. Suggestion #2: Adding a bonus to the mastered spell, like a 10-20% bonus to players stats in affecting the strength of the spell. It makes the meta choice more interesting: do I pick something I always need to cast? or do I pick something I need to cast with the best possible rolls?
  11. Not sure what was broke on it. But with 17 min dmg on the character sheet, I killed a few bar patrons, and the lowest dmg on a hit I saw was 20.8 (whic is > 17 * 1.2), and saw confident aim convert grazes to hits several times.
  12. Hello blinkicide, Check the Beta tab in properties again and see if you're still opted in the Beta. If so, close out Steam completely and log back in. Thanks. Okay, it's been so long since i signed up for the beta branch, I didn't realize it's visibility was password protected. Apparently I got removed from the branch for whatever reason, and couldn't see it. But now that I re-entered the password, it is visible again. Now I see [beta] next to my game in steam, but when i start it I'm no longer on 2.03, but 2.02.0749 again. Was 2.03 removed? I'm now back on 2.03.0788. Dunno what happened, but all is right with the world again.
  13. The way the game is designed where enemies have access to the same talents we do, means engagements will be that much more threatening when the enemy does engage your priest, wizard, ranger, or whatever. Perhaps disengages can be strengthened to add a CC attack on disengage, but this means the AI which often gets a lot more units in many fights, will get the same talents to exploit when it inevitably does put a unit in melee against your squishier class. If forest trolls are easily kitable by your casters without slow effects, then everything should be easily kiteable with slow effects. You can mass blind at the start of fights (-2 movement speed, -29 accuracy, -28 reflex) with spells like chill fog or curse of darkness. You can lay down chill fog before the enemies even move to your front line. You can lay down wards (priest class) with powerful cc effects before combat even starts. If the enemies can run a nearly straight line to whoever you want to protect, then your formation is probably off. You should have at least three units spaced apart, to make the line fairly wide. As you pick up figurines and summon spells, you can really create an army they have to wade through to get to your backline. E.g. figurine with 3 beetles is like an emergency second back line, and and repeated disengage attacks from them will bring down a rogue, bruiser fairly quick even on POTD. Finally, some dps have options to be tanky for short periods. Wizards for instance, have hardened veil + llewen safeguard (+100 defelction), iron skin, bulwark, and access to extremely powerful summoned melee weapons, they can easily dispatch or lockdown a few swarm mobs that get past the front line. Fully buffed, sometimes I teleport them to swap places to save a tank taking too much damage, or to the edge of the front line to fully block a wide hallway.
  14. Disengagement attacks can't be analyzed in a vacuum; if they were intended to control the flow of battle alone they would effectively just be fool-proof taunts. If anything, the AI seems overly cautious about breaking engagements - it seems much less likely to break an engagement than if a human was controlling the unit . Which is why defender is pretty powerful imo even on POTD. When enemies do start peeling for your backline, that's the time to start summoning melee units, and having your tanks switch to their 2 hand weapons. Not only do enemies have to run around the summoned units, but they'll be suffering extra disengagement attacks along the way. Combine this with movement speed reduction or other CC. A lot of powerful enemies you see at lvl 5 there, can't even move when blinded. E.g. forest trolls, flame blights; normal trolls/ogres barely move. You should space your front line as wide as possible without allowing the enemy to run between them. This means a long circular run if they are going to get to your back line. The backline should be able to handle mobs ocassionally getting in melee range. Some mobs teleport for instance, some encounters are ambushes where you are start surrounded. For example, each of my wizards can tank with buffs (better than a fighter) for limited periods of time. My ranger is the only class in my party that absolutely dreads being stuck in melee with an enemy. You should probably only have 1-2 pure glass cannon builds in your group.
  15. Beta branch appears to have been removed today; I was in 2.03 beta, now reverted back to 2.02 and don't see a beta branch.
  16. Also you are comparing a "fine" mace and an unenchanted sword. Fine gives + 4 accuracy. Still I would expect a 2 point difference between those two items. So maybe accuracy not updating correctly in previous versions could be the issue. But once you update, keep an eye out for that.
  17. They seemed to remove the beta branch, now I'm back on version 2.02.0749...
  18. Updated to 2.03 on the beta branch, but i'm not seeing any changes to wizard per encounters on my lvl 9 wizard.
  19. I'll go over this test in a separate post here, First, your second calculation seems to confirm that dex is indeed multiplicative. Otherwise the result would be wildly off. You got to within 2.5 frames, which could very well be due to rounding. But maybe we can get closer, also you use a lot of buffs, and frankly I haven't played / investigated all of them. Maybe one of them is multiplcative, who knows. That said, I notice that the frame counters are separating out the pauses into their own category. I'm not sure whether the reason for excluding these frames is on sound footing; as I ended my last post, I think they were even debating among themselves how to account for them. So lets take that 4 frame "pause", and stick it with the rest of the recovery time: we get 50 frames base (46+4). Now expected: 50 * .74 / 1.45 = 25.517 frames Now look at observed: 21 + 4 frames = 25 frames. Maybe those 4 frames "pauses" between attacks are actually being counted for purposes of how many frames to remove from the recovery period? Maybe need more samples/test conditions to see if this is just coincidence or not. Either way, i'm fairly content with the accuracy at this point.
  20. As to the specific buffs I investigated, chant (+20% ranged attack speed), swift (+20% attack speed), weapon speed mod (+20% attack speed) these all stack and reduce recovery as if they were negative armor penalty. They stack additively with each other (unlike the dex buff which stacks multiplicatively, or any of the reload buffs -- which are all multiplicative). Thus, if you have a character who is naked with these 3 buffs, their recovery time is only 40% of the original value. Taking this a step further, if you use an alacrity potion, you get to 90% reduction (not 110% because alacrity overwrites swift), but the game starts skipping the recovery animation altogether. By recovery animation, i mean no recovery bar is shown - straight to reload. I'm still uncertain as to the exact point recovery begins: after first damage or projectile becomes air born, or when recovery bar first appears. My timings assume its when the recovery bar appears. But with 90% reduction (by math), no recovery bar is showing (tested using the pistol forgiveness on a 10 dex character. This suggests, demonstrates rather, that some buffs which subtract/reduce the armor penalty, can flip the penalty negative, and can be used to get rid of recovery altogether if the armor penalty is small enough. I'll take your word on armor grace not behaving this way, though. The durgan steel enchant, don't have acess to that yet, but isn't that a weapon speed mod buff, like above? I noticed as well that attack animations don't keep up with dex reductions (but recovery and reload do). I did see measurable reduction from 30% going to 51% though. It could be because of how I measure attack animation, I measure from the point attack command is issued to a ready char to a visible recovery bar. I compare my timings for a "cycle -attack, recovery, reload" to the average of multiple/consecutive cycles, to make sure I'm not catching any one-time attack delays or anything. Everything checks out to within 1/10 of a second. But perhaps what I been measuring as attack may include a few tenth's of a second of recovery, that is if you think recovery begins before the recovery bar is visible (e.g. does recovery start after damage / projectile launch? or does it start when recovery bar is first visible. I think the frame counters, from reading their posts, were counting attack animation until damage dealt, instead of recovery bar visible? I see there was also debate how to count the pause/delay between attacks, and execution of attack orders.
  21. I respec'd Sagani, ranger follower, who I earlier gave predator's sense. I was not presented the option to select it during respec because it she (or rather her fox) seemed to retain the talent through the respec; according to the character sheet she still has it.
  22. The change appears to have been to make summoned weapons get credit from more talents. They have worked work with every appropriate talent I tried on my wizard chars. The talents recognize if the weapon is ranged or melee. (so a melee talent won't work on a summoned wizard wand for instance). They receive an accuracy bonus regardless if they correspond to specific weapon types listed in the talents (e.g. the accuracy talents). I haven't tried stacking multipel bonuses though. They are still the base weapon type. Hence a wand is still a wand, but it also a "universal" weapon if it was summoned. So it can get credit from wand talents (e.g. dangerous implements, blast, etc), and talents flagged to apply to universal types. If u want to try something particular, just save game, go to an inn, reroll, and attack inn patrons and see if the bonus applies.
  23. It seems that Deleterious Alacrity of Motion + chant + speedy weapon (50% + chant 20% + 20 weapon speed mod) is enough to remove the recovery period altogether (no recovery animation), even on a 10 dex character. A bit surprising since the bonuses only adds up to -90% by my calcs, Tested with forgiveness, gonna pick up some other speed weapons later today to test, particularly want to try the wand) So even with low dex, the right buffs = no recovery time. Still have attack and reload times, but makes some wand / war bow build ideas quite interesting. Especially wizard, since they can cast alacrity all the time.
  24. Ok I figured this out: Some buffs add/subtract directly to the armor speed mod. So if you have a naked character, your armor speed penalty is 1.0 (no penalty). If you then stack swift or chant on these, it subtracts directly. So if you are in 50% penalty armor with a warbow, and use Swift, it will be exactly like you are in 30% leather armor. (With a warbow swifts reload speed bonus doesn't come int play) In fact, I put two archers with same stats side by side, one in plate + swift, and one in leather, and they matched perfectly over dozens of attacks. Thus with both chant and swift and no armor, your armor speed penalty becomes essentially a bonus: 1.0 - .20 - .20 = .60 less time for your recovery. Now this armor penatly/bonus stat stacks multiplicatively with Dex. So you can't use a 30 dex character to get 1.0 - .20 - .20 - .60 = 0 to eliminate recovery altogether. (If you want to do that, see the post below, I figured out how.) Instead, the math ends up being (1.0-.20-.20) / (1+Dex Bonus). There's a few other bonuses to investigate here, like speed bonus on some weapons. Edit: speed mod on weapons stacks additively just like chant/swift, and only affects the weapons recovery period (not attack or reload). So you can reduce your recovery to 40% if naked with those buffs (1-.20 -.20 - .20 = .40), before dividing by dex bonus.
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