
blinkicide
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Everything posted by blinkicide
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I was testing which weapon would be best for my ranger, and measured the attack times with different buffs on. All the numbers were adding up until I stacked both chant and swift aim, and started attacking faster than any math can seem to justify. Attack Recovery Reload Total 5-shot Avg CrossBow 1.7 2.5 3.3 7.5 7.48 CrossBow (swift-s) 1.7 2.1 2.2 6.0 5.96 CrossBow (viscious-v) 1.7 3.1 4.4 8.8 8.76 CrossBow (chant-c) 1.7 2.1 2.7 6.5 6.50 Crossbow (s, c) 1.7 1.5 2.2 5.4 5.44 (Sorry for table being askew, its not respecting my formatting in the editor. All times in seconds. Measured using elapsed game time using start/end time difference on buff. Test character 10 dex, no armor) Times are consistent within 1/10th of a second, and repeatable. 1 - Swift alone, the numbers match up to the spell description. Recovery: 2.5/1.2 = ~ 2.1 (2.08333). Reload also matches: 3.3/1.5 = 2.2 on the nose. 2 - Chant alone, the numbers also match up the description. Recovery: 2.5/1.2 = ~ 2.1 (2.083333). Reload also matches: 3.3/1.2 = ~2.7 (2.75 ) 3. Now when we stack both swift and chant, we would expect to see something like 2.5/(1 + .20 + .20) for recovery, which would be 1.78 speed. Even if we stacked the buffs multiplatively, it would be 2.5/(1.44) = 1.736. Instead, we are getting 1.5s which is almost an extra 27% (26.6666%) speed burst out of thin air (2.5/1.5 - 1.40 = 26.666%). Anyone know where this extra speed is coming from?
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Faithful Companion talent reads: +30 defense against charmed, dominated, confused attacks, -5 sec charmed, dominated, confused duration. The reduced duration part of the talent description is not happening. Tested with Itumaak (follower's fox) versus fungus spores, and +30 defense triggered from their confused attacks on the fox, but the fox suffered the same duration of confuse on a normal hit as my other pc's.
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I think you'd have to either: 1.) Make all spells and abilities per encounter, completely remove the rest mechanic and health. Then balance the encounters based on max strength every fight. Probably cut spells down to one or two per level instead of four, or have them chosen at level up like an ability. Or go with cool downs. 2.) Have all classes need to generate focus like Ciphers do, no Vancian casters at all. 3.) Do nothing and let modders mod and players self regulate however they see fit. #1 and #2 require a big revamp of the entire game so that is pretty unfeasible. #1 would be like Dragon Age Origins, I think #2 would have been the most original and best solution but maybe a new game will try something like that. or 4) Create penalties to resting through content design: -- create repercussions to advancing time: e.g. change quest outcomes (e.g hostages start being killed off as demands ignored, missing boy more likely to be found dead than alive, town faces doom in 12 hours, you only have that long to do whatever can be done ), -- dungeons, you can't exit the same way you entered to run back to town to rest.
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There's a lot of spell effects, and it can be quite terrible when an auto-pause condition gets met and your woodskin just proc'd and you can't see any of your party members or most of the battlefield for that matter. I think there should be a way to see through them when we autopause. Similarly, there's large enemies, and characters get hidden standing behind them due to camera angle. I think overlays would be a good option to have when the game is autopaused. One to hide all spell effects, and another that makes enemies mostly transparent. I realize you guys are hard at work on WM2, but this is more of general suggestion for whatever tuning or redesigning of your engine you do for whatever comes next.
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Llengrath's Displaced Image has the following description: +25 deflection, +20 reflex, 50% of INCOMING hits converted to grazes. You can see in the two screenshots, that the buff is also causing the caster to miss targets. Notice the target was missed in this case where a graze was converted to a miss. The first screenshot highlights the combat text, and the second screenshot shows the enemy has no such displaced image buff active, so it must be the attackers buff that is interfering. For what it's worth, this bug seems to occur with Minoletta's Concussive Impact, but not sure what else..., just doesn't happen all the time, that much I know.
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This is a bit nitpicky but the stacking of flanking debuff with blind (or other debuffs) is inconsistent between pc's and npc's. Example: 1. flanking a npc and blinding them results in -30 deflection debuff (i.e. they stack). 2. a pc that is both flanked and blinded, however, has only a -20 deflection debuff, and mouseover says the flanking debuff is being supressed. Personally i prefer flanking stacking, as it makes position always relevant, even when casters are mass blinding/dazzing, etc... If the discrepancy is intended perhaps mentioning it in cyclopedia.
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1. It's my understanding, based on other's tests, that nothing effects the attack/reload delay. Hence the + 10 should be by itself. I'd also just point out some assumptions in your equation that I am doubtful of, but really don't know myself: 2. That attack speed and dexterity are multiplicative instead of additive. Seen some people claiming attack speed bonuses are additive with each other. Whether dexterity is considered just another attack speed bonus in this context, or it's own thing, I'm not certain. 3. Same with reload speed.
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Three scenarios for how dex could interact with armor penalty: Our baseline for no dex bonus, in heavy armor (50%): 1s (swing) + 1s (recovery) + 1s (recovery penalty = 2s * .50) = 3s total. Lets assume a dex bonus of 24%, here are three ways dex could likely work: 1. No effect on Recovery Penalty: .76 + .76 + 1 = 2.25 (84% of original time) 2. Multiplicative with recovery penalty .76 + .76 + (2* .50 * .76) = 2.28 (76% of original time) Basically dex does what it says here regardless of armor (24% bonus) 3. Subtracts from recovery penalty: .76 + .76 + (2* (.50-.24)) = 2 (66% of original time) Here dex would provide more than the stated gains of 24% for users in heavy armor.
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I casted kalakoth's minor blight during a fight, and it ate both my existing weapon sets. Even though combat is over, I have the wand that gets summoned as part of the spell, and I can even move it to inventory -- it didn't disappear. So it appears the spell never finished properly. http://steamcommunity.com/sharedfiles/filedetails/?id=420421174 http://steamcommunity.com/sharedfiles/filedetails/?id=420418288 I think it was caused by the transition that occurs right after winning a fight to defend your stronghold, it began while the spell was still active. My other wizard also casted the spell, but his duration fell off during the fight, and he did not suffer any problem.
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Conducted two tests after the latest patch (.0526), with a new party/campaign. My pc wizard (wood elf): lvl 4, con 8, endurance 57, health 197. Aloth, companion wizard (wood elf): lvl 4, con 10, endurance 180. Despite my pc wizard having lower endurance and lower constitution he has a larger health pool at the same level. I then tested edar (fighter, companion, at lvl 4): He had 102 endurance / 569 health. I disbanded him from the party, then reinvited him: he had 102 endurance/509 health. The latter stats seem more correct (only off by 1 which is probably due to rounding), since a fighters health is suppose to be 5xEndurance. Why it's getting up to 569 I don't know. I do buff my party members with food before tough fights, that the most likely cause. I also have my wizards cast infuse with vital essence, but that wouldn't explain the discrepancy with the fighter. So it's probably the food buffs not falling off with the saves. I've tried to reproduce this though, but so far haven't been able to force it to happen....
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I believe food is permanently increasing my characters health: My wizard and Aloth both started lvl 3 with 150 health / 50 endurance. They are still lvl 3, and now my wizard has 210 health, and aloth has 180. These are the values naked, no buffs shown. Both have identical constitution (10). Notably these are in increments of 10, and I have been using food to buff their endurance (+10 cheese). Also my fighter, also has 83 endurance, but 850+ health. Aren't fighters suppose to have around 5x health? He's showing about 11x. Not sure what happened there. He does get healed a lot by the priest..... So that's something else to check.