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Emptiness

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Everything posted by Emptiness

  1. I'm not a backer, so I can't speak to your situation from personal experience. Is it possible that you made a pledge but then didn't follow through with it? If you are sure that you paid up on your pledge, then my advice would be to check this thread: Update #92: Reward Redemption Make sure you check all the links on that page as well, if the page itself is not helpful. Maybe you missed a step somewhere in the process.
  2. To me it is more than unintuitive, it is flawed. Imagine, for example, that you had a crushing weapon that was enchanted with Crushing Lash. That weapon would deal 125% crushing damage vs 125% of the target's crush damage reduction. In other words the magic on your weapon is making your target's damage reduction more effective. Now, in the game you can't apply Crushing Lash yourself, and I don't think there are any crushing weapons that have it (but it does exist)...the example is just for illustration purposes. The same thing is happening when you apply one of the elemental lashes to a weapon; the magic is increasing the damage that your weapon deals and also increasing the effectiveness of the target's damage reduction by a corresponding amount. This makes about as much sense as if Might not only increased the damage you deal but also increased the target's damage reduction by a corresponding amount. Or if enchantments on armor that increased damage reduction also increased the enemy damage done by a corresponding amount. It is possible to calculate damage reduction versus more than one type of damage in such a way that having multiple sources of damage on one attack does not improve the target's relative damage reduction. I don't see any advantage to the current system, so I'd prefer a change...but maybe I'm missing something. Is there some reason for or advantage to having a damage enchantment on a weapon that also causes the target's relative damage reduction to increase?
  3. You don't have to do anything with the portal to complete the game, if that is what you are asking.
  4. I object to the ending, but not for the reasons you described. To me, it just feels unfinished. I was given a choice of what to do with the machine at the end, but without any real understanding of the consequences of those decisions, it just felt like an empty choice. I didn't have any reason to pick or not pick any of the options, because the story leading up to that point had not prepared me to make that decision. Where was the option to overload the machine to destroy it, for example? I ended up picking the option that sounded the best, but honestly my character would have been just as likely to leave without doing anything because of the lack of information about what the machine is really doing and what is really going on. From the name "Pillars of Eternity" I came to expect, as I progressed through the story, something more like a showdown with the gods. I've learned something of their true nature (and in theory should have known much more or all of it from Thaos' soul by the end), and am now in a position to affect their position in the world. Shouldn't the gods be trying to influence what I do with this knowledge? Shouldn't they want me to fill the void created by Thaos' death, but also each vying for me to do so with their personal interests at heart? They are "real" enough to aid me to reach Thaos, but not "real" enough for them to try to manipulate my decision at the machine? I fought my way to Thaos and defeated him, made an uninformed choice about the machine he was (ab)using, and then wandered off. I feel like I started on a quest to defeat an evil warlord, found out that he was a tool being used by a greater evil, killed him in single combat, and then retired. What about his army? What about the greater evil? Nothing is resolved, but worse there isn't even any indication that I know it isn't resolved and plan to do something about the rest of the problem in a sequel. Instead my party disbands and we all just walk off in different directions while the Leaden Key picks up right where it left off. There isn't even a final save file generated, after the decision at the machine, for the purpose of importing into a sequel. The game just
  5. This is only in average difficulty, not PoTD, so maybe some will say that it won't work. I can't really argue against that, since I haven't tried PoTD, but I figured I'd share my experience anyway, for what it's worth. The screenshot displays stats with gear but otherwise unbuffed. Base stats are: 20/4/15/18/3/18 I went with Rauatai background for flavor, but that point could have been shifted elsewhere with a different choice. Talents: WF: Soldier, Deflecting Assault, Vicious Fighting, Two-Handed Style Abilities: Blinding Strike, Reckless Assault, Dirty Fighting, Deep Wounds, Adept Evasion (Having such a low Int and a low attack speed limits the usefulness of many of the better Rogue Abilities, which is why I made some odd choices here.) I'm using a 2H Sword, rather than an Estoc, because he hits hard enough that I don't need the penetration to overcome armor and because I like the selection of 2H Swords available better. If you prefer Estoc then I'm sure you could make that work as well. Party is Eder (tank), PC (dps), Durance (heal), Kana (buff + dps), Hiravias (dps + flex), Aloth (dps). I haven't needed a reach weapon, and indeed trying to use one would be awkward since I only have Eder to hide behind. Instead I send in Eder first to attract the attention of most enemies and then the PC is right behind to pick up the overflow. The PC has decent defenses (and is in enchanted full plate) and so can survive most enemies by virtue of killing them quickly (his attacks are slow but most enemies can't survive many of them). Some battles he will drop, but not too many, and usually not until he has done more than his share of damage. I haven't finished the game with him, and I haven't tried dual-wield rogue to compare, but as of L9 he is working out very well.
  6. I expect that all of them do, as I believe it is an item design issue, whereby some items were given icons whose appearance doesn't match the appearance of the items as they appear on a character. It is annoying, but only cosmetic so I don't expect it to be addressed soon.
  7. I would say that it depends on how many talents you're going to have to devote to each option, which depends on your choice of weapons and how many weapons sets you're going to want to use: If you pick a weapon group that has a 2h weapon and also the weapons that you are going to dual wield then you can take just the one accuracy talent. If your chosen 2h weapon and dual wield weapons are in different weapon groups then you'd need to take two accuracy talents. If you're not going to give yourself a ranged combat option then you only need the two weapon sets to switch between, but if you also want to be able to switch to a ranged weapon then you'll need to spend a talent to get a third set if you plan to switch between 2h and dual wield (unless you are Island Aumaua). If you don't switch between weapon sets and just dual wield then you don't have to worry about those factors, but you do end up taking vulnerable attack which might end up being the same (in terms of talent expenditure) as the alternative.
  8. The whole design is flawed. Take an example where you have +25% burn damage from lash and hit for 12 pierce (or whatever) damage (before lash). The game compares 12 pierce damage vs 100% of pierce resist and 3 burn damage vs 25% of burn resist. The problem is that you are doing 15 damage total, with 80% being pierce (12/15) and 20% being burn (3/15). The game should be comparing 12 pierce damage vs 80% of pierce resist and 3 burn damage vs 20% of burn resist. The way the game calculates it now overly favors DR.
  9. This isn't the only situation in the game where you can pick an innocent-sounding dialog option that can foil your progress on a quest. Of course, having this particular result is especially damaging, since it also blocks your ability to gain the support of the Doemenels. If you're determined to fix the problem then reloading a save from before you spoke to Reymont would be the obvious solution (if such a save exists). Otherwise, you could just chalk it up to differences between you and the Doemenels (such things do happen, like-minded folks ending up at odds over a business decision) and then side with one of the alternative factions.
  10. See the link I posted earlier in this thread. (I believe what you are reporting has the same cause.)
  11. The task fails if you kill the girl because the task is to get the girl to safety. It is true that killing the girl would cause certain assets to fall into the control of the Knights, but they can accomplish essentially the same thing without assassinating a child by simply taking over her care and molding her into someone who either eventually becomes a Knight or else is indebted to them. Also, if she lives, then she becomes a symbol that the Knights can use (politically): A tragedy struck Heritage Hill, but the Knights acted quickly to contain it at great risk and the loss of the lives of several Knights. In the end most residents perished, but (agents of) the Knights were able to safely rescue the sole survivor of the catastrophe.
  12. The effect also does not display on the character's paper doll (when the weapon is equipped and selected). These are probably not bugs so much as design limitations.
  13. Please refer to this post: MUST READ: How to Report an Issue Then, create a new thread here: Pillars of Eternity: Technical Support (Spoiler Warning!) Include the requested information and files. Since you are not able to save the game, you may need to supply the autosave, if the game is creating one. Once you have done that, someone can attempt to help you solve the problem. This is not the right place for that conversation, however.
  14. The support section of the forum is always going to have reports of bugs, no matter how long you wait. Also, there will always be the possibility that there is some horrible bug that exists but that no one has encountered yet, but which you will. Just play the game. (Don't use Trial of Iron and be sure to save often to more than one save slot, at least until you are very familiar with the game.)
  15. I'm here discussing (what I consider to be) a design flaw, not telling developers how to use their time or making decisions about how Obsidian prioritizes its workflow. And yes, I clearly see the Dev response; I did quote it, after all, just above your post. I don't believe that changing the way DR vs added damage based on a percentage of base damage is calculated would imbalance the game so much that it would require classes and abilities to be rebalanced around it, as you claim it would. It is true that certain abilities of certain classes would be negatively impacted by the change, but there are certain abilities of certain classes that are being negatively impacted by the current system. From the perspective of those classes, there is a reason to question whether this design decision is appropriate. I'm not going to try to convince you of that, however, because looking at your posts in this thread it is clear that you are just here to argue for the sake of argument.
  16. That is exactly the problem, yes. If the proc damage is less than 25% of the base damage then it is being compared to a disproportionately large amount of DR (and if the proc damage is more than 25% then it is being compared to a disproportionately small amount of DR).
  17. You're doing nothing to help this discussion. Also, you are misinterpreting the words you are quoting. Yes, there is consistency in always applying 25% of the appropriate DR to all lash damage. There is also inconsistency in it, in that the percentage of damage reduction applied to lash damage does not scale based on the percentage of damage the lash does. That is the inconsistency that this thread was created to discuss. So, while you are correct that there is also a consistency that exists, it is proximal to but not the same as the actual problem.
  18. General Discussion seems best, or Builds/Strategies/Engine if you needed to post spoilers to discuss your feature request.
  19. I have seen this problem as well. I doubt it will be fixed, though, since fixing it would probably require completely remodeling all the capes in the game, or completely remodeling all the armors that clip with capes. It would be nice if I were wrong, however, because it is unsightly.
  20. I thought he was just wearing fancy clothing...guess I should pay closer attention.
  21. Interesting...I didn't even know you could take the remains to the magistrate, because of the very situation you just described.
  22. I would say combine that with the current +10 defense, and maybe also add an automatic -25% duration.
  23. I don't believe that you are bugged; it happens to me as well, and always has (edit: I wasn't in the beta so by this I mean since release). It is very frustrating; my character paid for those wounds and my build is built around the idea of no spending wounds but instead allowing them to statically increase her damage output. That should be a legitimate build concept, because there are feats and items designed specifically to benefit from unspent wounds. She still works as a character even though the wounds drop off, but I can't really think of any good reason for them to do so. There's already a cap on how many wounds can translate into increased damage, so there's no danger of her damage reaching crazy levels if the wounds remained. At the very least the mechanic (wounds falling off) needs to be better explained. Ideally I'd like to see it removed entirely.
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