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Daemonjax

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Everything posted by Daemonjax

  1. D&D 5th edition eliminated the pre-buff stage before opening a door by making buffs require concentration -- you can only concentrate on one spell at a time, so that's one buff. It's a bit too gamey for PnP (but that's what a DM is for), but it would fit into a video game just fine.
  2. Sneak Attack and Backstab multipliers does not stack as should. You will gain either x1.5 (Sneak Attack ability) or x2.0 damage multiplier (with Backstab talent). The above is interesting, and I think most people (including myself) assumed it would stack. That makes taking the talent even more useless than I already thought it was.
  3. At least the pet attacks without the ranger having to give up his own attack action, unlike D&D 5th edition RAW, and this game does have more ranger abilities that involve the pet.
  4. That would only make sense if rogue's sneak attack were flat damage bonuses like in D&D. But it's not like there here.
  5. Yeah, I'll give that a shot. Here's 1h dagger (not dual wielding) 50 dex naked: 150 - 1 = 149 total frames 149 / 5 = 29.8 average frames per attack Compared to 10 dex that's a 58.5 / 29.8 = 96.31% increase in attack speed -- not the expected 120% as shown on the character sheet. If you do some wacky math you can get something predictive: 50 - 10 = 40 dex points above the 10 base 40 * 3 = 120% 1.0 + 1.20 = 2.2 1.0 / 2.2 = 0.455 1.0 - 0.455 = 0.545 58.5 * 0.545 = 31.8825 -- which is kinda close to 29.8 (off by 7%) But, yeah, according to the data, the attack and recovery delays act like a global cooldown which is not affected (much) by the dexterity speed bonus... maybe by 1 frame each. Doing the same for 18 dex: 18 - 10 = 8 dex points above the 10 base 8 * 3 = 24% 1.0 + 0.24 = 1.24 1.0 / 1.24 = 0.81 1.0 - 0.81 = 0.19 58.5 * 0.19 = yeah, that doesn't work at all... we'll have to do math excluding the delay frames, unless you just want to go with a 19% decrease (but it's actually closer to 18%). May as well just use a 2.25% per point of dex because it gives more accurate results: 50 dex: 50 - 10 = 40 ==> 40 * 2.25 = 90 ==> 1 + 90 / 100 = 1.90 ==> 58.5 / 1.90 = 30.79 (29.8 observed) 18 dex: 18 - 10 = 8 ==> 8 * 2.25 = 18 ==> 1 + 18 / 100 = 1.18 ==> 58.5 / 1.18 = 49.58 (49.71 observed) 14 dex: 14 - 10 = 4 ==> 4 * 2.25 = 9 ==> 1 + 9 / 100 = 1.09 ==> 58.5 / 1.09 = 53.67 (53 observed) 2.25 is just a number I pulled out of my ass.
  6. Yeah, I'll give that a shot. Also: 1h dagger (not dual-wielding) dex 14 naked: 213 - 1 = 212 total frames 212 / 4 = 53 average frames per attack That's a 9.4% reduction of attack frame times compared to 10 dex. Note: 18 dex was a 17.95% reduction... so it's looking rather linear... each point of dex is ~2.25% reduction (not the expected 3%).
  7. dual-wielding battle axes, 10 dex naked: 361 - 1 = 360 Total frames 360 / 6 = 60 Average frames per attack Dual-wielding them provides a 14.29% reduction in average attack frame times when compared to not dual-wielding them, provided 1h sword and battle axe have the same same average attack frame times (I assume that's true for all 1h average speed melee weapons).
  8. Dual-wielding daggers dex 10 naked: 249 - 1 = 248 Total frames 249 / 6 = 41.33 Average frames per attack I'd drop the first sample and go with 41 frames per attack. Actually, it would be better to add an imaginary attack using the A type animation with an accompanying offhand attack to get the average time... so 248 + 43 + 41 = 332 => 332 / 8 = 41.5 So... dual-wielding reduced average attack frame times by 14.58% 13.54%
  9. In Fallout you could do basically see everything there was to see with one well-built smooth talking character, but I think in this game it would require two playthroughs... one as a tank and one as a dps character.
  10. Yeah, I plan to do a test with 14 dex. The delays actually are affected, though. One of the delays is affected. The delay after attacking (just before the recovery bar shows up) does not appear to, though. It gets more interesting with the daggers... Both delays are affected by dex for one animation, but only one is affected on the other. That's why daggers got a slightly higher speed boost than 1h swords by going from 10 dex to 18. EDIT: Grrr... it looks like both might be affected for 1h swords, but the reduction is very small. It really sucks that the alternate swing animations affect attack speed for weapons.
  11. 1h sword (not dual-wielding) dex 18 naked: 491 - 1 = 490 Total frames 490 / 7 = 70 Average frames per attack That's a 17.36% decrease in attack speed time from 10 dex to 18 dex. So, the good news is slow weapons aren't getting a larger speed bonus from high dex than fast weapons. The bad news is we're not getting the bonus as shown in the character sheet.
  12. 1h sword (not dual-wielding), dex 10 naked: 594 - 1 = 593 Total frames 593 / 7 = 84.71 Average frames per attack Prior to patch 1.03, I was getting 85 and 87 frame attacks, so this one turned out a little odd... might need more data samples. @Ololo: Hahah, yeah... it seems a little underwhelming. I do agree that the tooltips and character sheets shouldn't lie. Let's see what % decrease I get for 18 dex with a 1h sword.
  13. I expect the transition frames for slower weapons to have less of an effect on total attack times, giving yet another edge to slower 2h weapons. We'll see.
  14. Yeah, I noticed that the other day. I didn't consider how well it would work on a monk, though, at low levels. I'd expect that to get fixed in a future patch.
  15. Well, even just a 17.6% decrease in attack speed time would result in a 21.6% increase (because of how math works) in dps against 0 DR enemies. Of course, we never fight 0 DR enemies. And, I may get different results for different weapons. We'll see. EDIT: And, only looking at average attack frame times it actually comes out to 17.95% decrease (instead of 17.6%). It's more reasonable to do it that way now that I think about it. It's still not a 24% decrease, however.
  16. Here's the data I gathered for 1h dagger (not dual-wielding) used a dex 18 naked character. 389 - 51 = 338 Total frames 338 / 7 = 48.29 Average frames per attack However, I would use (49 + 47) / 2 = 48 average frames per attack since there's probably a 50/50 chance of using either attack animation, and I don't want to consider the 1 frame discrepancy before the very first attack animation started. Interestingly, while I expected a 24% decrease in total frame time with 18 dexterity, we only really get a 17.76% decrease. I'd like to know whether dexterity bonus shown on the character sheet continues to be a lie for other weapons. EDIT: Fixed math.
  17. Here's data I gathered for 1h dagger (not dual-wielding) using a dex 10 naked character: 462 - 51 = 411 Total frames 411 / 7 = 58.7 Average frames per attack However, I would use (59 + 58) / 2 = 58.5 average frames per attack since there's probably a 50/50 chance of using either of the two attack animations.
  18. Death godlikes in dire need of more portraits. Yeah, whatever # of hours work they put into some of the death godlike headtypes were wasted development time because there's no portrait for them. Why would anyone pick that headtype if they'd then have to pick a mismatched portrait. It's absurd.
  19. I was testing this myself for about 5 minutes, and I could find no evidence that it was affecting my chance to interrupt. That doesn't mean it's not working, just I couldn't tell one way or the other. If I spent more time testing, I might know more, but I just gave up.
  20. That would actually be a very good system for DR in a video game (it would suck for PnP -- too much math). Too bad they didn't stick with it.
  21. The biggest problem I have with race balance is how not every race/sex/subrace/headtype combo has a portrait. Particularly Godlikes, which really sucks because the race is unique enough to prevent the possibility of finding a suitable portrait online somewhere.
  22. All abilities that specifically say "full attack" should apply fully to two hits while dual wielding. Barbaric blow tooltip in-game says it's a "full attack". Same applies to rogue abilities that are a "full attack". If you suspect the tooltip is lying, the only way to know is to extensively test it.
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