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peddroelm

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Everything posted by peddroelm

  1. I'm partial to ruffian weapon group .. Dual sabre and even club + sabre starting from act 3.. Blesca's Labor is superb (buy at start of act III) + coordinating, draining and obscene accuracy .. ( Me playing full melee parties exclusively I have to treasure accuracy more since there's less buffs and debuffs to go around) .. Gives dual damage type flexibility (for enemies hardened vs slash for example) It combos pretty well with hard hitting sabre (Purgatory - extra damage on crit & drain) in off-hand.. Accurate Club will apply the debilitating condition on first hit (blind, hobble, weak, etc ..) and the sabre hits like a truck afterwards ..
  2. Ironically paladin auras are currently bugged and eventually grow to cover the whole map anyway .. Had you advanced the game instead of running measurements you would've gained a few centimeters already . http://forums.obsidian.net/topic/79067-1050563-zealous-focusendurance-reach-bug/
  3. 15-25 base damage there is a lot of room for variation in crit damage .. I intend to test this properly today (will need to find the AOE's weapon base damage variable address, remove the RNG damage roll and see what is really happening).. 15 * (1 + 0.3 + 0.5) = 27 25 * (1 + 0.3 + 0.5) = 45 Your damage numbers do seem a bit high - if the axe crit bonus transfers to torment's reach AOE it would be 100% due to a bug. Some spell effects still use the hit quality modifiers as true multipliers for damage calculation purposes (another possibility).. 25 * (1 + 0.39 ) * 1.5 = 52.125.. I'll know more after I test it ..
  4. if you want to learn more about weapon and other abilities damage mechanics in PoE http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/
  5. "exceptional" will remove "fine" .. 4 anvils not 4 + 2 .. Unless on trial of iron you could save your game, enchant to exceptional to check and reload the save in case the anvil cost is too high. Faster than forum post and waiting for answer ..
  6. As a consequence - high might monks will inflict (slightly) more damage than the (lying) character screen damage range will indicate. Melee damage inflicted by monk unarmed attacks is calculated the same way the 1.04 bugged "One stands alone" ability used to be calculated . Monk unarmed/fist damage uses base weapon damage 10-15. BaseWeaponDamageRoll * (1 + Sum(damage_mods)) + Transcendent_Suffering_Damage * (1 + MightBonus) . A numerical example to clarify where the inconsistency is. Monk fist weapon has 10-15 base damage range .. Might bonus 39%, savage attack 20%, Transcendent Suffering 4 +8 unarmed damage .. Reported damage range on char screen 24 - 32 (lies) 10 * ( 1 + 0.4 + 0.2 ) + 8 = 23.9 15 * ( 1 + 0.4 + 0.2 ) + 8 = 31.85 http://i.imgur.com/gpkBtIG.jpg Actual damage range for unarmed attacks ( hits before DR subtraction ) 27.02 - 34.97 10 * ( 1 + 0.39 + 0.2 ) + 8 * ( 1 + 0.39 ) = 27.02 15 * ( 1 + 0.39 + 0.2 ) + 8 * ( 1 + 0.39 ) = 34.97 http://i.imgur.com/myRRxiH.jpg So either the damage range displayed on char screen is working as designed and then monk unarmed attacks inflict more damage than supposed to, when might > 10. { and all players who ever used monks have unknowingly exploited this bug} OR The damage inflicted is working as designed and then the character screen is lying about the damage range too (like is lying about blooded and fighting spirit damage bonuses ).. ///////// Related Some tests done with 15-15 monk fist weapon http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/?p=1689400
  7. I finally managed to find the monk fist weapon (at least this once - hopping I'll be able to do so again for future tests) .. Confirming if there was any need that transcendent suffering damage gets flatly added after sum of damage mods multiplication .. Here is the test with 0% might bonus and 15% from fighting spirit.. Monk fist used 15-15 base damage .. Level 1 char so +2 unarmed damage from transcendent suffering. Combat Log 19.3 - 4.0 DR = 15.3 Crush + 8.6 Crush // Torment's reach initial hit 15 * (1+ 0.15) + 2 = 19.25 // fist hit 19.25 * 0.5 - 4 * 0.25 = 8.625 // 50% torment's reach 50% lash Second test with added might to show might isn't doing double duty with transcendent suffering despite the lying ability description .. 30% might bonus 15 * (1+ 0.15 + 0.3) + 2 = 23.75 <> 24.4 // hit regular attack fist hit 15 * (1+ 0.15 + 0.3) + 2 * (1 + 0.3) = 24.35 = 24.4 // SURPRISE - might bonus is applied to transcendent suffering damage bonus the same way (mechanically) it was applied to bugged OSA flat bonus damage. // Extra test at higher level to verify 15-15 base (found it again YAY! , 36% might bonus, 20% Savage Attack, Transcendent Suffering 3 +6 unarmed damage ) 15 * (1 + 0.36 + 0.2 + (0.5 - 0.27)) + 6 * (1 + 0.36) = 35.01 ?? 35.1 // crit fist regular attack Not perfect match 15 * (1 + 0.36 + 0.2 ) + 6 * (1 + 0.36) = 31.56 == 31.6 // hit Match //Maybe girdle of mortal protection is not exactly -0.27 as claimed ? -0.265 seems more likely (I should check if 0.265 fits in previous girdle tests EDIT it did) //Crit Test with girdle removed 15 * (1 + 0.36 + 0.2 + 0.5) + 6 * (1 + 0.36 ) = 39.06 == 39.1 // crit match
  8. Cannot edit OP but - savage attack modal will do nothing for Torments reach AOE damage (which is spell effect) since it only applies to melee damage . 2H weapons are a bad idea since Torments Reach provides [two attacks/per wound] when dual wielding . Even if its recovery time is fixed getting double the amount of torments per wound cannot be beat ..
  9. Rooting Pain test.. Its damage is casted as spell effect vs fortitude with equivalent weapon base 10-15. Equipped weapon's enchantments will have no effect and neither will savage attack (I just realized while testing this that savage attack won't do anything for torments reach AOE component either since it only applies to melee attacks) .. Combat log with edited 15-15 rooting pain weapon. 30% might bonus 15 * (1 + 0.3 ) = 19.5 // hit 15 * (1 + 0.3 + 0.5 ) = 27 // crit With lesser wounds and high constitution//healing - with high INT score this can do quite a lot of damage to low fortitude & low crush resist since it will trigger for each wound received and can affect multiple enemies .. Nothing glamorous - was actually searching for monk fist type of weapons which are also base 10-15 without success so far ..
  10. "X" "X" .. "X" learn to harness the unlimited power of the almighty letter "X" ..
  11. I use functional name tags .. Don't get to play all that often and might forget which fancy character name is for which character .. This way the class/role character with that name is immediately obvious ..
  12. Vulnerable attack lash damage test. Weapon used RavenWing 3 DR bypass , burning lash TestDummy Crucible Plate Armor 14 DR , 7 shockDR Combat log 27.9 - (14.0 - 8.0) = 21.1 Crush + 10.4 Crush + 3.5 Burn + 5.2 Shock 27.9 * 0.5 - 14 * 0.25 = 10.45 // torments reach 50% crush on main target 27.9 * 0.25 - 14 * 0.25 = 3.475 // burning lash 25% burn 27.9 * 0.25 - 7 * 0.25 = 5.225 // Lightning Strikes 25% shock None of the DR bypass bonii (from weapon , talents , buffs, etc.. ) have any relevance for Lash damage calculation ..
  13. Personally I don't use frame counting to "measure" attack speeds, I use debugger breakpoints to measure the time between damage is inflicted on test target https://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/?do=findComment&comment=1673223 .. Not perfectly a perfectly accurate method for measuring attack speeds, but good enough .. But it does take some time to setup and execute ..
  14. This is how lash damage is calculated http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/?do=findComment&comment=1670860 . Did not test yet in 1.05 with elemental perks ..
  15. I did not "test" the things you're asking for .. I might do so at some point, until then no answer is IMO a better policy than speculation .. I'm trying to finish the game at least once ..
  16. 1.05.0567 fight (various mushrooms and oozes) on stormwall gorge .. All enemies are dead - barb ignores all orders (like he's dead - but is shown standing at near full endurance) - Combat won't end .. Even consoled up "rest" .. Barb still didn't move .. Ended up loading ..
  17. 20% lash damage vs 25% appropriate target DR (for new games (567)) OR 40% lash damage vs 25% appropriate target DR (for converted savegames started before the last patch (567) - the nerf was not savegame retroactive) http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/page-3?do=findComment&comment=1686575 And possibly (unconfirmed as of yet) doing big bugged damage when used with blundrebuss https://www.youtube.com/watch?v=dzrAzAPWkbk
  18. https://www.youtube.com/watch?v=dzrAzAPWkbk Marked Prey + blunderbuss IS borked (at least in my savegame, haven't heard anyone else confirm yet)
  19. https://www.youtube.com/watch?v=dzrAzAPWkbk Currently marked prey + blunderbuss is broken (at least in my save)
  20. oh yeah - doors / tight spaces are the suck .. You need open spaces to be able to fully engage / flank the enemy ..
  21. I've been playing potd melee parties exclusively .. All human theme .. fighter (damage stats and talents except weapon & shield, defender and wary defender) - rarely use the shield but it is and option. Noble weapons - Deathwing paladin (damage stats and talents - kind wayfarer + lay on hands(mostly for monk) ) - tidefall barbarian (damage stats and talents - top damage dealer) - The White Spire estoc (exceptional ) - great damage and AOE debuff monk (damage stats and talents - close to barb in terms of damage) - knight focus (swords/axes) (nice combo stunning/enervating blows, torment spammer otherwise) ranger (damage stats and talents - barely above fighter in terms of damage ) - fells a bit off - but melee theme forbids casters ( chanter, cipher, priest, wizard, druid .. ) . Uses reach weapons - staff because he goes down too easily otherwise ... And ranged weaponry forbidden in melee themed party .. rogue (damage stats and talents) - dual sabres .. Most effective single target unit ( likes to take advantage of monk stunning fists) Reason I didn't max fighter tanking (far from it) is because barb needs to be in the middle of it to make best use of limited carnage range // OSA .. Monk needs to get hit to increase damage output.. Protagonist paladins are quite sturdy even when built for maximum damage output ..
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