
peddroelm
Members-
Posts
615 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by peddroelm
-
Finishing Blow (Rogue per rest talent) 20 base damage sabre 30% might 20% reckless test barb has 105.27.. max endurance 20 * (1 + 0.3 +0.2 + 0.5 + 0.5) = 50 == 50 // sneak + crit 20 * (1 + 0.3 +0.2 + 0.5 + 0.5 + 0.5 ) = 60 == 60 // sneak + crit + FB(100%) NO accuracy bonus 50% 20 * (1 + 0.3 +0.2 + 0.5 + 0.5 + (0.5 + 0.045?) ) = 60.9 // sneak + crit + FB (50% <) 20 * (1 + 0.3 + 0.2 + (0.5 + 3?) ) = 100 ? 98.9 // hit + FB (1% <) ~350% 20 * (1 + 0.3 + 0.2 + 0.5 + (0.5 + 3?)) = 110 == 110 // crit +FB (10% <) 350% 20 * (1 + 0.3 + 0.2 + 0.5 + (0.5 + 2.25?)) = 95 == 95 // crit + FB ( 20% <) 275% 20 * (1 + 0.3 + 0.2 + ( 0.5 + 1.25?)) = 65 ? 64 // hit + FB (30% <) ~ 175% 20 * (1 + 0.3 + 0.2 + ( 0.5 + 0.6? ))= 52 == 52 // hit + FB (40% <) // activate savage attack 20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + ( 0.5 + 0.6 ))= 66 <> 70.2 // crit + FB (40% <) Maybe the endurance scaling component is multiplicative ? 20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + 0.5 ) = 54 == 54 // Crit + FB (100%) OK - seems the there is a 50% additive component 20 * (1 + 0.3 + 0.2 + 0.2 + (0.5 + 3)) = 104 ?? 108.8 // hit + FB(1% <) 20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + (0.5 + 3)) = 114 ?? 133.5 / /crit + FB(1% <) because difference between 133.5 - 108.8 is not exactly 20 * 0.5 it strongly indicates the second component of finishing blow is multiplicative . 133.5 / (20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + 0.5 )) = 2.44 //1 % crit + SA 108.8 / (20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 )) = 2.47 // 1% hit + SA 98.9 / (20 * (1 + 0.3 + 0.2 + 0.5 )) = 2.47 // 1% hit 110/(20 * (1 + 0.3 + 0.2 + 0.5 + 0.5)) = 2.2 // 10% crit 95 / (20 * (1 + 0.3 + 0.2 + 0.5 + 0.5 )) = 1.9 // 20% crit 64 / (20 * (1 + 0.3 + 0.2 + 0.5 )) = 1.6 // 30% hit 52 / (20 * (1 + 0.3 + 0.2 + 0.5 )) = 1.3 // 40% hit 70.2 / (20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + 0.5 )) = 1.3 // 40% crit + SA 60.9 / (20 * (1 + 0.3 +0.2 + 0.5 + 0.5 + 0.5 )) = 1.015 // 50% sneak + crit TLDR Finishing blow has 2 components .. a. +50% additive damage mod regardless of target current endurance b. *(2.5 - 3 * TCurE/TMaxE) multiplicative bonus that scales from *1 at 0.5 target_current_endurance/target_max_endurance (starts working when target goes bellow 50% endurance) to *2.5 towards 0 target current endurance Dual wield will apply the bonus for both weapon swings (might want to put the harder hitting weapon in off-hand) .. Making best use of this requires knowledge of various targets maximum endurance (game will not display it during battle but after in bestiary) (as to not blow it off to early or too late) .. Due to its multiplicative component YOU REALLY WANT the target to qualify for sneak/deathblows conditions before you activate it .. *2.5 true multiplicative damage sounds incredible until you realize the target must be already dead to get it .. Realistically between *1.3 (40% ENDURANCE) and *1.6 (30% ENDURANCE ) for first swing and then *1.9 .. *2.1 for the second swing.. Can be used to 1 shot most Boss units down to ~40% Endurance .. Especially in combination with sneak/deathblows .. For nonboss units (in case of emergency or if you know you are about to rest soon anyway ) - might be able to 1-2 (dual wield) the unit from almost full endurance .. (first hit puts it into the red second chunks it) This ability can spit out some sick damage numbers for the big damage numbers fetishists out there . Here's the multiplicative scaling component graph .. (X axis has target_current_endurance/target_max_endurance 0.5 to 0 ; Y axis has the multiplier 1 to 2.5) http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIyLjUtMyp4IiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiMCIsIjAuNSIsIjEiLCIyLjUiXX1d
-
Marked Prey is doing massive amounts of dmg. Easily 200+ per hit.
peddroelm replied to Idleray's question in Patch Beta Bugs and Support
apparently this patch might prevent the bug from happening - it doesn't fix bugged saves .. -
Caed Nua Level V xaurip champion activated liberating Exhortation aimed at my Paladin .. http://i.imgur.com/WuJtkYI.jpg Thanks buddy ! Xaurip high priest healing 2 of my chars with restore major endurance http://i.imgur.com/IWlbmqe.jpg And of course the old classic (animats transferring their heal spell to player party trough carnage) http://i.imgur.com/qLBpEwC.jpg
-
Marked Prey is doing massive amounts of dmg. Easily 200+ per hit.
peddroelm replied to Idleray's question in Patch Beta Bugs and Support
well marked prey is supposed to add 40% multiplicative damage to animal companion .. It will amplify the bug effect .. -
Marked Prey is doing massive amounts of dmg. Easily 200+ per hit.
peddroelm replied to Idleray's question in Patch Beta Bugs and Support
its not marked prey its this bug http://forums.obsidian.net/topic/78868-animal-companion-combat-bonuses-stacking-with-itself/ -
my current recommendation would be max int, might & DEX . Adventurer weapon focus .. Use estoc 2h (there is an unique one that can apply -5 all defences on all enemies stricken (great for damage and AOE debuff)) - Save on cash and ingredients to enchant it to exceptional .. Keep 1 handed Gaun Share unique flail on weapon switch - will not match the damage output of the estocs but will drain 20+ endurance per swing if swarmed by enemies (off hand left free - a shield will lower the chance to hit too much , another flail will also lower chance to hit and also alternate attacks with Gaun Share - the other flail will not heal you .. ) ..
-
I VERY seriously doubt marking prey has any effect on (any) DOT damage ticks .. Also I'm not 100% convinced wounding shot DOTs ignores target DR - might actually test for this at some point .. Problem is upping target DR lower damage inflicted of which wounding DOT ticks are supposedly calculated of, but I could compensate by upping ranger's additive damage mods (might) to compensate ..
-
They way I deal with POE invisible order queue and own character's unpredictable behavior : for each battle order/command I give I go trough the fallowing process.. - select unit ( Ex.. "3" "3" .."3" ) - Identify own unit position on battlefield (this can take a few minutes for all units since they like to hide beneath rocks, trees, buildings, gratuitous spell effects etc .. ) - after own unit's position has been identified - evaluate orders according with current battle situation - Crucial step "X" "X" "X" - clear unit's invisible order queue (you can't check what's in there (WHY ?!?!) - but 99% of the time is NOT what you'd expect) - Que own orders ( Ex Activate Swift Strikes then(shift) torments reach target Z, Mark Prey target Z then(shift) strike with wounding shot target Z then (shift)(auto) attack target Z, Cast AOE offensive spell then(shift)(auto) attack target Z ) Every time you feel like giving a new order to any of your units (even a simple move order) you must go through the above steps to reduce surprises (WTF is he doing now ?!! I didn't order that !! )
-
Patch Notes: 1.05
peddroelm commented on Darren Monahan's blog entry in Pillars of Eternity Support Blog
Lightning strike doesn't do 25% more damage (than before) 0.1 * 1.25 = 0.125 (great buff ) It now does 25% lash damage (previously it did 10% )... Still not a huge improvement (IMHO) but an actually significant buff to at least get people to try it again (and probably find it wanting again).. ////////////// Also if marked prey is working as intended - you might want to change its description to match .. (not 20 flat damage per swing - gogogo fast dual dagger but +40% lash ) .. -
Either way Deathblow deals more damage and much more often than 1x per fight and for only one enemy. And you can se gap between Sneak Attacks and Deathblow attack, they are quite significant. You can however proof me that Deathblows deal less damage than Marked Prey if that is the case- I am open for results. [WeaponDamageRoll * (1 + 1.2 + 0.5 + Y1 ) - DR ] AND [ WeaponDamageRoll * (1 + Y2) - DR + WeaponDamageRoll * (1 + Y2) * 0.4 - 0.25 * DR ] Which is bigger ? It depends on Y1, Y2 and DR (the other additive damage mods in play. Might, Reckless attack, savage attack , two handed style, beastslayer, .. etc ..) Marked prey is once per fight and one enemy only - but it can last a few attacks (30+ seconds ..)
-
fight where its clear cut win move to use savage attack are the "easy" fights where you can hit/crit foes easily anyway .. The hard fights when you struggle to land grazes - savage attack doesn't help .. Theoretically it should work nice vs low deflection high DR targets (low level animats ?) .. Definately not an early game pick - but a late game one .. Earlier on rogue because of reckless attack - but even on rogue - not an always on option like reckless attack .. Consumables & accuracy buffs can also make savage attack more worthwhile..
-
1.05 test - the fixed One Stands Alone 20 base damage estoc 33% bonus from might 20 * (1 + 0.33 - 0.5) = 16.6 ( == 16.6 combat log graze) OSA 20% activated and debuff that lowers might by 2 27% might bonus 20 * (1 + 0.27 + 0.2 ) = 29.4 ( == 29.4 combat log hit) 20 * (1 + 0.27 + 0.2 - 0.34) = 22.6 ( == 22.6 combat log carnage hit ) 20 * (1 + 0.27 + 0.2 - 0.34 - 0.5) = 12.6 ( == 12.6 combat log carnage graze) 20 * (1 + 0.27 + 0.2 - 0.34 + 0.5) = 32.6 ( == 32.6 combat log carnage crit ) The 1.05 OSA provides 20% additive damage mod as advertised in the description ..
-
Animal Companion Combat Bonuses Stacking with itself
peddroelm replied to koski's question in Patch Beta Bugs and Support
can always leave the bear at the starting area .. This way I'm playing with a handicap - not with bonuses .. -
1.05 always take the brighthollow with you
peddroelm replied to peddroelm's question in Patch Beta Bugs and Support
http://i.imgur.com/4jFrtYs.jpg confirmed