peddroelm
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Animal Companion Combat Bonuses Stacking with itself
peddroelm replied to koski's question in Patch Beta Bugs and Support
http://i.imgur.com/udLeyqG.jpg Checked again .. Its starting to get out of hand .. 124% damage bonus ?! No idea what causes it .. -
1.05 always take the brighthollow with you
peddroelm posted a question in Patch Beta Bugs and Support
>> Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead. Does the game counts all inns as "stronghold maps" ? Brighthollow no cost rest option appears in the Dracogen Inn (Dyrford Village) didn't get any upgrades for rest bonuses in stronghold , didn't get a chance to check other inns yet .. -
Animal Companion Combat Bonuses Stacking with itself
peddroelm replied to koski's question in Patch Beta Bugs and Support
+1 (mine only stacks twice atm . will keep an eye out for it) .. I would say 5 stacks should be enough to make companions "useful" . -
Haven't done proper multi decimals testing on it but from what the combat log reports for healing amounts it seems the % of health drain is calculated of weapon damage BEFORE DR subtraction .. (possible oversight) Gaun's share piddly flail drains a lot of health on a barbarian ( I'm using it 1h atm and have accurate carnage , paladin accuracy aura and adventurer focus - to make sure carnage rolls very rarely miss) .. I doubt they changed how it works - 1.05 just made it easier to see how it works ..
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With a range of 2 meters (IIRC)? I mean, any enemy within range of that is probably already in range of your melee chaps and is going to invariably be some sort of frontliner anyway, and for escaping engagement the imaginatively titled Escape has twice the range and doesn't rely on having someone to swap with. Not meaning to be too acerbic but that's what the ability sounds like/should be on paper but I just don't run into game situations where I see that being applicable. Narrow corridor .. For some reason (tree,rock, etc whatever other vision blocker the fighting happens to be under) you managed to position this way tank(un-engaged) - rogue(engaged) - bigbaddie .. Rogue will die in next 20 seconds.. Puling fighter and rogue back - rogue will die to disengagement attacks .. With quick swap - yo get rogue(un-engaged) - tank(engaged) - bigbaddie .. Can switch rogue to a ranged weapon until other avenues open up for melee flanking .. That was the defensive use .. Offensive use comes when moving a blob of melee units to attack a single/isolated powerful hostile .. The "broken" PoE pathing prevents your units to seamlessly surround the hostile (things we came to take for granted on most other games) - using rogue switch move you can "teleport" the baddie in the midst of your melee blob to be promptly chopped to bits (workaround for the "broken" pathing) .. Offensive use ..
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Patch Notes: 1.05
peddroelm commented on Darren Monahan's blog entry in Pillars of Eternity Support Blog
now this sounds like a patch -
I don't have high hopes on this changing a tiny bit at this point of the deployment, but I can at least add my criticism of the current "implementation" of the engagement system.. While not documented anywhere ( LOL - game defining core combat mechanic doesn't even get mentioned in Combat Mechanics section on Cyclopedia) here's what I've gathered by observing gameplay . Engagements happen automatically - and when they do - they CANCEL PLAYER COMMANDS (brilliant piece of game-design ).. Each unit periodically checks for suitable hostile targets in melee range - and when they're found - if engagement limit not reached - target is engaged .. This works reasonably well when you send your tank to greet enemy melee blob - everything getting in its melee range gets - auto engaged - and locked down .. SINCE all units are running this "ENGAGE EVERYTHING IN MELEE RANGE ALL THE TIME" protocol - you don't even to increase engagement limit on your tank to achieve this.. They will BE FORCED TO engage you as soon as they enter melee range by their own (mad aggression) protocol .. Untold frustrations arise when you try to send units to flank ("LOL again Cyclopedia - what is flanking ? (define the rules for flanking) "). While moving toward ordered location - any hostile unit entering their melee range (including the target they were supposed to be flanking - but are approaching at a direct angle ) will trigger the auto engage - player order cancelation action .. "Work around" NEVER let hostile units in melee range until you want to engage .. Micro all your units around hostiles (with room to spare) ..(INEXCUSABLY- UNNECESSARILY in a 2015 game) Tedious doesn't begin to describe it .. /////////////////////// /////////////////////// Pathing related (in all my 20+ years of gaming experience I don't ever recall being more disappointed with pathing in a game) .. A single example - a group of melee units ordered to attack a single hostile unit will fail to automatically surround the targeted unit .. (I'm aware on how the auto-engage EVERYTHING in melee range, cancel move orders and issue attack order might be what's messing this one up .. ) How hard would it be to make all player's units ordered to move, to never willingly get in engagement range of any hostile unit (equipped with melee weapons or if your own unit is equipped with melee weapons) unless cornered // no other choice ? (next to impossible considering the current performance of the pathing in pillars of eternity) Threat the engagement mechanic like the big deal that it is ..
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My all melee parties love zelous focus - absolute must pick at level 3 .. Tons of potentially battle changing abilities benefit of it - on top the bonus to regular attack (difference between a miss and a graze can get quite huge ).. Knockdown, Torments Reach(inital and AOE hits IF the initial hits) , Canage (inital + carnage rolls), Stunning Blow, Force of anguish, Rooting Pain,all Rogue on hit debuffs, Rogue Switch position with hostile , etc..scrolls .. etc .. etc .. (spells too but of less concern to my melee parties ) Zealous focus makes everything better .
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Since the declared design goal is for the AC not to be significant damage dealers ( the results are obvious - low base "weapon" damage, awful attack speed, weak damage/accuracy scaling with level) - what is the purpose of the AC damage boosting talents ?.. Invest 5 talents (..waste) into them and AC are still not going to do significant amounts of damage .. They would make much more sense if they would affect both parties of the symbiotic relationship (ranger / AC) and thus apply the bonuses for both the ranger and AC .. Could lower the actual bonus amounts, add extra contains like only activate when attacking the same target if that would make the rangers too strong ..
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Their attack speed is very slow (slower than 2handed user in plate armor) .. Their design goal isn't dealing damage.. So I don't know why they wasted so many perks on ranger on buffing stuff that isn't supposed to deal significant damage in the first place .. Its hard for me to do proper damage tests with ACs -> unlike weapons I cannot console summon more and find their stats quickly so I can then eliminate damage roll RNG .. Might think of something in the future - but right now I don't have a solution .. Might have to recruit a fresh ranger at some inn to catch the AC "weapons" when they are summoned into the game .. Not a very interesting testing avenue for me because see above .. IF they made the animal damage buffing perks also affect the ranger (even in smaller amounts) it would've probably made too much sense ..
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Depends on party compositions . I personally wouldn't risk an POTD ironman save with full melee party at level 5 against that dragon + adds for example .. Also - meta-gaming aside, its easy to miss if you do the cave to early and don't "already know" you need 10 mechanics to "find it" .. I know I've missed it first time I did the quest ..
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dropped ranger's intelect to 10 .. Wounding shot tests -same 20 weapon vs same 0 DR target +0 ms |Health Damage 21.408386 // graze 21.4 over 6 seconds AHA +46 ms |Health Damage 15.204468 +3022 ms |Health Damage 15.204468 +11319 ms |Health Damage 31.408386 // hit 31.4 over 12 OK +51 ms |Health Damage 11.153259 +2988 ms |Health Damage 11.153259 +3041 ms |Health Damage 11.153259 +3015 ms |Health Damage 11.153259 +0 ms |Health Damage 41.408386 // crit 41.4 over 18 sec YESSS +46 ms |Health Damage 9.802917 +3035 ms |Health Damage 9.802917 +3041 ms |Health Damage 9.802917 +3062 ms |Health Damage 9.802917 +3001 ms |Health Damage 9.802917 +3001 ms |Health Damage 9.802917 Again Tooltips begin to make sense .. Actual Damage inflicted DOES NOT .. upped might bonus to 108% and added 20% savage attack for good measure +0 ms |Health Damage 48.621643 // hit 20 * (1 + 1.08 +0.2 + 0.15) +50 ms |Health Damage 25.296387 +3028 ms |Health Damage 25.296387 +3001 ms |Health Damage 25.296387 +3043 ms |Health Damage 25.296387 hard to test slash DR on DOT tick (if any) since it would also affect weapon damage applied .. Will work something out playing with damage mods .. +0 ms |Health Damage 58.621643 // crit +54 ms |Health Damage 20.332703 +3000 ms |Health Damage 20.332703 +3014 ms |Health Damage 20.332703 +3011 ms |Health Damage 20.332703 +3009 ms |Health Damage 20.332703 +3041 ms |Health Damage 20.332703 ran out of time.. More tests (perhaps) later ..
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in progress (changed armor on target 8 slash DR and 6? burn DR) +0 ms |Health Damage 32.211731 // hit +460 ms |Health Damage 2.795959 +3076 ms |Health Damage 2.795959 +2998 ms |Health Damage 2.795959 +3000 ms |Health Damage 2.795959 +3037 ms |Health Damage 2.795959 /////////////////// ///////////////////////////////// Changed Paladin's INT to 10 +432 ms |Health Damage 17.211731 // graze +44 ms |Health Damage 5.927917 +3017 ms |Health Damage 5.927917 +456 ms |Health Damage 32.211731 // hit +46 ms |Health Damage 4.299561 +3024 ms |Health Damage 4.299561 +3039 ms |Health Damage 4.299561 +3017 ms |Health Damage 4.299561 +753 ms |Health Damage 47.211731 // crit +55 ms |Health Damage 3.756775 +3036 ms |Health Damage 3.756775 +3034 ms |Health Damage 3.756775 +3021 ms |Health Damage 3.756775 +3011 ms |Health Damage 3.756775 2.8 * 5 - 4.3 * 4 = -3.2 .. Lower int did more damage .. So perhaps burn DR is substracted and having fewer DOT ticks helped .. MOAR DAMAGE WITH LESS INT FTW .. ////////////////////////// ////////////////////////// dropped armor on test subject 0 DR all +351 ms |Health Damage 26.711731 // graze +46 ms |Health Damage 7.427917 +3015 ms |Health Damage 7.427917 +347 ms |Health Damage 41.711731 // hit +45 ms |Health Damage 5.799561 +3014 ms |Health Damage 5.799561 +3012 ms |Health Damage 5.799561 +3041 ms |Health Damage 5.799561 +445 ms |Health Damage 56.711731 // crit +48 ms |Health Damage 5.256775 +3021 ms |Health Damage 5.256775 +3008 ms |Health Damage 5.256775 +3021 ms |Health Damage 5.256775 +3020 ms |Health Damage 5.256775 5.25 * 5 - 5.8 * 4 = 3.5 .. 7.42 - 5.93 = 1.49 5.8 - 4.3 = 1.5 5.26 - 3.76 = 1.5 6 * 0.25 = 1.5 .. SEEMS ENDURING FLAMES DOT ticks lose Target's_BURN_DR * 0.25 damage / tick ..And because high Int makes it tick longer for less damage per tick it will substract the fire DR more times and do less total damage LOL .. upped paladin might bonus to 105% +464 ms |Health Damage 46.531555 // graze +52 ms |Health Damage 19.087708 +3032 ms |Health Damage 19.087708 +729 ms |Health Damage 61.531555 // hit 20.5 over 10 seconds on barb as active effect - total damage actually inflicted 50.48 .. +80 ms |Health Damage 12.620422 +3033 ms |Health Damage 12.620422 +3016 ms |Health Damage 12.620422 +3023 ms |Health Damage 12.620422 +351 ms |Health Damage 76.531555 // crit +44 ms |Health Damage 10.464661 +3034 ms |Health Damage 10.464661 +3031 ms |Health Damage 10.464661 +3072 ms |Health Damage 10.464661 +3029 ms |Health Damage 10.464661 20 * (1 + 1.05 ) + 20 * (1 + 1.05 ) * 0.5 = 61.5 (again handed style didn't work on paladin) .. 20 * (1 + 1.05 ) = 41 !!! LOOKS GOOD (20.5 * 2) (weapon damage) ..At least the I've figured the displayed value in active effects, actual damage inflicted still eludes me ..
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sort of did http://forums.obsidian.net/topic/78716-104-i-cant-figure-out-enduring-flameswounding-shot-dot-damagetick/ they were on the Rogue .. Used the paladin and ranger for those tests .. Small update here on enduring flames - each DOT tick will go against 25% of targets burn DR.. Both intelligence and hit quality affect DOT duration.. Problem is - longer duration - more ticks and less damage per tick - more times the burn DR is subtracted .. Ability (enduring flames) will do less damage on high int chars and on crits vs targets with even tiny bits of fire DR (sounds like a bug) ...
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Envenomed strike doesn't do DOT per pellet - works like deep wounds - it overrides itself .. Wounding shot (& enduring flames - paladin) will give you 6 parallel DOTs ..
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