peddroelm
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EDIT: gkathellar: Where do fists get accuracy bonuses from? Monks - get a passive skill named Transcendent suffering .. Providing extra damage and accuracy to fist weapons (improves at levels 4/7/10) .. At level 10 it reaches +8 damage (sadly not to base damage ) and +12 accuracy .. You don't jump +12 accuracy from +0 when you level from 9 to 10 like you seem to be assuming on the post below..
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"He" who made this video and me who posted the link are actually one and the same .. And you CAN tell from the video - might bonus gets into the formula like everything else and it does NOT modify weapon base damage .. Only thing that I'm aware of altering weapon base damage numbers is the fighter skill "confident aim" .
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Not sure what you're asking ? Would dual wield be recommended for using presumably fast weapons with proc effects on strike/hit ? I don't know the weapon list of this game to give an answer.. If such weapons exist, with good chance to trigger significant effects - yes - carnage will roll to hit for effect for each target in range .. The CC 2w barbarian build is born ..
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IMO the use of 2 weapons is encouraged on classes that get multiple uses of "full attack" abilities per encounter .. ex: Monk will discharge 2 torments reaches per wound. (and its AOE component doesn't depend on equipped weapon damage) .. Stun fist - get two chances to stun with DW .. Rogues - various blinding , crippling, weakening .. for each of those you double your chance to apply the needed effect by using 2 weapons.. + Rogues get the damage bonuses to worry less about DR .. Barbs only get HeartOfFury which is very cool in theory but sadly 1 per/rest (IMHO ability is not THAT good to justify this limitation).. You can use this to apply 2 hits (hit/carnage to all hostile units surrounding your barbarian and carnage hits hitting even targets further back with 25% additive damage bonus .. Wait for blooded/fighting spirit to trigger and activate the ability .. With two weapons you (should) be able to do this twice - 4 hits per neighbor ) .. Did not actually test this .. Vengeful defeat also lists full attack -> probably a must for dw barb .. I would use peasant focus to try this - quarterstaff is great in crowded spaces, spears when you feel like making use of blooded/fighting spirit/HoF (move barb forward) .. Also remains to be seen what the balanced OSA will look like .. Will probably NEED things like vulnerable attack for your carnage hit/grazes to do damage (barbs don't really get that many damage bonuses like rogue does) .. Dual sabres are stronger than spears (would leave them for the rogue who can IMO make better use of them, but if you don't have a rogue) , but don't offer the fall back extended weapon option which is very useful (my pike barb stays "glued" to the back of my fighter - like the fighter carries him on its backpack everywhere he goes - even more hilarious if fighter is aumaua and barb dwarf or orlan .. If you trust your "fighter shield" to stay up can drop heavy armor on barb (WILL NEED it with 2 weapons) and stay away from skills like blooded/fighting spirit which won't trigger very often ) .. 2w build should love fighting spirit/blooded/vengeful defeat/HoF , retaliation gear (heard it triggers carnage - are the resulting canages also autohit ? EDIT yes they are) .. Would be interesting how much vengeful defeat could be "abused" - second chance item, healing spells (paladin one also providing the kill : ) in the same package ) ..
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All thread is filled with numeric examples of hit quality being additive .. Literally every one of my posts.. As for weapon quality - just 4-5 five posts above is the test for valiant perk on Death or glory sword - which has also fine enchantment .. Also additive .. This is probably a good place to ask as well. Would you be able to verify that the +crit damage bonuses are working as expected? I'm thinking of Battle Axes, weapons with Annihilation (+.5 crit dmg), The Merciless Hand talent reward from working with the Doemenels, Rabbit Fur Gloves (+.1), and a helm whose name escapes me which does the same. My guess is that Battle Axes and Annihilation weapons work correctly but I've seen comments on this board suggesting that other mods don't function as they should. Thread must have battle axe crit examples as the first weapon I did tests with was a battle axe.. They work. Rabit foot also works, there might be more than 1 example of it in this thread.. Ctrl + F 0.6 .. Merciless hand - only did a quick test with a melee weapon yesterday - it seems to add only 0.25 on crit not 3.. Will test further .. Annihilation mod I did not test yet .,will do .. Some crit modifier tests Used char with 39% might bonus.. 20 base damage Resolution Sabre(annihilation mod 50% damage on crit) & Crossbow. 15% fine enchantment (sabre). 20% reckless attack (melee only) . Rabit foot 10% on crits. resolution sabre 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 )) = 66.8 // sneak crit perfect crossbow 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 )) = 49.8 // sneak crit add merciless hand resolution sabre 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 + 0.25 )) = 71.8 // sneak crit crossbow 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 + 0.25 )) = 54.8 /sneak crit //////// Annihilation works. Rabit foot works . Merciless hand lies a bit in description - only adds 25% to melee and ranged crits ..
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only a quick test with quarterstaff .. will test with ranged weapons also .. Some crit modifier tests Used char with 39% might bonus.. 20 base damage Resolution Sabre (annihilation extra 50% on crit) & Crossbow. 15% fine enchantment (sabre). 20% reckless attack (melee only) . Rabit foot 10% on crits. resolution sabre 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 )) = 66.8 // sneak crit perfect crossbow 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 )) = 49.8 // sneak crit add merciless hand resolution sabre 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 + 0.25 )) = 71.8 // sneak crit crossbow 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 + 0.25 )) = 54.8 /sneak crit NOT broken , just a bit dishonest (25% instead of the 30% listed in description)
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[1.04] Two-Handed Style Talent is broken
peddroelm replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Both talents are working fine .. 20 Qstaff 27% might bonus 15% two handed weapons bonus (tested to work with other occasion) 15% peasant weapon mastery 31.4 consistent hit damage in combat log 20 * (1 + 0.27 + 0.15 + 0.15 ) = 31.4 // Fits like a glove - ability works .. LCS displays weapon range as 31- 31(correctly) ... Won't bother running the numbers on your screen shots , only to warn you that the weapon information display screen is "lying" (displays enchantment on weapon as applied to base damage , probably form an earlier stage of development ) .. You can read up on this thread to learn how weapon damage is calculated in Pillars of Eternity .. https://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/ Based on the weapon info screen for enchanted weapons NONE of the damage bonuses in the game work .. Which is obviously false (as , among other things my numerous, precise in-game numeric tests have shown). The problem is with the enchanted weapon display that erroneously adds enchantments on weapon on its base damage .. very short video explaining the actual problem http://youtu.be/SQCZuGbW5nE -
https://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/ https://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/ seems to only add 0.25 to crit damage not 0.3 (unless the barb I tested against has some crit damage reduction skill/item I didn't noticed) 20 base damage quarterstaff .. 27% might bonus 20 * (1 + 0.27 - 0.5) = 15.4 // graze fits with combat log 20 * (1 + 0.27 + 0.5 + X ) = 40.4 // this was the crit But it resolves for X = 0.25 not 0.3 .. Should've tested with 2 more chars to make sure .. Was to tired, will test again probably tomorrow ..
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I did not test them specifically together - but based on the separate tests I'm pretty confident to say yes .. Should be easy to spot too because the accuracy bonuses from both show up in the combat log .. Maybe the accuracy bonuses will suppress each other but the damage bonuses should stack for sure ( but then again extra 20% + 15 % of 11-16 base isn't earth shattering ) ..
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Tested Valiant (20% extra damage and +10 acc when under 50% endurance) and Marking (+10 aim for allies vs same foe) weapon attributes on Shame or Glory .. Everything works .. Consoled in a base 10 damage Sword_Shame_or_Glory .. 27 % might bonus. 15% fine weapon . 10 * ( 1 + 0.27 + 0.15 ) = 14.2 // 14.2 in combat log accuracy 56 Set my fighter's Endurance to 40 HP (CE freezing the out of combat endurance recovery) 10 * ( 1 + 0.27 + 0.15 + 0.2) = 16.2 // 16.2 in combat log accuracy 66 (valiant bonuses kicked in) ////////////////////////////////// ////////////////////////////////////// Barbarian Heart of Fury tested vs 2 targets ( ability (should) scale better when fully surrounded by mobs).. Adds the promised 25% additive damage for a short duration.. This ability might work better with dual wield .. (full attack - double roundhouse kick vs all enemies with blooded // fighting spirit acc + damage bonuses on potentially hitting each enemy 4 times ) .. Maybe peasant Barbarian ? qstaff // spears .. 20 base damage pike, 33% might, 25% beast slayer , 15% 2 handed weapons 20 * (1 + 0.33 + 0.25 + 0.15) = 31.6 //hit HOF vs 2 enemies 20 * (1 + 0.33 + 0.25 + 0.15 + 0.25) = 39.6 // hit 20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 + 0.5) = 49 .6 //crit 20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 - 0.5 - 0.34) = 22.8 // carnage graze 20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 - 0.5 - 0.34) = 22.8 // carnage graze
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[1.04] Weapon Mastery Abilities broken
peddroelm replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Did the test 20 Qstaff 27% might bonus 15% two handed weapons bonus (tested to work with other occasion) [ 15% peasant weapon mastery] 31.4 consistent hit damage in combat log If it works 20 * (1 + 0.27 + 0.15 + 0.15 ) = 31.4 // Fits like a glove - ability works .. LCS displays weapon range as 31- 31 ... If it does nothing 20 * (1 + 0.27 + 0.15 ) = 28.4 // this obviously doesn't fit ... So not even LCS issue .. Lol - finally looked at your screenshots .. So you just discovered that game lies about weapon enchantments being multiplicative .. That is indeed a (minor display) bug - but has nothing to do with fighter masteries .. very short video illustrating the actual problem http://youtu.be/SQCZuGbW5nE -
[1.04] Weapon Mastery Abilities broken
peddroelm replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
You don't know that yet .. It could be 0-0 (measuring by expected damage inflicted) if its only a display matter .. -
[1.04] Weapon Mastery Abilities broken
peddroelm replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
obviously still a bug - but severity matters (especially when one must pick the order to fix things, or what things never to fix because of limited resources ) .. There is a world of difference between an ability that does nothing, and one that works as advertised but doesn't display properly in the char info screen .. -
[1.04] Weapon Mastery Abilities broken
peddroelm replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Blooded and fighting spirit abilities don't alter char screen stats either .. But they do add their effect to damage inflicted .Its a lying character scren issue.. https://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/ So proper testing would imply - using a weapon with no interval damage range (min = max base damage) (as to remove RNG from damage roll ) and see the damage inflicted .. And I will do it , after I figure out how Deathblows actually works .. Character screen cannot be trusted .. -
[1.04] Weapon Mastery Abilities broken
peddroelm replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I can actually test this properly .. You say it doesn't add the 15% damage ? Could be LCS issue like blooded/fighting spirit.. -
Crucible of the soul - hit quality is MULTIPLICATIVE for amount healed/damage inflicted (not necessarily a bug ..For example searing flames - DOT spell will scale duration with hit quality - again multiplicative effect from hit qaulity ) Against elder lion 4 Fire DR . 33% might damage .. 10 * 0.5 * ( 1 + 0.33 ) - 4 * 0.25 = 5.65 // graze - hit quality is multiplicative 10 * ( 1 + 0.33 ) - 4 * 0.25 = 12.3 // hit (Health Damage 12.303299) So a high might protagonist can "suck" quite a lot of endurance with this when surrounded by weak fortitude targets .. (ghost / spectre ? ) /////////////////////////////////// ////////////////////////////////// Death Blows (melee component test) base 10 damage sabres 10% crit bonus 33% might savage attack, reckless, crit 25% beastslayer 10 * (1 + 0.2 + 0.2 + 0.33 + 0.5 + 0.25 + 1.2 ) = // hit (Health Damage 36.8 32.803314 + 4 DR ) SA off 10 * ( 1 + 0.2 + 0.33 + 0.5 + 0.6 + 0.25 + 1.2) = // crit 40.8 10 * ( 1 + 0.2 + 0.33 + 0.5 + 0.25 + 1.2) //34.8 hit So deathblows additive mod is 1.2 that combined with sneak 0.5 = 1.7 not so close to the promised +2 (tested only for melee/sabre) . . ////////////////////// 20 Qstaff 27% might bonus 15% two handed weapons bonus (tested to work with other occasion) [ 15% peasant weapon mastery] 31.4 consistent hit damage in combat log If it worked 20 * (1 + 0.27 + 0.15 + 0.15 ) = 31.4 // Fits like a glove - ability works .. LCS displays weapon range as 31- 31 ... If it does nothing 20 * (1 + 0.27 + 0.15 ) = 28.4 // this obviously dosesn't fit ... So not even LCS issue .. (fighter mastery issue) ////////////////////////////
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can see some of the test results in my scion of flame talent bug report https://forums.obsidian.net/topic/78480-104-bug-scion-of-flame-talent-gives-no-bonus-to-searing-flame-priest-or-combusting-wounds-wizard-burn-damage-spells/?do=findComment&comment=1674506 Cleansing Flames (Priest Level 6) damage per tick is apparently 30 * ( 1 + mightmod) - TargetBurnDR * 0.25 .. It does speed up DOT effects (tested with Deep Wounds DOT and own DOT) .. It does NOT benefit at all from scion of the flame (BUG REPORT) .. It does scale duration (thus number of damage ticks, thus damage inflicted) with hit quality and Intellect mod . Combusting Wounds (tested of ring) damage per activation is 5 * (1 + might_mod) - TargetBurnDR * 0.25 It does NOT benefit at all from scion of the flame (BUG REPORT) .. It will trigger on DOT effects (tested with deep wounds and searing flames) Here's an example of Combusting wounds + deep wounds + Searing flames vs BurnDR 4 (elder lion) +0 ms |Health Damage 0.000000 // apply combusting wounds +10880 ms |Health Damage 13.803299 // sabre hit +32 ms |Health Damage 3.990997 // deep wounds tick +0 ms |Health Damage 7.153152 // sabre hit -> combusting wound +9431 ms |Health Damage 0.000000 // graze searing flame +35 ms |Health Damage 7.153152 // deep wounds -> combusting wound +1 ms |Health Damage 47.918915 // searing wounds DOT tick +2229 ms |Health Damage 3.990997 // DW +0 ms |Health Damage 7.153152 // searing wound -> combusting wound +912 ms |Health Damage 7.153152 // Deep wounds -> combusting wound +1 ms |Health Damage 47.918915 // searing wounds DOT tick +566 ms |Health Damage 3.990997 // DW +1 ms |Health Damage 7.153152 // searing wound -> combusting wound +916 ms |Health Damage 7.153152 // Deep wounds -> combusting wound +0 ms |Health Damage 47.918915 //searing wounds DOT tick +522 ms |Health Damage 3.908661 // DW +39 ms |Health Damage 7.153152 // combusting wound +113 ms |Health Damage 2.750137 // last DW tick ? +0 ms |Health Damage 21.500870 // searing wounds last DOT tick ? +1848 ms |Health Damage 4.673584 // ?? Combusting wounds seems to work OK-ish - for the most part .. // auto attack deep wounds with combusting wounds dual sabres +0 ms |Health Damage 13.803299 // weapon +26 ms |Health Damage 3.990997 // DW DOT tick +1 ms |Health Damage 7.153152 // 5 * (1 + 0.63) - 4 * 0.25 CW +1332 ms |Health Damage 8.803299 // weapon +27 ms |Health Damage 7.153152 // CW +1501 ms |Health Damage 8.803299 // weapon +26 ms |Health Damage 7.153152 // CW +138 ms |Health Damage 3.990997 // DW +0 ms |Health Damage 7.153152 // CW +1204 ms |Health Damage 13.803299 // weapon +28 ms |Health Damage 7.153152 // CW +96 ms |Health Damage 7.153152 // CW +1333 ms |Health Damage 8.803299 // weapon +29 ms |Health Damage 7.153152 // CW +184 ms |Health Damage 7.153152 // CW +122 ms |Health Damage 3.990997 // DW +1 ms |Health Damage 7.153152 // CW +1076 ms |Health Damage 13.803299 // weapon +28 ms |Health Damage 7.153152 // CW +139 ms |Health Damage 7.153152 // CW +208 ms |Health Damage 2.963730 // ? +1037 ms |Health Damage 13.803299 // weapon +208 ms |Health Damage 7.153152 // CW +334 ms |Health Damage 3.990997 // DW +843 ms |Health Damage 13.803299 // weapon +251 ms |Health Damage 7.153152 // CW +123 ms |Health Damage 7.153152 // CW +1040 ms |Health Damage 13.803299 // weapon +423 ms |Health Damage 2.976486 // ? +328 ms |Health Damage 3.990997 // DW
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