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peddroelm
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If anything, it works extremely consistently they way it is now .. Every single,separate lash component percent damage goes against 25% of the appropriate target DR ...Can't get more consistent than that .. Yeah, no, that's not consistency, that's retardation. Consistency does not imply autism. Perhaps English is not your native language . (it isn't mine either) consistent adjective con·sis·tent \kən-ˈsis-tənt\ : always acting or behaving in the same way
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It was so trivial in the end .. Starting game area .. (less weapons with similar stats on map/RAM) Group search f:11.0 f:16.0 ( rounding extreme) . 27 results.. Print screen address list .. Console add 3 more axes.. Redo same group search ... 30 results.. On the money! .. Compare address list with print screen .. Its the 3 new results grouped together at the end of the list .. This info could be used to gather more intel on "weapon" items in memory (faster search with more refined group) and even on items/inventory in general .. ////////////////////////////// Anyway reverse engineering various damage abilities how (or even IF) they work should be in the realm of possibility .
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Yess nerf the uber op classes, Paladin, Ranger, Monk !! Nerf them to the ground .. Wait ... what ?!
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..and think about what you're asking for NERF flames of devotion !! Really ?!? paladin too OP now. Since when ? NERF marked prey !! Ranges abuse has got to stop ! ( double its casting time again while you're at it to make sure none ever picks it again ) NERF Torments Reach & Turning Wheel (mostly nerf) That will teach those pesky Monks ! NERF NERF !!! For a questionable buff to Lightning Strike that would still be a ****ty ability even against 10% lightning DR (its problems lie mostly elsewhere - 2 perks for less than 10% extra damage that cost wounds and is has limited duration ) ..
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Is this something from actual combat log, or something you've just made up without verifying ? what would be the point of posting it , if it wasn't combat log ?
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to put the matter to rest (each lash effect goes against 0.25 *Target's DR of the appropriate type, separately.. Weapon DR Bypass does not apply for lash damage ) Fun with 2h handed monk and lash multipliers .. Damage multiplier 1 + 0.27 (might) + 0.15 (fine weapon) + 0.15 (two handed weapon) + 0.2 (savage attack) 25% corrosion Ex 1 hit vs Troll DR 8 (16 crush 4 fire,corrode) .. 2 handed staff of corrosion .. 32.2 - DR (16.0)= 16.2 Crush + 12.1 Crush + 13.5 Burn + 1.2 Shock + 7 Corrode = 50 lash ("multiplicative") damage 32.2 * 0.5 - 16*0.25 =12.1 // 50% crush Torments reach 32.2 * ( 0.05 * 9) - 4*0.25 = 13.49 // 9 tuning wheel wounds 32.2 * 0.1 - 8*0.25 = 1.22 // lightning strikes (sucks) 32.2 * 0.25 - 4*0.25 = 7.05 // 25% corrode on staff Ex 2 crit vs Sporeling 7 (14 crush, 3.5 corrode) 2 handed staff of corrosion 37.6 - DR (14.0) = 23.6 Crush + 15.3 Crush + 15.2 Burn + 2 Shock + 8.5 Corrode = 65 lash ("multiplicative") damage 37.6 * 0.5 - 14 * 0.25 = 15.3 // 50% torments reach 37.6 * (0.05*9) - 7 * 0.25 = 15.17 // 9 turning wheel wounds 37.6 * 0.1 - 7 * 0.25 = 2.01 // lightning strikes (still sucks) 37.6 * 0.25 - 3.5 * 0.25 = 8.525 // 25% corrode on staff Marked Prey example 1 (40% lash) Warhammer vs Drake (marked prey debuff) . pierce DR 13.5 , crush DR 18.. 21 - DR (13.5) = 7.5 Pierce + 3.9 Crush! Here's how the marked prey lash damage is calculated .. 21 * 0.4 - TargetDR * 0.25.. You'd expect warhammer to pick the pierce DR (lower) and thus get 21 * 0.4 - 13.5*0.25 = 5.025 .. Instead, for some oversight, game picks target's crush DR (which was higher than pierce DR) 21 * 0.4 - 18 * 0.25 = 3.9 as shown in combat log Marked Prey example 2 Market target Estoc (5 DR bypass) vs 18 Pierce DR Market target 23.2 - DR (18-5)= 10.2 Pierce + 4.8 Pierce 23.2 * 0.4 - 18 * 0.25= 4.78 Had the DR bypass effect of the Estoc affected the lash damage the bonus damage should've been 23.2*0.4- (18-5)*0.25 = 6.03 /// code tags have combat log lines
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going a bit of topic here went and tested a bit 2handed monk with lash damage emphasis Fun with 2h handed monk and lash multipliers .. Damage multiplier 1 + 0.27 (might) + 0.15 (fine weapon) + 0.15 (two handed weapon) + 0.2 (savage attack) 25% corrosion Ex 1 hit vs Troll DR 8 (16 crush 4 fire,corrode) .. 2 handed staff of corrosion .. 32.2 - DR(16.0)= 16.2 Crush + 12.1 Crush + 13.5 B + 1.2 Shock + 7 corrode = 50 lash ("multiplicative") damage 32.2 * 0.5 - 16*0.25 =12.1 // 50% crush Torments reach 32.2 * ( 0.05 * 9) - 4*0.25 = 13.49 // 9 tuning wheel wounds 32.2 * 0.1 - 8*0.25 = 1.22 // lightning strikes (sucks) 32.2 * 0.25 - 4*0.25 = 7.05 // 25% corrode on staff Ex 2 crit vs Sporeling 7 (14 crush, 3.5 corrode) 2 handed staff of corrosion 37.6 - DR (14.0) = 23.6 Crush + 15.3 crush + 15.2 Burn + 2 shock + 8.5 Corrode = 65 lash ("multiplicative") damage 37.6 * 0.5 - 14 * 0.25 = 15.3 // 50% torments reach 37.6 * (0.05*9) - 7 * 0.25 = 15.17 // 9 turning wheel wounds 37.6 * 0.1 - 7 * 0.25 = 2.01 // lightning strikes (still sucks) 37.6 * 0.25 - 3.5 * 0.25 = 8.525 // 25% corrode on staff ..Main concern here is getting stun locked as point man ..And if you use it from flank you won't have the wound power to burn their asses .. Still something to try more ..
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on the Might vs Attack speed (..DEX ..) balance .. (obvious stuff ) -might bonus (damage bonuses) is(are) additive - but does NOT increase damage lost to DR (by weapon damage AND lash effects), on the contrary -attack speed bonuses "multiplicative" (not truly since they speed up only parts of the animation chain) BUT also increases amount of damage lost to DR .. (by weapon damage and lash effects ) so gain from them rarely as high as expected with weak hitting weapons.. And for all people dissing accuracy - there might be an insignificant gap between graze,hit and crit damage with high sum of damage modifiers - there is still an ENORMOUS GAP between graze & MISS (* 0 damage) .. Enemy Accuracy debuffs can easily bring your hard hitters hit resolution into a place where they can roll miss vs high DR Deflection foes on POTD ..
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I wonder if swift strikes might actually benefit more 2h weapons using monks in heaviest armor .. They do the damage to lose less % of damage per DR and also their lash components (torment strike, turning wheel , elemental on weapon.. Might even make lightning strikes do something if they crit even at 10% vs 25% DR ) will lose less damage to 25% DR.. What they desperately need is attack SPEED .. Barbs get frenzy .. Monks get swift strikes .. Might try some tests for myself ..
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Gilded vale crash
peddroelm replied to Dantalion's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
there is a windows setting (affects unity games like wasteland 2 & pillars of eternity) that will most certainly make the game load successfully all maps (it worked for me) but in 2GB of RAM game won't be very playable in the long run (lots of disk swapping) .. Won't tell you exactly what it is .. practice your google fu on this forum - it is been mentioned at least 5 times that I know of .. -
yes - lash damage is calculated of total weapon damage.. But the hit resolution (-0.5,0,0.5) are additive, that's why you can Graze for hundreds of damage and then crit for like 10 extra damage when you stack enough damage modifiers ... Easy to test at high damage multiplier values ... I'm working on getting rid of the damage roll RNG for accurate testing (via mod/memory editor ) but so far so luck ..
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They could make it like rooting wounds or whatever its name is - full passive - trigger/refresh duration of lighting wounds each time a wound is gained - slight buff since it doesn't spend wounds anymore - monumental gain in gameplay value ..
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Only numbers used in are 11-16 (base BA damage range), 13-19 (base sabre damage range ) , the difference between their average values, 50% of the average base BA damage (to see how much flat damage that +0.5 to crit "multiplier" really adds ( 6.75) regardless of any and every other factor in play ).. And then how much additive damage mods it would take to edge that 6.75 damage on sabres (answer waaay too few) ..
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I use a main weapon group for each char and carry backups for specific encounters where the main weapon simply isn't design to work well against ..But main focus and economic investment (upgrade from shop//enchants ) will go towards the main weapon group.. Backup weapon groups are built from scavenging loot for the most part, since they see much less action(return of investment) than the main weapon group .. Sadly this game is sort of designed against using "the proper weapon for the occasion" by limiting accessible weapon groups (grrr) .. Unless heavily meta-gaming - next is that "surprise" fight where blunt sucks and piercing works really well , let me change gear because I'm not allowed to do it combat ..
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Triggers on cue, active effects lists it on for the duration 1.15 damage and +7 accuracy.. The +7 accuracy show in char screen and combat log tohit rolls .. The 15% damage doesn't actually apply to weapon damage range .. Numeric example .. 13 -19 sabre (fine 15%, 21 might 33%, reckless 20%) char screen shows 22-32 ( 13 * (1+0.15+0.33+0.2)= 21.84 19 * (1+0.15+0.33+0.2) = 31.92 ) With fighting spirit active, as shown in char screen under active effects damage range should go up to 13 * (1+ 0.15+0.33+ 0.2+0.15) = 23.79 19 * (1+ 0.15+0.33+ 0.2+0.15) = 34.77 But char screen still displays damage range as 22-32 .. Probably related to blooded bug - buff/effect triggers properly and gives proper feedback (X activates Fighting spirit // Blooded in combat log, show up in char screen under active effects ) BUT GIVES NO DAMAGE BONUS WHATSOEVER ...
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Because you don't understand how game calculates weapon damage per hit and also fail to read even the OP where it mentions criticals/hit resolution are not multipliers (even if misleadingly called so ingame from earlier stages of development) .. They are treated additively as any other damage modifier .. We're talking about pillars of eternity v 1.04 in this thread..
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Swift strikes mechanics are indeed leaky .. Even with only 1 monk in party - the amount of micro it adds for questionable benefit is mind boggling .. Should be modal - eat wound and reactivate when it expires as long as you have wounds available .. (done! - 500 clicks required need eliminated from fight ) .. Or they could troll and make it last 1 second (We've heard you like to micro - the faster your apm the bigger the DPS of your monk in our RPG).. Will try to discipline myself to press "x" to clear INVISIBLE ACTION QUE AI LIKES TO PUT GRATUITOUS **** INTO before issuing activation order to see if it responds better ..
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Feature request - ring of testing
peddroelm replied to peddroelm's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
where else ?