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peddroelm

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Everything posted by peddroelm

  1. they went quite a distance trying to add different whistles and bells to each weapon type to differentiate each other .. Battle axes as original designed (with hit resolution as multiplier) had their niche as "the crit" weapons .. Right now they (BAs) are virtually the same as sabres in every way only, they do less damage .. That goes against the perceived design goal of making each weapon group "unique/different" gameplay/mechanics wise (I'm not talking animations/color/sparkly effects) ..
  2. repost from general subsection of forum.. Add some basic cheap rings at some starting vendor that reduce Maximum weapon damage by -6 (should be enough for all basic weapons) .. Dual wielding this item should cover even Archebuses (wide damage range).. Since they would lower weapon damage - no one would use them in regular play-trough - but they would be invaluable for testing damage mechanics (and for weapon damage related bug hunting) by removing RNG from the damage (not to hit) rolls .. Making weapons inflict constant damage as long as other factors don't change .. For example: Battle Axe damage range would go from 11-16 to 10-10 with such ring equipped .. 2h melee weapons from 14-20 to 14-14 . Archebuse from 24-36 to 24-24 .. and so forth..
  3. From what I've heard about it- retaliation attacks don't use equipped weapon attack data (base damage, enchantment, interrupt rating , etc ..).. So I'm guessing full tank mode(deflection/DR/ other resistances - mandatory shield and shield perks) with some focus on abilities that dump the wounds you're going to accumulate as main tank ..
  4. 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 ... edit UPS Wrong sub- forum can mods move to the bug report section ? If not, lock thread and make a new one on the proper subsection.. made the other thread in support forum - lock this
  5. you need to make up for the 0.5 + 0.2 damage mods rouges get (sneak // reckless) .. Upping weapon quality 0.15 or 0.3 , savage attack 0.2 , extra might from frenzy, blooded 0.25 (if they ever fix it) , etc .. At some point in the game , sabre >> BA in all situations (bad design) ..
  6. what's that got to do with anything ? single or dual wield ? They have same attack speed and accuracy , and sabres do more damage per swing , even on critical hits even from act 1 on the classes that can actually build crit chance .
  7. 1.04 once triggered as active effect it shows 1.25 .. BUT IT DOES NOTHING (damage range of char and combat log damage wise) .. Worse than the description being off IT HAS NO GAMEPLAY EFFECT (other than wasting an ability pick ) .. Blooded test . (adds the 25% damage , doesn't show it in LCS) . Tested with 10-10 damage range battle axe to eliminate RNG .. 21% might bonus, 15% fighting spirit bonus (she's only human) . addability Companion_Calisca(Clone)_1 Calisca was granted blooded. Calisca activates blooded .. Calisca hits Xaurip for 12 slash damage 16.1 - DR (4.0) = 12.1 slash 10* (1 + 0.21 + 0.15 + 0.25 ) = 16.1
  8. they went quite a distance trying to add different whistles and bells to each weapon type to differentiate each other .. Battle axes as original designed (with hit resolution as multiplier) had their niche as "the crit" weapons .. Right now they (BAs) are virtually the same as sabres in every way only, they do less damage .. That goes against the perceived design goal of making each weapon group "unique/different" gameplay/mechanics wise (I'm not talking animations/color/sparkly effects) .. Ignoring the unique models, currently Battle axes are worse than sabres in the vast variety of reasonable applications ( turning the hit resolution -0.5,0,0.5 additive , even if the ingame info still calls them "multipliers" was a big nerf to those weapon types ) ...Comparing with sabres because they are both locked into slashing damage type with no extra bonuses to compensate.. that +0.5 bonus to crit "multiplier" translates into + ((11+16)/2)*0.5 = 6.75 average damage on crits .. Sabres will thus outdamage battle axes EVEN ON CRITICAL HITS once the sum of damage multipliers goes above 6.75 / (( 13+19-11-16)/2) = 2.7 .. Rogues (best crit melee race - reckless attack accuracy bonus, you need to use them on a high accuracy class to get those crits) can get this at level 3 .. 1+ 0.15 (fine weapons) + 0.3 (20 might) + 0.2 (reckless) + 0.5 (sneak) + 0.5 (crit) .. Past level 2 sabre can outdamage battle axe in all situations on Rogue .. (sneak is not always on but with good micro it should be close) .. Oh - and there is at least a unique sabre with +0.5 crit "multiplier" (salt on the wound and set in on fire) Battle axes need some love .. Yes investing in Weapon Focus Knight also grants swords for flexibility (assuming dual wield) , but how many weapons can you realistically afford to buy/enchant in a game melee focused team (without console/cheats) ?
  9. Ignoring the unique models, currently Battle axes are worse than sabres in the vast variety of applications ( turning the hit resolution -0.5,0,0.5 additive , even if the ingame info still calls them "multipliers" was a big nerf to those weapon types ) ...Comparing with sabres because they are both locked into slashing damage type.. that +0.5 bonus to crit "multiplier" translates into + ((11+16)/2)*0.5 = 6.75 average damage on crits .. Sabres will thus outdamage battle axes EVEN ON CRITICAL HITS once the sum of damage multipliers goes above 6.75 / (( 13+19-11-16)/2) = 2.7 .. Rogues (best crit melee race - reckless attack accuracy bonus, you need to use them on a high accuracy class to get those crits) can get this at level 3 .. 1+ 0.15 (fine weapons) + 0.3 (20 might) + 0.2 (reckless) + 0.5 (sneak) + 0.5 (crit) .. Past level 2 sabre can outdamage battle axe in all situations on Rogue .. (sneak is not always on but with good micro it should be close) .. Oh - and there is at least a unique sabre with +0.5 crit "multiplier" (salt on the wound and set in on fire) Battle axes need some love .. Yes investing in Weapon Focus Knight also grants swords for flexibility (assuming dual wield) , but how many weapons can you realistically afford to buy/enchant in a game melee focused team (without console/cheats) ? they went quite a distance trying to add different whistles and bells to each weapon type to differentiate each other .. Battle axes as original designed (with hit resolution as multiplier) had their niche as "the crit" weapons .. Right now they (BAs) are virtually the same as sabres in every way only, they do less damage .. That goes against the perceived design goal of making each weapon group "unique/different" gameplay/mechanics wise (I'm not talking animations/color/sparkly effects) ..
  10. Warhammer does crush or pierce damage types.. Game hints in loading screen would have you believe it chooses the "best" type vs target DR .. Only it doesn't (always) ! Here's a combat log proof . 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 .. While we're at it wouldn't it make for the marked prey lash damage component to also benefit from on-weapon DR bypass attribute ? Currently it doesn't .. And why does it take 2 billion years to cast ? (billion years during which your ranger is not doing any damage ..) Poor rangers ..
  11. live from the game Xbow vs Xaurip Champ 10 DR pierce 10 DR fire (FoD + burning) 43.3 - DR 10.0 = 33.3 pierce + 27.5 fire = 61 "pierce" 43.3 * 0.75 - 10 * 0.5 = 27.475 fits greatsword FoD + burning vs Wurm 10 DR slash/Pierce 15 DR fire 24.2 - DR 10.0 = 14.2 + 10.6 burn 24.2 * 0.75 - 15 * 0.5 = 10.65 plausible for round down
  12. his best support comes from on_kill effects (ex party heal) .. I think you need be set your paladin to be as damaging as can be to make best use of his abilities ..(+ paladin needs to be protagonist for extra bonuses so why not allow him to kick some ass ?) ..
  13. Weapon DR bypass does not apply to lash damage ... Weird for Marked Prey and Torments Reach with maces - same damage type for weapon and lash damage, less weird with elemental lashes like Flames of devotion, burning,etc as the damage type of weapon and lash are different .. You generally get a 25% fire DR discount for FoD ( FoD 50% vs 25% fire DR , FoD + Burning 75% vs 50% fire DR, FoD + IF + burning 100% vs 75% fire DR) .. The blunderbuss lash effects vs DR math is pretty simple - lose 6 times more damage vs DR than single shot weapons .. With no DR bypass effect from weapon for lash damage .. (Think ME3 scimtar/hitscan shotguns vs gold DR for those familiar with the franchise and mechanics)
  14. Their only multiplicative damage skill (that I'm aware off) ? It synergies with their need to use slow/hard hitting weapons for kill steal activated effects ..
  15. there you go 13*0.5-13.5*0.25 = 3.125 rounded to 3.1 (assuming your target doesn't have different DR vs fire, numbers show it doesn't) Flames of devotion will go against 25% of target's Fire DR .. If the weapon used has burning lash it stacks 75% fire damage vs target 50% fire DR. . And if you add intense flames to the mix +100% fire damage - 75% target fire DR .. Think I've posted some examples as such in the Paladins Really that bad thread https://forums.obsidian.net/topic/77415-are-paladins-really-that-bad/page-10?do=findComment&comment=1662109
  16. I wouldn't call 40% multiplicative (lash) vs 25% target DR for 30+ seconds useless (Marked Prey) .. It takes an action to cast but on DPS build it can add quite a bit of damage ..
  17. basic arithmetics from combat log .. here's an example I have handy from another thread (another "bug" this 40% bonus does not benefit from DR bypass on weapon) Market target Estoc (5 DR bypass) vs 18 Pierce DR Market target GameLog 23.2 - (18-5)= 10.2 + 4.8 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
  18. Is 40% multiplicative (lash damage) vs 25% target DR .. Pretty massive come endgame and pretty useless in the beginning ..
  19. What Marked Prey actually does in game - it adds 40% lash (multiplicative weapon damage) vs 0.25 of the appropriate target's DR .. ( Nothing resembling skill description).. Will add way less than "promised" at low level but can add more than 20 damage per swing/shot come endgame ..
  20. title .. Would like to try bear on POTD test run without having to restart for the billion-th ^ billion time ..
  21. Keep in mind ranger's ability to get big damage buff vs targets under DOT effect.. You'd want intelligence to increase DOT duration when such a ranger is in party.. (or is it for ranger pet only ? )
  22. in baldur's gate you could keep your pet in a bag for safe keeping.. They learned nothing ..
  23. might be able to "read" companion stats using third party debugger/memory editor application http://forum.cheatengine.org/viewtopic.php?t=580596&postdays=0&postorder=asc&start=0&sid=66a635796056165963f58569b28d9d8d
  24. Market target Estoc (5 DR bypass) vs 18 Pierce DR Market target GameLog 23.2 - (18-5)= 10.2 + 4.8 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 Nothing earth shacking - but not consistent .. Affected abilities Ranger Marked prey, Monk Torments Reach (questionable because estoc does pierce, presumably bypasses pierce and torments reach adds crushing regardless of weapon damage type..But consider maces) , and probably other abilities .. Torments reach Mace example Game log 18.2 - (DR 6.0 - 3.0) =15.2 + 7.6 18.2 * 0.5 - 6 * 0.25 = 7.6 18.2 * 0.5 - (6-3) * 0.25 = 8.35
  25. Ranger's market prey ability description claims it adds +20 flat damage per hit.. (like the current brokenly OP barbarian ability one stands alone works) .. Dreams of dual wielding stilletos (fast weapons flash before eyes) .. What Marked Prey actually does in game - it adds 40% lash (multiplicative weapon damage) vs 0.25 of the appropriate target's DR .. ( Nothing resembling skill description) Make it consistent ! I know show-stopping bugs have priority but fixing ability descriptions should be quick, easy and gain massive rep. points with the community ..
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