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peddroelm

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Everything posted by peddroelm

  1. Transcendent suffering 2 description +5.3 damage +4 accuracy Char has 33% might bonus.. 4 * 1.33 = 5.32 so that's (probably) where the 5.3 is coming from.. Thing is transcendent suffering doesn't apply to base fist damage (if the the char damage range display is to be believed) so might (or any other additive damage modifier for that matter) doesn't have any influence whatsoever on the flat damage added by transcendent suffering AFTER the multiplication between base weapon damage roll and sum of additive modifiers.. Ability description should probably make note of this fact somehow .. ////////////////////////////// OR better yet transcendent suffering description is correct and the damage from transcendent suffering should add to base weapon(monk fist) damage roll BEFORE multiplication with sum of additive damage modifiers (Holy COW overpowered endgame monk fists). /////////////// Either way - make it consistent !
  2. Lash damage (weapon enchants, paladin's flames of devotion, monk's turning wheel, torments reach, lightning strike, etc ) is percent of physical damage inflicted (that means it multiplies the additive sum of damage modifiers (might, sneak attack, crit, savage attack,etc..) ) .. Yes it can add a lot of damage when aiming for it ..
  3. 1,04beta4 see original dev's post on top. that was yesterday, the salmon thing ..What did we get today ?
  4. what did steam just download now ?? 580 MB .. Why no list of changes pop-up after install ?? 1.04.0540
  5. Monk's torment's reach 50% crush damage works the same way ( 50% of the total damage, which make is multiplicative ) ..
  6. Torment's reach +50% crush damage is multiplicative ( calculated of total damage) and can hit multiple targets.. But is not strictly tied to using fists.. You can use it with weapons too and sabres and 2h weapons will do more damage per swing than fists (more torment's reach damage per activation) .. Dual fists will "unload" multiple wounds/torment's fastest (due to their maximum attack speed)
  7. Sadly they are not . 10-15 base damage on monk. Transcendent suffering adds flat damage after additive multipliers are applied (it does not add to base damage before that step as I would've hoped) .. Fist monk is just like shapeshift druid. Viable only in the early beginning of the game. Later on any enchanted weapon outshrine fists by miles. that is not quite true either .. They do scale (gain +accuracy and flat additive damage) and have fastest attack speed.. I think only multiple enchantment endgame unique weapons have a serious edge over monk fists ..
  8. Sadly they are not . 10-15 base damage on monk. Transcendent suffering adds flat damage after additive multipliers are applied (it does not add to base damage before that step as I would've hoped) ..
  9. Try not to confuse additive damage bonuses (ex crit 50% bonus damage that works only off weapon's base damage) with multiplicative damage bonuses (ex Flames of Devotion) that multiplies all damage inflicted ( including crits) ..
  10. need to repeat each fight a few times (5000 + ) to get statistic relevant results, because of the huge amounts of RNG involved (to hit and damage rolls) ..
  11. Didn't read whole thread Few tips about Flames of Devotion (The sniper paladin build) (paladins can get some sick single shot damage twice per combat .. Can open fight with it, or can save'em for on kill effects during fight ).. Need high might, high accuracy, and as many + damage mods you can muster and hard hitting weapon (archebus/ arbalest/greatsword/pike) (soldier weapon focus // accuracy aura) Flames of devotion - like all lash enchantments is multiplicative to total damage inflicted BEFORE DR reduction AND WILL TYPICALLY HIT AGAINST REDUCED TARGET FIRE DR .. Flames of devotion + burning lash will add 75% total damage but only go against target fire resistance *0.5 .. Numeric example 1: Target had high pierce DR (9 + 5 from belt) and 9 burn DR... Flames of devotion + burning lash practically doubled damage vs target .. 42.5 - DR :14.0 = 28.5 pierce + 27.4 burn = 42.5 * 0.75 - 9*0.5 = 27.375 example 2: Target had high pierce DR (9 + 5 from belt) and 9 burn DR... Flames of devotion + burning lash + intense flames 46.5 - DR:14.0 = 32.5 pierce + 39.7 burn = (46.5 * (0.5 + 0.25 + 0.25)) - (9 * 0.75) =39.75 Weapon used was not ideal (fine burning arbalest ). Spike damage can get way higher (not rogue backstab but competing with rogue sneak attack).. Drink potion of accuracy before the money shot .. ////////////////// example 3 NON-burning crossbow (flames of devotion + intense flames) 37.1 - DR:14.0= 23.1 pierce + 23.3 burn (37.1 * 0.75) - (9 * 0.5) = 23.325 Again 25% fire DR bypass FTW .. ////////////// % of DR used against lash elemental attacks is not intuitive - in player favor like above cases, against player in some other cases .. TL,DR Paladins are meant to kill stuff .. I think they work better in a (somewhat tanky as protagonist) high damage dealer role than full decoy mode .. And should be more fun to play that way.. Damage scrolls can be used to trigger on kill effects (I might be wrong but I seem to remember paladin getting better scroll accuracy than chanter )..
  12. as a suggestion - pop up a little readme txt file after each steam patch to inform as to what each applied patch did (for production patches as well as beta patches) ... Million times more effective at conveying to player what steam just did - than having to go dig trough forums and try to find the salmon lines ...
  13. my current approach is going totally around the need for the various attack speed formulas/delays.. Chose 2 setup's parameters (weapons, skills , ) and then measure (in game) the number of swings each setup gets during 10 minutes of uninterrupted auto-attack .. This gives you an equivalent attack speed for weapon .. (ex 300 swings during 600 seconds ..equivalates to 0.5 attacks per second .. Fast 1 handed weapon on 10 dex char, normal game speed.) With this knowledge you can accurately calculate and compare maximal DPS ( all swings crit , weapon range set to average damage) between the two setups .. Maximal average damage inflicted in 10 minutes for setup 1 vs Maximal average damage inflicted in 10 minutes for setup 2.. fair and accurate ... Counting 10 minutes worth of attacks from video recording is a huge chore and prone to human error (cannot copy paste combat log) - I'm still trying to find a way to get that combat log automatically into a file ..
  14. or suffers from inverted difficulty curve ( like xcom EU/EW) .. Hardest at start, gets boringly steamrolling towards the end ..
  15. still unclear on DPS difference between DW and 2H weapons (I would think DW handily win especially since the speed boosts affect all the damage modifiers - will get clearer results in a few days..) .. But there is the factor of damage types and Weapon specialisations - if the current enemy is very resistant to the damage your DW weapons dish out, you can always use 2H to hit a particular damage type weakspot , especially if in the same weapon focus group as the main weapons .
  16. We need to count the number of swings made the test character attacking un-interrupted for a long time interval (10 / 20 minutes).. (game log doesn't store 10 minutes worth of slow attacks so we'll also need to record the test and read the number of hits from the video after the test) .. Hit resolution (mis..crit //damage rolls irrelevant at this stage) Simplest way to achieve this that I could think of, is attacking party member that doesn't retaliate and using console cheat - "god" to make sure he/she can take 10/20/30 minutes worth of beating .. Manual Test -prepare test char with chosen weapons/armor/DEX/ other attack speed modifiers for test -prepare outside chronometer (most phones have chronometer app this days) -iroll20s god -move test chars in weapon range -pause game -give attack order -start recording video -start chronometer & unpause game ..10 /20 /30 minutes later -pause game when time reaches threshold -stop recording Review video and get number of swings in time interval (for each weapon if testing DW with fast/slow weapons, or they do different amount of damage) With this knowledge can calculate maximal damage inflicted in time interval (assume all attacks crit, weapon damage RNG roll is always average of min-max). X_NR_swings * (((wpnmax+wpnmin)/2) * (1 + sum_damage_mods) + Transcenent_suffering_bonus/OSA) = total_maximal_"measured"_damage - fair for comparing set-ups Not 100% accurate since not all tested combos will finish an attack cycle right when test time runs out (error will be slightly bigger for slow hard hitting weapons) but we can reduce this error's influence by increasing test time.. Semi-Automated test Same steps but have some Windows macro software start and pause video recording and test .. (increased accuracy on measured interval) .. Will still have to manually count the number of swings from video later .. Fully automated test could set a break point on address value of health variable for test dummy and increase hit counter each time it takes damage and gets healed by "god mode" (no longer need to record and count swings after, but I don't know how to do that for pillars of eternity) ..So it will be semi-automated method for me .. I will update this thread with test results (might take a day or two for first test results since I'll be traveling soon) .. You're welcome to do the same if this sounds like a reasonable testing method ..
  17. this worked for me on win 7 x32 2GB RAM his on elevated command prompt (windows setting) bcdedit /set IncreaseUserVA 3072 + reboot Lots of HDD swapping ( only 2 GB RAM, should've packed extra for the trip ) - but gilded vale loaded (Win 7 x32 beta 1.04)
  18. + similar thread http://forums.obsidian.net/topic/76415-disable-auto-attack-doesnt-work/
  19. lol it worked this on elevated command prompt bcdedit /set IncreaseUserVA 3072 + reboot Lots of HDD swapping ( only 2 GB RAM, should've packed extra for the trip ) - but gilded vale loaded (Win 7 x32 beta 1.04)
  20. didn't help - beta 1.04 crashes just the same when attempting to load gilded vale for the first time .. 32 bit machine 2 GB RAM
  21. The damage rating for fists on my level 12 monk with 18 might is 20-27, with superb maces (average speed weapons) it's 19-27, the fists are "slightly better", with superb sabers it's 22-32, with superb stilettos it's 15-22. Fists have the same attack speed as the stilettos though, from my own testing fast speed weapons are approximately 46% faster than average speed weapons. Monk fists have better dps than plain superb weapons hands down, it's not until you consider extra effects like +crit damage or endurance drain that fists start lacking. throw in a few extra damage mods (crit // savage attack // ..) and the extra base damage from weapons will start to tell ..
  22. same could be this problem on low Memory 32bit machines " Optimized how scene transitions are handled for better memory usage on 32-bit machines. This may allow players to transition to new areas without running out of memory. " will try beta 1.04 and see if I can load gilded vale on my 2GB ram machine ..
  23. 10-15 is not "slightly better" than 11-16 of most 1 handed normal speed weapons .. It is "slightly less" .. All additive damage bonuses operate on that base .. Afterwards you add a pinch of Transcendental Suffering on top and assuming your level is big enough, and not a lot of damage modifiers are in play - that just might edge the weapons on damage front .. How significant is the attack speed difference ? Unclear for me atm ..
  24. Did a small test on Monk transcendent suffering ability (was hoping it adds to base fist damage) .. Sadly it does not.. (for people complaining OSA for barb adds set amount of damage, TS works the same, only it adds much smaller amounts) Monk fist base damage always remains 10-15 .. Ex.. Lvl 10 monk (+8 damage from transcendent suffering) , 20 might (30% damage bonus) , savage attack (20% damage bonus) damage range: 10* ( 1 + 0.3 + 0.2 ) + 8 - 15 * ( 1 + 0.3 + 0. 2 ) +8 <=> 23-30.5 displayed in char screen as 23-31 Was really hopping transcend suffering would add to base damage before additive damage bonuses, sadly not the case ..
  25. I was wrong .. Got to actually test it .. Transcendent Suffering adds set amount of damage but NOT to base damage .. Monk fist base damage always remains 10-15 ( .. Lvl 10 monk with 20 might (30% damage bonus) (10*1.3 + 8 )- (15*1.3+8 ) aka 21 - 27.5 NOT (10+8 )*1.3 - (15+8 )*1.3 aka 23.4 - 29.9 Huge disappointment
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