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peddroelm

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Everything posted by peddroelm

  1. but does it also affects what happens on the next combat or not ? Should print a combat log line with attacks made with 93 accuracy .
  2. From my test thread https://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/?do=findComment&comment=1693186 Scroll MoonWell 20 might + fulvano (* 1.3 * 1.15 extra healing) 20 int info card 90 seconds (base 60) 15.6 endurance (base 12) +0 ms |Healed amount 17.944145 // 12 * 1.3 * 1.15 = 17.94 +1 ms |Healed amount 0.000000 // other effects (+10 all defences) +2996 ms |Healed amount 17.944145 +2 ms |Healed amount 0.000000 +2976 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +2985 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +2972 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +2955 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +3072 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +2993 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +2963 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +2977 ms |Healed amount 17.944145 +1 ms |Healed amount 0.000000 +2986 ms |Healed amount 17.944145 +2 ms |Healed amount 0.000000 total healed 11 * 17.94 = 197.34 If you have high int moonwell >>>>>>>>>>>>>>>>>>>>>>>> restore major endurance scroll duration was lower than promised.. This one's info card (tries to) show amount healed per tick not total like lay on hands the moonwell scroll is very strong ..
  3. why would it be halved ?? Base_Roll *(1 + 0.2 - 0.5) <> Base_Roll * (1 + 0.2 ) * 0.5 additive <> multiplicative (hit quality damage mods are additive for weapons and most spell damage calculations -- only one case I'm aware of them being multiplicative for the protagonist AOE burn drain ability)
  4. Best weapon in the game IMHO is still an estoc (White Spire) available for purchase at the beginning of act 2 .. Stacking minus all defences (AOE on barb) makes it 10 times the Blade of the Endless Paths will ever be ..
  5. testing methodology https://www.youtube.com/watch?v=Yq59wttu2Po test threads http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/ https://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/
  6. You can click on the log entry and it will expand showing how much damage each shot did. and notice something like this https://www.youtube.com/watch?v=dzrAzAPWkbk
  7. I think it works as designed .. The "an" (single) ally in description is bolded for a reason ..
  8. To be fair 90% of the enemies listed on bestiary "have no abilities" and ~90% of that isn't true ..
  9. As far as I know shields don't apply ANY recovery penalty .. The "penalty" for equipping a shield is disabling of +12 accuracy bonus for free off hand or off hand attacks .. (also the big ones come with extra accuracy penalty which also affects most special attacks to hit rolls) Could try this - hire/level 2 identical adventurers, equip them with with identical gear , add shield to one of them and make them attack same target .. Their attacks should be perfectly synchronized ..
  10. the accuracy from trancendent suffering does : not matter for: -flaggelant's path (since nothing except char level affects its chance to hit) not work for (most monk special attack to Hit checks) unlike +accuracy on actual weapons (up to -23 accuracy vs specific enemy types AUCH!!) : - force of anquish (prone) - stunning blows (stun) - torment's reach AOE - enervating blows (weaken) - rooting pain AOE On top of that, endgame unique superb weapons can get extra enchatments like lash, annihilation, drain , coordinating .. Dual fist loses by a significant margin to endgame unique weapons .. Significant .. //////////////// On topic - monks rule - this is what I use http://forums.obsidian.net/topic/79701-looking-for-a-detailed-monk-build-dps-off-tank/?do=findComment&comment=1694269
  11. Rime and Frost fallowed the footfalls of Kath chant Not a rigorous test but I take a look to get an idea of what this ability does.. -It will cause all affected party members to drop Rime & Frost traps (don't know if chanter's INT score has influence on how often).. With many summons - many traps .. -It does (probably) base 10-15 freeze damage and 10 seconds base duration for hobble effect .. -Probably works best for fast - ranged kiting party (slows down pursuing enemies and lowers their reflex save) -Seems to have very high accuracy - with my level 7 party I've seen (112 , 135 , 119, 117 , 127) .. Don't know why such high variation - my chars had 0, 1 (+3) or 10 (+30) mechanics skill .. I hear about people complaining about trap accuracy nerfs but those accuracy numbers seem very high to me .. Could fighting spirit had anything to do with it ? WEAPON ENCHANTMENT ?! Worth investigating further . lvl 6 chanter 9 mechanics dual swords 102 lvl 1 fighter 0 mechanics axe // dual fist 87 /////////////// /////////////// console command -9 mechanics char screen shows 0 mechanics still 102 // 87 accuracy chanter's mechanics has no influence ?!??! 102 -( 25 + 6 * 4 - 3 ) = 56 87 - (30 + 1*4 -3) = 56 ////////////////// ////////////////// measured restraint +12 + 5 (+12 single) // ba + sword calisca 102 // 87 /////////// ////////////// lvl 2 calisca 102 // 91 87 - (30 + 2*4 -3) ///////////// ////////////// lvl 12 chanter 126 // 87 126 - (25 + 12 * 4 - 3) = 56 //////////////// ///////////////// Meaning for lvl 7 with zealous focus /// figthing spirit //reckless assault 30 + 7*4 -3 + 6 + 56 = 117 25 + 7*4 -3 + 6 + 56 = 112 112 + 7 = 119 (112 117 119 127 135) Weapon enchantments don't seem to add accuracy to the rime & frost targets. Neither are the mechanics skill of the chanter or party members.. Are those rim & frost traps really receiving +56 !!!! accuracy ?
  12. it is only fair .. Most "friend only" foe abilities buff/heal your own party too .. Obsidian must be really big on the love thy enemy thing .. https://forums.obsidian.net/topic/79039-105-killing-them-with-love-series/
  13. Speed mod on unique weapons - currently dead weight - you cannot even enchant it out .. They are aware of the problem but there is no announced fix .
  14. White Worms Writhed in the Bellies of the Dead - might be bugged - it has huge range with maxed INT and explodes ALL corpses in range .. Really noticed it on Caed Nua's lvl 2 Sacrificial chamber fight .. Screen was filled with xaurips on POTD .. My fighter gets caught out of position (stuck) and goes down ... I'm in deep .. 1 cast of this thing and only 3-4 almost dead units left alive (I had drawn them on top of the previous "wave"'s corpses) .. WoW !! Having maxed might probably had a role on that feat . Since I use him in a melee party felt cheesy to go for tank stats , weapon & shield - so I maxed might, dex and int , 2h quartestaff (peasant focus, 2h style) .. He still feels broken when he lets loose "At the Sound of His Voice, the Killers Froze Stiff " (AOE paralyze) on an a melee party (fighter/paladin/barb/monk/rogue - all with DPS stats and perks) .. I keep on the run speed aura most of the time - but the lash fire chant will also do serious work in this party make-up ..
  15. It absolutely doesn't render your playthrough unplayable. As has been said at least a couple of times, buying one junk item from the vendor fixes the situation. Not the perfect solution, but a solution anyway. didn't work for me .. But resting ( -1 camping supply ) worked
  16. Nah, scaling would do fine - but I don't feel the need and they don't have the resources (IMO) to do "cosmetic/fine tuning" when there are still so many huge bugs out there half of which they aren't even acknowledging ... I would much rather they focused their (apparently very limited) resources where it would have the most impact ..
  17. there are plenty of abilities that don't scale (ex envenomed strike, deep wounds, .. most of them to think of it) you just don't get most of them from lvl 1.. But LoH is not mandatory at lvl 1.. The new FoD is a strong contender .. And you can get LoH later and see it "degrade" less ..
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