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Kaylon

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Everything posted by Kaylon

  1. All weapons of the same type can be enchanted to have the same damage (provided they have enough crafting points left). Weapons with procs on critical hits are interesting mostly for rogues who can convert normal hits into crits. For a ranger, until he gets stunning shots, Borresaine is a better choice because with enough speed you could hit again while your target is stunned and crit (because you benefit from the low deflection) and stun again.
  2. Lenas Er with high Int, the right equipement and stunning shots becomes the best weapon in the game. You can perma stun only with a hunting bow and that means enemies deflection reduced by 30 all the time, even more with Lenas Er (debuff which can stack multiple times) - in other words that means also close to perma criticals.
  3. Here's a formula to calculate the average damage mod based on your accuracy: =IF(Acc+WAcc>=100;1+DmgMod+CD+WCD; IF(Acc+WAcc>49;1+DmgMod+(CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>14;0.75+DmgMod+(0.5+CD+WCD)*(Acc+WAcc)/100 IF(Acc+WAcc>0;0.675+0.85*DmgMod+(1+DmgMod+CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>-50;0.675+0.85*DmgMod+(1+DmgMod)*(Acc+WAcc)/100; IF(Acc+WAcc>-85;(0,5+DmgMod)*(.85+(Acc+WAcc)/100);0)))))) where Acc = player accuracy - monster deflection WAcc = base accuracy of the weapon (-5, -10 etc. for firearms) DmgMod = damage bonus you have CD = critical damage mod (0.5+any bonuses you have) WCD = base weapon critical damage mod (-.3 for firearms) Maybe you could use it on your sheet to calculate the average damage based on a distribution around a targeted accuracy value, like for the damage reduction. PS. In your sheet I think you can't go over 20DR, maybe your tables should go until 28DR (for people to be able to see what are the best weapons against the adra dragon).
  4. OK, I tested myself using fraps/virtualdub how the reload time was calculated and everything is multiplicative like I suspected. Here are the numbers for the arquebus (used the reload time without the delay you have between actions - which is about 5frames): - 10dex, no other buff - 188frames (base) - 10dex, swift aim (1.5 x reload time) - 126frames (188/1.5=125.3) - 10dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 105frames (188/1.5/1.2=104.4) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 81frames (188/1.5/1.2/1.3=80.3) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time), chant (1.2 x reload time) - 66frames (188/1.5/1.2/1.3/1.2=66.95) The results are pretty spot on, with the differences within 1frame. I may have time to work on this again tomorrow. Could you please give me the full formula including the base value, so I can update my calculations? Attack_Time = ( ( Attack_Frames(Weapon_Loop) + Recovery_Frames(Weapon_Loop) * ( 1 - Attack_Speed_Mod ) + Reload_Frames(Weapon_Loop) / Reload_Speed_Mod + 10 ) / (1 + Dexterity*0.03 ) )/30; where Reload_Speed_Mod = Bonus1 x Bonus2 x ... ie the product of all reload bonuses you have (like they are listed in the game) - gunner (1.2), swift aim (1.5), chant (1.2)
  5. For people interested in ranged weapons - the Speed bonus (x1.2 attack speed) you can find on some of them does absolutely nothing (tested with Hold-Wall and The Rain of Godagh Field).
  6. OK, I tested myself using fraps/virtualdub how the reload time was calculated and everything is multiplicative like I suspected. Here are the numbers for the arquebus (used the reload time without the delay you have between actions - which is about 5frames): - 10dex, no other buff - 188frames (base) - 10dex, swift aim (1.5 x reload time) - 126frames (188/1.5=125.3) - 10dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 105frames (188/1.5/1.2=104.4) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 81frames (188/1.5/1.2/1.3=80.3) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time), chant (1.2 x reload time) - 66frames (188/1.5/1.2/1.3/1.2=66.95) The results are pretty spot on, with the differences within 1frame.
  7. If you want to use the ranged weapon for an alpha strike then go for the highest damage possible on hit. If you're not a ranger or don't have always a chanter next to you and you care about dps then go for hunting bows with penetrating shots. After the last patch the only way a slow weapon can outdamage the best bow is if you have swift aim or a chanter and can greatly reduce the reload times.
  8. Well, I don't understand why people keep talking about paladins being a npc. People who want to play as a paladin do it as their main, I certainly don't care about npc paladins. What I have to say is the paladin is one of the most versatile characters in the game and can deal with virtually any situation. I'm playing as a solo paladin in PotD and I killed Raedric with him at lv4 (and cleared also most of the keep) because of his ability to tank and to kite (speed aura and fast runner is like having boots of speed at lvl3).
  9. I disagree, the best hunting bow by far is Lenas Êr - Rending and Disorienting means it hits harder and is the most accurate ranged weapon you can get (helps also your stunning shots).
  10. Personally I find the warhammer to be the best one handed weapon. There's no monster in the game which is resistant to both crush and pierce.
  11. You should pick the category which is the most resistant to your damage. For an archer it's simple - vessels - they all have high pierce dr.
  12. In theory, using the best items/buffs, a pale elf paladin can achieve by himself 150+defl/refl and 31dr against slash, pierce, burn and cold (without combat consumables/party buffs) which IMO is more than enough to tank him, however I'm not there yet...
  13. I think the +5 Accuracy is applied only if you attack the same target as an ally - does a pet qualify as such?
  14. Has someone checked using fraps if the modifiers stack additively for the reloading part of ranged weapons? I'm asking because when you look into Cheatengine they are multiplied (1.2x1.5x1.2 for a ranger with gunner, swift aim and chanter buff).

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