Jump to content

iszathi

Members
  • Posts

    6
  • Joined

  • Last visited

Reputation

1 Neutral

About iszathi

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator
  1. Thats what i understood for some testings, was trying recovery_frames*attack_speed_mod*armordelay. // with 0.2 attack_speed_mod you get 1-attack_speed_mod = 0.8. Shldnt it be 1/attack_speed_mod = 0.833? Or are you accounting for that in the modifier? (its easy to check that the game does 1/asmod) // i havent used mathlab in a while but cld look at your scripts.
  2. I remember reading one dev posting about attack speed making recovery 0 and then making the animation faster (if i remember right he also said it was not posible with the items and talents ingame). So im still going back and forth with attack speed afecting the animation or not. Other than that, it looks The delay being affected by dex is another issue.
  3. In that test lenas is being used by a lvl 12 talented for ranged character, same with the arquebus, the hunting bow is without any talents. They behave in similar ways.
  4. True, except it's closer to 2.25% in practice due to the animation transition delays. Really? That would at least bring it a bit back in line with Might... though probably unintentionally. I hope Obsidian does a once-over on the attribute system before PoE 2. Design decisions are one thing (stop complaining about Might being both physical and magical, FFS), but when one attribute is almost strictly better than another in every way, that's just a broken system that needs to be mended. Dexterity is strictly better than might (due to it being a reduction instead of an increase), except for spellcasters that like to use damage/healing spells since there's no way to increase spell damage like you can for weapons. It also really shines for classes that have inherent damage bonuses, like rogue and cipher (to a lesser extent). Might is definitely more of a (damage) caster attribute. A str 10 rogue does nearly as much damage as a str 20 rogue, and that becomes more true at higher character and equipment levels -- e.g. a 3.0 damage multiplier (at 20 strength) is only 11% more damage than a 2.7 damage modifier (at 10 strength). The difference is more substantial at level 1, though, and there is the fortitude save bonus to consider. There's exceptions -- like with moon godlike might starts looking better if you want to maximize heal amount. actually, due to the way DR works having might proabably does more damange in some cases.
  5. Trying to model rw attacks, this is what i got so far. Feel free to point mistakes https://docs.google.com/spreadsheets/d/1ZXuiJj7XpZECGNnJuIJJ9CuQrI4OSD8if4-9uJib-OY/edit?usp=sharing
×
×
  • Create New...