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Narla

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Posts posted by Narla

  1.  So when I dump a ton of animal skins in my stash chest they all stack making the stash easy to browse, and when I take them out of my stash chest the stack size changes. Similarly when I buy camping supplies/lockpicks they are all stacked together in the shop rather then each individually having their own line.

     

     Since this functionality is already there, wouldn't it be possible to just enable it for everything else as well so when I loot 10 dead dudes my stash would have the 10 armors/hats/shields/weapons each only using 1 space? And then also do the same for shops so after I sell those 40 items the shop gets 1 line for each (like for lockpicks) rather then 40 lines?

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  2. - There are 3 teams in this game, your team, the enemy team, and neutrals.

    - Your team is allied with neutrals, enemy team is enemy with neutrals.

    - Your team and neutral team's buffs affect both your team and neutral team, you can't attack/engage each other without force attack, you can't affect each other with foe only abilities.

    - When you do any damage or apply a debuff to a neutral all of current map's neutrals become part of enemy team.

    - Confusion/Charm/Dominate abilities make enemies into special neutrals: neutrals that won't become enemies when you do damage or debuff them and won't turn other neutrals into enemies if force attacked.

    - Confusion/Charm/Dominate from enemies make your team or neutrals into enemies.

    - You can see who is neutral by using IEMOD and enabling the option for blue selection circles for neutrals.

     

     I have no idea why neutrals aren't blue without the mod, it makes this kind of thing so confusing for no gain at all.

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  3.  

     Hi and thanks for all your good posts across the board MadDemiurg.

     

     Just wanted to add that the 2 damage chants and the heal talent for chant all scale with might in 1.05 (the lv1 endurance drain chant still only does like 1 damage per second with 20 might though). Also a question, are you sure the fire lash chant boosts the ice spikes? I don't have a 1.05 group with it to test but i'm almost certain that in 1.04 it only worked on weapon attacks/skills.

    Yeah, I'm sure it works with all (instant) spells. You can even see fire damage in the logs of the vid I posted at one point.

     

     

     Just wanted to confirm that I just spent a bit testing this and you are right, the fire lash chant adds a 25% fire lash (unaffected by might, regardless of what the icon tooltip says) to the majority of weapon attacks, abilities, and spells. Doesn't seem to work with DoTs and most raw damage abilities, so goodbye dream of one shotting adra dragon with disintegrate crit, but it works with things like returning storm and chill fog :o

  4. 1- The damage over time portion is not increased by spirit of decay talent

    2- The combat log report shows incorrect damage over time for graze/crit

    3- The combat log report of the damage over time portion does not take into account DR

    4- Hovering over the debuff icon shows the same incorrect damage over time numbers as the combat log

    5- Hovering over the debuff icon only show 2 autumn decay effects even if more then 2 autumn decay effects are applied

    6- The character sheet debuff description show incorrect damage

     

     How to test:

    - choose a high endurance character victim, either completely naked or only wearing some corrosion DR

    - note victim health

    - have druid unload lots of autumn decay into victim

    - look at combat log / debuff icon / character sheet debuff description

    - note victim health

     

     Looks like other damage over time abilities might suffer from the same defects but I didn't test them thoroughly.

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  5.  Haha, I'm gonna go right ahead and guess that you 2 have never actually used this ability :biggrin:

     

     The reality is that this is a case of a dirty lying description, it is in fact more on the side of a hilariously overwhelmingly overpowered ablity. What it really does is 30 raw damage every 3 second for its duration, and it scales with both might and intellect. I believe there are less then 10 enemies in the entire game on the hardest difficulty that will survive a crit of disintegrate on a 20 might and 20 intellect cypher, and those will die to 2 crit (or 3 non crit) disintegrates :o

     

    edit: I just went and tested it on a 18 might 22 intellect cypher, a crit of disintegrate does roughly 430 raw damage.

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  6.  I tested automn decay a bunch when 1.05 came out and if i remember right the debuff displayed in character sheet was completed unrelated to reality, but the actual damage for 2 autumn decay would stack, but no more. When the third or more landed it would overwrite the oldest autum decay.

     

     I tested it by debuffing my highest endurance charater, then casting the spell lots of times at it. By noting the difference between the character's total health before the experiment and after and comparing to the combat logs I could try to figure out stuff.

  7. Deleterious Alacrity of Motion applies to spell casting as well as physical attacks, right?

     

    Also, "no wrong choices" is going way too far.  Someone's having difficulty with the concept of oppurtunity cost. Not to mention Grimorie size limits.

     

     I had tested in... 1.04 or 1.03, can't remember, but then it seemed to speed up both attack speed and recovery speed when attacking with a wand (don't remember if it affected gun reload speed), but only speed up recovery speed but not casting speed for spells. Things might have changed since or I might have been mistaken.

  8.  Hi and thanks for all your good posts across the board MadDemiurg.

     

     Just wanted to add that the 2 damage chants and the heal talent for chant all scale with might in 1.05 (the lv1 endurance drain chant still only does like 1 damage per second with 20 might though). Also a question, are you sure the fire lash chant boosts the ice spikes? I don't have a 1.05 group with it to test but i'm almost certain that in 1.04 it only worked on weapon attacks/skills.

  9.  If you're getting too annoyed at this install IEMOD and disable auto-saves, personally it cuts my area change times by 20%-60% depeding on how far in the game I am.

     

     The game keeps a copy of your current game's data in "C:\Users\???\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity\CurrentGame", for my current game in act 2 that's ~50mb. If you look throught it you'll find most save data is exported via a generic serializer, more or less meaning that the written data is probably 90% or more definitions. On area change all that stuff is read, compressed, and then stored in a single file at "C:\Users\???\Saved Games\Pillars of Eternity", with savings seemingly being of at least 90%. The process of reading those 50mb of files, compressing it, and then writing the result to a 3-5mb file takes my 2 year old computer 4 second to do with 7zip, no reason to think the game does it any faster.

     

     So I think your options are either to use IEMOD to disable autosaves or find a hobby to pass time during area transitions.

     

    edit: to any enterprising person with too much time on their hands wanting to write a savegame editor it looks like it would be possible to deserialize the data with sharpserializer and then reserialize it to an XML file which would not only allow changing any properties of the characters/inventories/quests but also of any already visited area :o

  10.  I don't get why so many buffs have such annoyingly small range. Paladin auras are one of the main culprits since they are class defining and small enough that it's pretty hard to use them, but there's a bunch of others like that nice druid level 1 buff that I haven't cast in like 20 hours of game play. If paladin aura was 5m (or maybe even 8m!!) base radius it would actually be sweet and fun.

  11.  The vast majority of enemies have a range from their original location at which they will turn back and return to their original spot if they are not targeted and if they are not suffering from a hostile effect. Once they turn back they will start regenerating endurance quickly after a few seconds, just like player characters regen endurance quickly a few seconds after combat ends. If you re-engage during the period after they turn around (when they leash) but before they start to regen, you can kill them with very little risk (sometimes archers/gunners/casters will use a ranged attack/ability during this process).

     

     If you want to practice this form of kiting and leashing the best spot I found was the ogres of endless dungeon level 3. I managed to kill all the normal ogre groups (not the very first lone ogre nor the ogre boss group) this way without using a single skill, just bows and fast runner, only eating a couple druid stag horns for the whole floor.

     

     Remember that to make it work you must be at their max range from original location, you can't have any hostile effect on the enemy (includes any chanter effect), and you must not target them either (press "X" key to lose target during bow reload time, then retarget and reshoot, and repeat).

     

     This doesn't appear to be a commonly known tactic yet (strategies are what happen before battles, tactics are what happen during battles). As for if it's too cheesy to use? You paid for the product and now you own it, so it's your own decision to make.

  12. The times you see in the records section of the character sheet are ingame time, not real time. I can't remember what's the scale at this time though between real time and ingame time.

     

    The time you see in the savegame screen is the real time you've been playing that game including paused time. So if you start a new game, pause, leave for a few days, then save on return, you could have a game with 3 hours ingame time on record page, and 100 hours "real" time on savegame screen.

  13.  If my chanter uses the chant phrase that adds +10 reflex then that suppresses the +5 reflex from the ring. Since it's not possible to replace rings by chants since phrases are only active 6 second per 8 second interval then that makes many of the chant phrases rather poor.

     

     Would be nice if having the reflex chant and the ring would add the benefit of both, or else that chant phrases have linger duration equal to chant duration so it would be possible to have 2 phrases up 100% of the time, so I could then make the decision to either wear rings or use the stat buff chant.

     

    edit: well, the attached screenshot not only shows that the reflex ring gets suppressed by the reflex chant, but it also show a display bug, soul whip isn't +140% damage with the talent, it's +40% damage.

    post-153361-0-78645700-1432527506_thumb.jpg

  14.  You have the equations and/or order of operations wrong. Here are the equations for max focus and start focus for 1.05:

     

    BaseMaxFocus = 20+level*10

    ActualMaxFocus=BaseMaxFocus+GreaterFocus

    StartFocus = (BaseMaxFocus/4)+GreaterFocus

     

    Edit: in case you were wondering, here are the equations for 1.04

     

    BaseMaxFocus = 20+level*10

    ActualMaxFocus=BaseMaxFocus+GreaterFocus

    StartFocus = BaseMaxFocus/2

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