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Azzinoth224

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About Azzinoth224

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  1. Would it be possible to display tooltips for the abilities of enemies in the bestiary? Currently its only showing the abilities name, which is useless most of the time. For example, the boar has two abilities, "Wounded Boar" and "Gore". How am I supposed to know what these abilities do? You made the effort to write a lore text for every single enemy in the game, yet the bestiary doesn't provide any information thats actually useful in the game. Being able to read what the enemies abilities actually do would be the only reason for me to ever open the bestiary.
  2. The problem is, there are a lot more abilities that give bonuses like that. If i would add a toggle for each of these abilities it would get very ugly, because some of them only apply for specific weapon types. That means i would have a lot of different formula in the table and you couldn't anymore drag the formulas down. If you want to know your DPS with this skill, there are currently two solutions: 1. You just add that modifier to your character modifiers above the table, so that every weapon is affected and not only dual-wielded weapons. You can than just ignore the wrong DPS numbers and only compare dual-wielding weapons. If you have that skill, you propably want only dual-wielding weapons anyways. 2. You copy the data of the weapon(s) you are interested in and make a new row for them, where you add the speed multiplier to the weapon's "Recovery mult" column (use WMULT()!) You can do that for every skill your character possibly has, so i think this is still the easiest solution. Thanks, i fixed that. Thats true, but since you can customize weapons via enchantments etc., its pretty much impossible to include every existing weapon in a chart. Also, the DPS depends on the Defense and Armor values that you enter into the calculator. Some weapons might be better against heavily armored enemies, but other weapons might be better against weakly armored enemies. So, this spreadsheet can't tell you the single best weapon. But its very easy to add another new weapon to this spreadsheet: You can enter the base values of your weapon in a new row and then you just have to drag down the DPS column and everything right of it. It should be able to calculate most weapons that are in the game. If you have for example to decide between two very good weapons, you can enter their values here and then play around with the target defenses and you might find out than weapon A is always better than B, or that weapon A is only better against heavily armored enemies, or something else... So basically, it can help you to compare weapons against each other. It can also tell you if your modal ability is worth it. I don't have any data for weapons other than the base weapons, but if you know some important or interesting unique weapons i should add to the table, you could post the stats here. I have uploaded a new version with dual-wield bonus, added modal abilities and a new sheet for spells.
  3. Thanks, i appreciate constructive criticism. As I explained above, i am still near the beginning of the game, so i expected that i might miss some details like that. I will update the table as soon as i have time. I knew about the +12 accuracy for one handed, but i hat no clue about the -30% Recovery speed for dual wield. Does the dual wield bonus only apply for melee weapons? Because ranged weapons use technically reload speed and i didn't notice a speed bonus during my test with ranged weapons. I would also like to know if there are any penetration multipliers (except crits) in the game, because i would have to add a penetration mult coulmn for them. I have only seen additive penetration bonuses so far.
  4. I have created a DPS calculator for Deadfire. I used a custom function (Makro) to calculate how the game handles stacking of multipliers (it is neither simply multiplicative nor additive). The row above the main table is to enter your character values (your accuracy, damage multipliers from talents, equipment bonuses,...), but the bonuses from your weapons are listed separately in the table. To calculate the total multiplier for one of your stats, you have to use my custom function WMULT (). Let's say you have a damage bonus of +15% from might, +20% from soul whip and -30% from another talent, then you have to enter "=WMULT(1.15;1.2;0.7)" into the "dmg mult" field above the table. If you have another +10% damage bonus on your weapon, you enter that into the table. I am not very far into the game, so i have only added the base weapons, but you should be able to add any other weapon to the table to calculate DPS. Edit: Added dual-wield bonus, added modal abilities, added spell dps Excel Spreadsheet Google Speadsheet
  5. I don't think that Overwatch and Warframe are less demanding than Deadfire, probably the opposite is true. I have a GTX 1060 and Deadfire utilizes 75% of it, while running the game with ~70 FPS. I guess your graphics card is your bottlenek. Did you check the load on your graphics card too? Check this benchmark for comparison: https://www.videocardbenchmark.net/high_end_gpus.html
  6. Crits give a +25% damage multiplier, whereas the "Blunted Criticals" effect (to find for example on pistol) gives a -25% damage multiplier to crits. However, 1.25 ist not the inverse of 0.75 (0.75!=1/1.25), which means that criticals do less damage than normal hits with such a weapon. I suspect that a multiplier of 1 / 1.25 = 0.8 (-20%) was intended so that crits do the same damage as hits.
  7. Do you play on PotD? I noticed that you can't change any difficulty settings on PotD, not even the level scaling.
  8. Of course the completely wrong items names are the most annoying mistakes, but even the translations that are technically correct often don't make sense. For example in the graphics options the windowed mode is translated with "Mit Fenstern versehen". It's like the translator has never played a computer game and didn't know what windowed means. This example isn't so important, but if something like that happens e.g. in an ability description it can get very confusing and misleading. Currently my quick fix is to use the german localization for quests, dialogue, character names and locations, while using the english localization for the rest. You can do that by copying the content of the "...\PillarsOfEternityII_Data\exported\localized\en\text\game" folder over to the german folder. Maybe that is an acceptable compromise for some of you too.
  9. Wegen dem Bogen Sabra Marie: Im Englischen steht bei allen ähnlichen Waffen "Grants [Effect] on Critical Hit". Zum Beispiel steht beim Cloudpiercer "Grants Jolting Touch on Critical Hit". Warum da nicht "inflict" steht weiß ich nicht, aber gemeint ist bei Sabra Marie, dass der Bogen ein mit einem Kritischen Treffer getroffenes Ziel verwirrt. Verwirrung ist ein ähnlicher Statuseffekt wie Bezaubert und Beherrscht.
  10. I have already finished the game, so you have to jump into the pit to test it in combat. https://www.dropbox.com/sh/ds6zwmdljahy79v/AADdBcq-MH-N2eqg_6qeHdP1a?dl=0
  11. No, but you have to talk with galvino. You could try to sneak past the golems. The key to open the door is in the room opposite, behind the secret bookshelf-passage.
  12. The level upscaling only affects the areas of the expansion. The Adra Dragon is as strong as it ever was. As you say, you can’t change a maps difficulty after you have entered it, so load a savegame before entered to Thaos and change difficulty? The Adra dragon was designed for level 12, so with expansion and level 14 characters he is easier to kill as before.
  13. Have you talked to galvino? Edit: Do you mean this bug?
  14. Ich habe noch zwei Fehler in Waffenbeschreibungen gefunden. http://imgur.com/a/Sl9kE#0 Ich hoffe es nützt euch etwas, wenn ich das hier poste?
  15. The "Ambushing" of Fellstroke should cause +25% sneak attack damage, but the effect is not listed under active effects and does not appear in the combat log, like other sneak attacks. Im afraid that the effect does not work, but it is difficult to test this. So another question: Is it possible to modify a weapon to deal constant damage? That would make it easier.
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