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Everything posted by MaxQuest
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You get that morningstar (Acuan Giamas) from a dead body, laying in a pool by the Crag in Mowrghek Ien. So kinda late-gamish.. Deathblows definitely do work with scrolls. So they must work with regular (stolen) spells too. As they just add +1.0 damage coefficient to the damage you do (without checking if it should be melee or ranged only).
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Hmm, iirc the crit itself didn't guarantee that the target will be stunned, because an additional check vs fortitude was rolled. Btw, I remember that the proc from 'stunning' property was affecting enemies who had Immunity: Stunning. Is that still the case? P.S. There is one more interesting thing related to that property. It was noticed to apply to spells. (link to reddit)
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Hmm, I am not sure if that (double bonus from "attack speed") is a bug or is related to recent changes. Because: - it seems that it was the same in 2.0. (I have an un-updated 2.0 on an old laptop which I haven't touched for quite awhile; I have staged and frapsed a similar situation, with only Gloves, 2WpnTln and SwiftAim, and got zero-recovery as well) (added as test v11 to the spreadsheet) - it could be intended. Do you remember the old diagrams, were it was told that fast weapons do have 20 frames attacking phase and 20 for recovery? In order to decrease the action time (att+rec) by 20%, devs could apply 20% to recovery twice as a workaround, while leaving attack_duration untouched. And as we know atm, attack_duration is indeed not being affected by all those attack_speed bonuses. Why could they have done it this way? I don't know, although I could assume that it is related to animations. Standing in place (recovery) is easier to shorten or extend than the animation of swinging weapon without producing any tearing or abrupt transitions. Maybe actually the bug is that 1H gets the bonus only once. We'll never know, unless Obsidian actually reveals base attack/recovery/reload frame durations and the formulas as well. I bet there is something really messed/unconsistent there. P.S. Interesting, what was the reason for going from 20/20 to 4+(3+20)/15...
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Damn. Stacking is so... inconsistent. Was expecting dragon-thrashed like behavior. Btw, what about the dot from wounding? Yeap. I was testing this specifically. It wasn't generating focus in 2.0, 2.03 and 3.0 for sure.
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That raw dot from Envenomed Strike started to generate focus? P.S. Strange that no one have mentioned here about blunderbuss on a rogue. It benefits tremendously from Deathblows. Also each pellet seems to proc Deep Wounds.
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A Frustrated Review From A Long Term Fan
MaxQuest replied to Argus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Hmm, you've got a point. -
A Frustrated Review From A Long Term Fan
MaxQuest replied to Argus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It was quite understandable that some agent could try to slip in and re-activate it. The perceived risk was that it could affect some unfortunate wanderer who was not informed by city guards, or looters who heard but ignored the warning. While the surprising part was that people will decide/be allowed to settle there again, before Watcher could come back and safely destroy the machine. Is that subtle obviosity or obvious subtlety? Anyway, you know what you did there, as we eventually did. -
Well, lets think. Cloudpiercer is a War Bow, so you get the highest base damage there is for a ranged, non-reloading weapon. It also has Rending. When compared to Rain of Goddagh + Pen.Shot it basically is 5 DR bypass vs 3 DR + a free talent. Pretty good. And finally it has Jolting Touch proc. So I would say it is definitely above the Rain; when you achieve zero-recovery, that's for sure. But I would still rate it below Sabra Marie. Statistics show that my cipher has crited 2637 times out of 3913 hits. Getting +0.5 damage mod. on 67% of hits is huge. The only things I don't like about Cloudpiercer are: - you have to join with the dozens - the proc only happens once per encounter. But, if it generates focus, huh, that's a big plus.
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A Frustrated Review From A Long Term Fan
MaxQuest replied to Argus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
You already knew that this machine had been extensively studied with little success. What did you expect? Anyway, I find this point unfair, because you HAVE the option to destroy it, you just didn't take it. Actually that surprised me too. I have chosen the option to stop that machine, because: - I was not sure what would happen if I would choose to destroy it. Maybe it would blow all the city up. Maybe just the party. Maybe it would fail somehow and would just halt in an even worse state. It felt like some extra research is required. Maybe even I would get some info from Thaos. - Informing the guards/knights/assembly about the machine should be enough to prevent them from letting people to settle there, until our Watcher deals with Thaos, comes back and finds a safe way to destroy the machine (maybe with a preventive announcement, asking the populace to leave the city gates for a day) -
Update 3.02 Beta is Live
MaxQuest replied to BAdler's topic in Pillars of Eternity: Announcements & News
Hmm, so what are the differences between 3.02 beta and 3.02 release? -
Torments Reach - high int AOE
MaxQuest replied to Reent's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Up! What is the current stance on this? Will ability be changed to fit description, or description changed to fit the ability? -
[3.02] -Infinity bug is still active
MaxQuest replied to Kregan's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I have the same thing on damage taken. (it was a normal value, and only around level 14 it has changed to -infinity) -
Attack speed question
MaxQuest replied to dunehunter's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Arrgh Andrea this is killing me. And thanks Obsidian for this... I mean we still have to use two "vocabularies". One being in context from tooltips. And another one internal (with attack and recovery phase durations). Pedant mode: Damage coefficients from Might, were intended to stack additively, as seen from this presentation slides. The idea behind this was to leave more room for the stat analysis and fiddling around. And tbh this goal was achieved. The more I played the more I was re-evaluating the ways of how to optimize/adjust it for my build. Also it reflects nicely the relation between rogue and a fighter. While the first will hit for lower values with regular attacks, he will hit like a truck with deathblows and the quota of Might can be negligible. I.e. maxing it outright is not a no-brainer like in many of DnD cases. Damage coefficients from Crits, perhaps were intended to be applied multiplicatively. At least when asked by Andrea, Josh answered just that. Tbh I find this quite hilarious. But... it seems that at some point, devs decided to just make all damage coefficients to stack additively and probably Josh has forgotten about this. But in the end... consistency is actually a good thing. Now, why is attack speed stacking multiplicatively? Don't even get me started on that. It's a mess. Officially undocumented mess. It looks like they had several different ideas of implementation. In the alpha they have picked one approach. And than they ditched it for another. Not to mention all the confusion caused by interchangeable use of 'attack' and 'recovery'. -
^ My guess would be to aggregate all suggestions, pick the most important ones, structure them for readability and post as a new thread in the General Discussion forum, with a poll attached (of "do want / do not want" sort), link back to this thread and wait. Aarik and Sking do actually check the threads quite often. But you could also PM them.