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damage done = (base damage * ( 1 + modifier1 + modifier2 + . . . + modifierXXX)) - DR +0.5 on crit -0.5 on grazeYes, that is correct. Not "before DR". DR can eat up to 80% from your damage, but not more. For example 30 damage hit against 28 DR, will deal 6 damage. It will be displayed in combat log with a MIN afix/note.
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I like that idea. Also regarding tanking: it feels natural when the tough guys in plate do tank against waves of trash mobs. But against a dragon.. it would be quite fitting to swap that canned breakfast for an evasive rogue. Thematically keeping attention of a 10-20 tonned enemy and dodging his attacks looks like a more sane approach than trying to block his hits. That's... undeniable. Yet it reminds me of:
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Hmm, do you expect something to change? But yeah, I could test that. -- update -- Have tried the following setup: 1h Sword of Daenerys (rapier with speed enchant) + Swift Aim + Gauntlets of Swift Action + Time Parasite + Del. Potion. 10 dex: 46 hit, 72 hit, 98 hit, 124 hit, 150 hit, 176 hit: media = 26 frames 20 dex: 28 hit, 49 hit, 70 hit, 91 hit, 112 hit, 133 hit: media = 21 frames (/1.23) I don't know why the coefficient is not x1.3. Previously I was thinking it is due to 4s delay between actions (which is supposedly not affected by dex). d + (26 - d)/1.3 = 21 20 + d - 10d/13 = 21 20 + d * (3/13) = 21 d = 4.333 (not precisely 4, but somewhat close) Bur when I have tried +2000% action speed (from 675 dex) on an arbalest (it's more precise with reloading weapons), I have noticed that standing still animation (which is played right after reload finish and before attack animation start of rising weapon) has duration of two frames. So that delay was actually reduced by dex. (although not by 2000% but only by 100%)
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To each one it's own. I for instance find ciphers and wizards most versatile and fun. Druid, rogue and probably monk would be ok too, if I would main them. (cose micro-ing your main is not boring ) Again, everyone has his own preferences. But, I feel like Sagani, Grieving Mother, Aloth and Devil of Caroc have quite original, non-standard personal quests. And add Eder. Cose he's a buddy.
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If you swap Dex and Perception there, you get it right. (I mean benefit from dex is a somewhat linear increase. While perception/acc is an increase with few down-bumps (on 15,35,50), and then a flat wall once you achieve acc - enemy_def>= 100.) But tbh there are too many variables/scenarios to take into account. For example: - on grazes. might is most important - on crits, might is less important - enemy has high DR? might again becomes more important - for cipher and rogue physical attacks, might will provide less benefit in comparison to other classes. (whips/sneak attack) - but if you miss non-stop, might and dex are irellevant. Get perception - got too much acc such that you crit 100%? getting more per will not increase your damage any further - dex provides the most flat benefit of those three. Although just stacking it, is also subject to relative diminishing returns - might (like dex) is also subject to relative diminishing returns, but enemies with high DR somewhat nivelate that and so on.
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Hmm, not quite. Since dex also reduces the attack phase. In theory going from 10 dex to 20, would net the same x1.3 benefit, regardless of your recovery. Because action time = (attack_time + recovery_time) / (1 + dex_bonus) In practice... between actions there is also a small delay. Nevertheless, here are the frame results (recorded a few minutes ago) for full action times (i.e. between two consecutive hits) of a warbow: (checked, and re-checked over a long sequence of shots) 10 dex, no speed buffs: 126 frames 20 dex, no speed buffs: 98 frames (/1.28) 10 dex, no recovery: 52 frames 20 dex, no recovery: 42 frames (/1.23) P.S. Too bad, can't test frames with at least decimal accuracy.
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Confirming. Also during the battle slides, you have an option to send your allies after: a). enemy mages b). enemy berserkers c). enemy bleak-walkers. Or charge straight ahead. P.S. I am doing this battle right now, and have tried a few scenarios so far, for the sake of seeing what will happen. So. If you charge straight away, you will have the following situation: - enemies: Gathbin, Emery, 2 battlemages, 1 berserker, 1 bleak-walker, 8 mercenaries, 7 archers, 1 beguiler, 1 shieldwarden, 2 priests, 2 dogs - allies: your party + your hirelings + 7 skirmishers + 5 archers + 1 veteran (ye, awesome help for 10k gold) Now, if you send your allies after one of the aforementioned groups. It will eliminate: a). 1 battlemage; b). 1 berserker; c). 1 bleak-walker. So having allies is not a big deal at all. P.P.S. Is it even possible to recruit Captain Emery? I have re-loaded few times, until I managed such that Emery is the last one alive. Once the last enemy soldier but her, had fallen, slides appeared. Congratulations from Marshal. Quest completed. And then bam! she still dies to an auto-attack... http://i.imgur.com/3Pr5E6E.jpg
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Can't complete White Forge questline
MaxQuest replied to sirmiah's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Uhm, after you have defeated the guards, did you try to 'activate' that Green Adra Crystal in front of the Dragon Head (you were placing the orbs intto)? I was waiting for something to trigger too, until I accidentally mouseover'ed it and noticed a different interaction icon. (so just right click it, and there a dialog will appear) -
It works only with firearms. It doesn't s stack with: Swift Aim, Vicious Aim and Twin Arrows. With it's on, you basically hit a single target with pierce damage and then unleash burning damage in a cone. Friendly fires. With proper positioning theoretically can vastly outperform Twin Arrows. Problem is: your ranger is not the one to stand in front line. Could be funny with ranger standing in midline, just behind two pale-elf tanks with huge reflex.
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Hmm, so Time Parasite will override the speed bonus from Otlander's Frenzy? That's something to test... P.S. Also I have a strange feeling regarding speed enchants (i suspect them speeding up only the hand they are used on). So 1h + durgan-refined shield might be short from dual-wielding not by 20%, but only by 5%. Although not tested yet.
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Well, different speed increases do stack. With the only exception of swift aim and Sure-Handed chant's reloading (swift-aim's 50% overrides those 20% from the chant). Probably multiple time parasites casted on different targets will stack too. But not sure if it is worth it, since you can reduce recovery only to zero, not below it. (I mean it won't start reducing attack phase time)
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Ugh, the dex was never useless. Going from 10 dex to 20, increases by 30% the speed of your shooting, casting, pretty much everything except instant casts. And (with the sake of example all other stats being the same) this translates into 30% dps increase. The cons of dex are: - it's benefits are subject to slight diminishing returns. Let's say you want to perform an action of 104 frames duration. By going from 10 dex to 20, that action time will be reduced to 80 frames (104/1.3). That's a x1.3 increase for 10 dex. But if you will increase dex by 10 furthermore, action time will become 65 (104/1.6). That's x1.23 relative increase for the new 10 dex. (80/65). (Btw might suffers from diminishing returns too) - this game has enemies with DR. Might helps overcome it. Dex doesn't. - doesn't play nicely with limited spells and abilities. Although this doesn't affect cipher. - can be of less use if you use quick-switching and the battle goes for longer time; because initial burst get's less of relative value. Faster. The pros of dex: - on hits and especially on crits against low DR enemies, provides way higher damage increase, than might would. Mainly because might's quota in damage increase is diluted by other damage increasing coeficients. While dex's isn't. So to resume: - mig and per, take precedence over dex, if you use very low-dmg hitting weapons, like hunter bows, blunderbusses, etc. (esp. blunderbuss with quick switch) - dex takes precedence over (or is at least on par with) mig, if you use arquebuses and pistols.
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Well, I can imagine stilettos being useful against an enemy with low DR and huuuge deflection, such that you mostly hit and graze him. This is when DR bypass is most useful. But usually a large one-handed weapon is a better bet. The extra base damage helps you overcome DR too, but unlike static DR reduction it also scales with crits. And sabres are especially good at it. So to resume: - you have maxed dex, and now have low per/mig? Stilletos - you have high mig and maxed per? Sabres - you have average mig and maxed per? Battle Axes (but Resolution sabre will make it too) Cipher and rogue are probably the only classes that can be ok with 10 mig, while being played as pure dps. For example cipher has to thank his soul and biting whips. They add +0.4 to your damage coefficient. Having 14 mig instead of 10 would add 0.12 to your dmg.coef. And with a superb weapon it's not a big deal if you hit for x1.85 or x1.97. The difference is only 6.4%. And with a crit-inclided build it would be even less
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In a way,.. that's what it does if your acc is by 50 higher than enemy deflection. Even better if you have less acc. But yeah, pure 1H with nothing in offhand is underwhelming, and quite anti-synergic with One-Handed Style talent. I can imagine the idea was: to have a [1h+shield] setup as main, but when not being engaged/hit to switch to just [1h] (at least it's useful for situations when one big, tough enemy remains). But inability to have the same weapon in two different weapon sets, coupled with recovery from switch, kind of kills it.
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100% agree. I also wanted to have full control over companions builds and attributes. But without losing their banter and quests. In v2 I simply used console to redistribute their stats. But in v3, they reset back to default values on save load. Heh, before I noticed that, I've got quite puzzled why the hell did Kana start to go low so fast.
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Awesome! Bashing shields might become worth it on ciphers and barbs now. P.S. It would be interesting to check the interaction with Taste of the Hunt, when it goes live. You can use console command HelmetVisibility False(although it hides helmets on all your characters) What if you fighter is dual-wielding? Will both hand attacks target will instead of deflection? Or only those dealt with Steadfast explicitly?