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MaxQuest

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Everything posted by MaxQuest

  1. Good to know) I was in those underwater caverns. Deactivated 3 machines, flooded the caverns and the quest has "succesfully" resolved as "couldn't stop the coral growth". Was curious how it gonna play out and decided to live out the consequences) I'll do an "optimal" playthrough later anyway) I decided to make my first run without Tekehu. I never entered Watershaper's Guild. Also I haven't entered Arkemyrs Manor. Left them for the second run. My MC happened to be under effects of Captain's Banquet. Pretty much all fampyr fights were: MC+Eder+Pallegina+Xoti vs ragging fampyrs + Maia
  2. PoE1: I am sending only the tank in melee range of the dragon. Other melees are sent to block or kill his minions. Although if the dragon is the last enemy standing and is hard-disabled, will command everyone to attack him. Deadfire v1.0.2: Didn't bother with tactics. Deadfire v1.1.0: Just thinking of starting a run.
  3. I have briefly tested it, and it looks to be partially fixed. For example tooltip was showing 1.4s reload time, while checking the frapsed video was giving me 46 frames, which corresponds to 1.533s. And for reference: in v1.0.2 I couldn't get below 2.766s (even if tooltip was showing 1.0s)
  4. There was a similar thing in WoW Yeap. Like in PoE1: Adra Dragon is harder to fight with a level 11 party than Llengrath at level 16. Although if both encounters done at max level, Adra Dragon is definitely easier. If I had to fight all encounters at max level on PotD/upscaled, here's how I would rate their difficulty: - 8/10 [PoE1.v3.0+] Brynlod Bounty - 7/10 [PoE1.v3.0+] Llengrath - 6.5/10 [PoE1.v3.0+] Magran's Faithful - 6.5/10 [PoE1.v3.0+] Alpine Dragon - 6/10 [PoE1.v3.0+] Radiant Spore - 5/10 [PoE1.v3.0+] Concelhaut - 5/10 [PoE1.v3.0+] Adra Dragon - 3/10 [PoE2.v1.0.2] Concelhaut - 2.5/10 [PoE2.v1.0.2] Nemnok - 2/10 [PoE2.v1.0.2] Lava Dragon - 2/10 [PoE2.v1.0.2] Menzzago - 2/10 [PoE2.v1.0.2] Ukaizo Guardian - 1/10 [PoE2.v1.0.2] Giant Cave Grub - 1/10 [PoE2.v1.0.2] Engwithan Titan And if I had to order them by the perceived difficulty when I actually stumbled upon them: - 8.5/10 [PoE1.v3.0+] Alpine Dragon @ lvl 13 - 8/10 [PoE1.v3.0+] Brynlod Bounty @ lvl 16 - 8/10 [PoE1.v3.0+] Magran's Faithful @ lvl 13 - 8/10 [PoE1.v3.0+] Adra Dragon @ lvl 11 - 7/10 [PoE2.beta4] Engwithan Titan @ lvl 9 - 7/10 [PoE1.v3.0+] Radiant Spore @ lvl 14 - 7/10 [PoE1.v3.0+] Llengrath @ lvl 16 - 7/10 [PoE1.v3.0+] Concelhaut @ lvl 14 - 7/10 [PoE2.v1.0.2] Giant Cave Grub @ lvl 8 - 6/10 [PoE2.v1.0.2] Concelhaut @ lvl 12 - 4/10 [PoE2.v1.0.2] Nemnok @ lvl 14 - 3/10 [PoE2.v1.0.2] Lava Dragon @ lvl 18 - 3/10 [PoE2.v1.0.2] Menzzago @ lvl 15 - 2/10 [PoE2.v1.0.2] Engwithan Titan @ lvl 9 - 2/10 [PoE2.v1.0.2] Ukaizo Guardian @ lvl 20 P.S. I haven't encountered Kraken nor Sea Dragon in my first playthrough.
  5. Well... even through Nemnok was easy... Guardian and Lava Dragon were even easier than that ^^ I think Giant Cave Grub was the longest fight for me. I've stumbled upon her on level 8, and it took almost 2 minutes.
  6. Do agree with you. If anything I have a feeling that their racial would be balanced around +1.5 - 1.6 power level. So +2 was a bit over it. While +1 is not enough to justify the loss of head_slot and other_racial. But since it has to be an integer number, I'd prefer Wellspring of Life to provide when triggered: +1 PL with all spells and effects; plus +1 PL with restoration and rejuvenation spells and effects.
  7. 1. The already mentioned Transmogrification (i.e. armor/hat look change) 2. Ability to take all guns from a ship, if you have boarded it and killed the enemy crew. Perhaps even use the captured ship? 3. Find ship schematics which could be used for construction of dhow/galleon/junk with better base stats. 4. Ability to become the governor of... Hasongo, Port Maje, Fort Deadlight or set a colony on an uncharted island. And manage it like Crossroad Keep in NWN2. 5. When you have killed enough faction bounties; the faction sends headhunters after you. Really strong headhunters. And preferably 2-3 ships at once. 6. When you train/retrain a character, have all the ability-buying points at once; and be able to pick all abilities without hitting next next next... And same for skills and weapon proficiencies. 7. Sidekicks banter.
  8. Although I like "Charge" a lot, have to admit it's definitelly OP in it's current state.My main is a devout ascendant who dual-wields scordeo trophy and stormcracker. Focus gets full after 1, maximum 2 charges. At level 14, with gloves of discipline I can charge 4 times. On average this results in 8 dead enemies in the first 4s of combat, and ~ -60-69% recovery time bonus which is hefty for the following detonate spam... P.S. I think it would make sense if Charge with ranged weapons would full attack only the main target. While charge with melee could also hit those on the path (but without carnage/citzal blast secondary hits).
  9. That's strange. Just frapsed my attack + reload time with a Scordeo pistol, and counted the frames: - got 24f (0.8s) for attack time, and - 83f (2.766s) for reload time While the tooltip was displaying 0.8s attack time and 1.0s reload time: image As I understood, reloading animation (unlike recovery animation) is consisting of animation chunks that are played several times in a cycle, plus an additional animation of jitter at the end. In case of pistols visually it looks like the character is taking bullets from his pocket and putting them into pistol's gunpoint; repeated n times. Each such chunk takes 57 frames (1.9s). And it looks like there can't be less than 1...
  10. Is the trick in having melee weapon in mainhand and ranged weapon in offhand? Or in stance itself? I was checking yesterday Pistol/Sabre interaction with simple Full Attacks. At range - only pistol was firing. At melee - only sabre was hitting. Perhaps will have to swap them and check again. Also Charge...
  11. I have also tested this. Gunner does stack with both components from Sure-Handed Ila chant: They also do stack with Gunnery (from Maia's armor) and Shootist (from Acina's Tricorn hat). P.S. What doesn't stack is: Sure-Handed Ila (reload component) with Rushed Reload (from Pistols modal), since both are active effects and affect same ReloadTimeMultiplier.
  12. Ehh, this were I screwed up. Told her I want to solve this peacefully. Went to investigate what she asked for; cose a little detective work won't hurt, won't it? Eavesdroped on Persa at "The Hole". While being at The Guile done a few quests there. Went to Old City. Cleared everything. Been to Undercroft. Sailed to complete 2 bounties. Found Oswald at the Woedica themed temple. Done a lot of stuff. Five or six hours later when I return to Neketaka, I find out there is no peaceful option available. If I go now and talk to Valera: - either have to accept to save Belda; or kill them all (in which case Pallegina leaves you, if she's in party) If I go talk to Ezzali Bardatto: - she asks to ambush the thieves in the vault; and after that requests to kill Valera family. Funnily even if you reply "I am not assassin" and leave, the "kill all valeras" quest is "accepted" anyway. In the end I decided to live with the consequences, not to enter Valera's house (since they are all hostile), and see if it won't block me from any further vailian quests.
  13. Yeap. We can say so. Yeap. Thinking about speeding up attack frames is a bit complicating the view.But we can express so too. Yeap. Yeap. Yeap.Although must note: afaik the displayed tooltip effect is generated automatically and thus is showing the corresponding type statuseffect.gamedatabundle: Yeap. Have represented that in the "examples" table in post above. Hah, that's exactly what I did for the calculator.I am storing all as "speed coefficients". E.g: Although, I do partially understand why Obsidian went with storing some coefficients in respect to [speed] and another ones in respect to [time]. In JS I can easily write "1/1.5" and leave it at that. In JSON they would have to write "0.6666666666" and make sure they are rounding stuff, in order to not get tooltips writing something like "Warbow modal: increases your recovery time by 49.99999999%". I have added to the end of above post, why I don't like double inversion of maluses.
  14. I feel you. I have added the step_n values to that table: And here is an example of how to calculate those values: Also, let's say Obsidian wants to add some speed/time altering status effect to the game. In this case they add a new effect, and set: - [statusEffectType] - which denotes: 1. if the value is applied to [speed] or [time]; 2. the corresponding phase (attack, recovery, reload; or action if for all combined) - [baseValue] - which denotes the magnitude of the effect. And this data is stored in game files. Later on, when your character is performing an action, the game processes all these active effects. And initializes so called [multipliers]. I usually refer to them as coefficients or simply [coef_n], because I find the term multiplier confusing since they do not stack multiplicatively. > The value of [coef_n] equals to [baseValue] if the effect affects [speed]. > Or it equals to [1 / baseValue] if the effect affects [time]. I call this time->speed coefficient conversion. Thelee refers to this as normalization. While the game uses a boolean property called [inverted] for this. If it's true, it inverts the value. We can express this as: coef_n = type == 'speed' ? base_value : 1 / base_valueNow, for each [coef_n] the game computes a corresponding [step_n]. (note: step is also a term taken from game files) step_n = coef_n >= 1 ? coef_n - 1 : 1 - 1 / coef_nFor bonuses, i.e. values higher than 1, it's pretty straightforward. While maluses get inverted. I call this: [first malus inversion]. Furthermore all [step_n] are added together, and form [step_sum]. And this [step_sum] is used to calculate the final coefficient: final_speed_coefficient = steps_sum >= 0 ? steps_sum + 1 : 1 / (1 - steps_sum)If step_sum is positive, it's again, pretty straightforward. While if it's negative, it's value gets inverted with a twist. I call this: [second malus inversion]. Having this coefficient, we can now calculate the actual duration of the related phase (recovery, reload, etc): phase_duration = base_phase_duration / final_speed_coefficientThe higher the speed, the lower is the interval between attacks. P.S. Together: [first malus inversion] and [second malus inversion], form what we do refer on this forum as [double inversion of maluses]. And the problem I see with it is: - it's hard to compute the final_speed_coefficient in mind. You pretty much always need a calculator. - if you have any malus, the end value you get is unnatural. And by unnatural I mean: it has no physical representation. To show this I'll extend the previous example with the car. Imagine that you are driving with a base speed of 100kmph: - If you are asked to increase the speed by 25% and after that decrease by 25% in respect to the base value, you will end up with 100 + 25 - 25 = 100kmph {100 * [1 + (1.25 - 1) + (0.75 - 1)]} - If you are asked to increase the speed by 25% and after that decrease by 25% in respect to the current value, you will end up with 100 * 1.25 * 0.75 = 93.75kmph The first variant is: additive stacking. The second variant is: multiplicative stacking. While under the current system we would get: step_1 = 0.25 step_2 = -0.33333 step_sum = -0.08333 final_speed_coef = 0.92307 and thus: 92.307..kmph ...and what is this value? Imho, if we do apply all the coefficients in respect to the base value (and that's how it's done in the majority of the games, to avoid dps skyrocketing due to glass-cannons stacking multiple bonuses), a [bonus] and a [malus] of the same type and value should effectively cancel each other.
  15. Not that comprehensive, but there is. They are in game files that can be accessed in the open, using a simple text editor like notepad. Check the statuseffects.gamedatabundle file. It is located in /PillarsOfEternityII_Data/exported/design/gamedata/ folder. Or you can check it's copy that I uploaded here. Yes, you can consider this as confirmed. The stored value for arbalest modal is 0.75. You can make a search by "Arbalest_Overbearing_Shot_SE_AttackSpeed" to verify. Also here are a few examples for v1.0 of the game: Btw, I had a formula in the starting post: step_n = coef_n >= 1 ? coef_n - 1 : 1 - 1 / coef_nJust want to note that: - for [speed] status effects: coef_n = baseValue_n - for [time] status effects: coef_n = 1 / baseValue_n The game converts [time] values to [speed] values before calculating steps. First: yes, coefficients of 1.25 and 0.80 do cancel each-other. step_1 = 1.25 - 1 = 0.25 step_2 = 1 - 1 / 0.8 = -0.25 step_sum = 0 => final_coef = 1 Second, Obsidian takes all coefficient values in respect to the base value. And they do use 0.75 value for coefficients when they want to denote -25% speed. And truth be told, I am not convinced yet that they should use 0.8 instead. For example: I am going with a car at 100kmph. And at that speed going from A to B will take 60 minutes. a). if I am asked to lower my speed by 25%, I would slowdown to 75kmph. [the speed is 25% lower, the trip duration is 33% longer] b). if I am asked to increase the time it takes to arrive there by 25%, I would slowdown to 80kmph. [the speed is 20% lower, the trip duration is 25% longer] The quoted malus does refer to Arbalest Modal which writes: -25% action speed, so it's a). That's why I don't see (at least at the moment) why do you call Obsidian being naive for putting 0.75 base value for it. Yeah you wrote "you", but I am not taking values from top of my head, but from the ingame files ^^ Swift Strikes grants +20% action [speed]. But when you mouseover the recovery time of weapon, the game tries to display how much did Swift Strike affect the [time]. It converts speed coefficient to time coefficient: 1/1.2 = 0.8333. So a +20% increase in speed, corresponds to a -16.(6)% decrease in time. P.S. Will reply to other stuff as soon as I have time. Do have a heavy week.
  16. The game adds all coefficients together. Bonuses, maluses, doesn't matter. In PoE1 it worked fine, since there weren't enough big maluses. While in Deadfire a similar approach would lead to negative damage on under-penetrating graze. A lazy workaround could be to limit the damage at 0, or 20% of original value. A better way would be to divide sum_of_bonuses by sum_of_maluses (all numbers being positive, so the result will be positive as well, plus it ends up with meaningful result). But Deadfire went on the path of double-inversion. Which personally I see as math shenanigans, as they use different sub-formulas for bonuses and maluses, and do not cancel-out nicely if they have same absolute values. Specifically, imagine that you have: +25% action speed from Frenzy, which translates into 1.25 speed coefficient; and -25% action speed from Arbalest's modal, which translates into 0.75 speed coefficient The game takes 1.25 and transforms it into +0.25 (step_value) via [coef - 1] formula The game takes 0.75 and transforms it into -0.(3) (step_value) via [1 - 1/coef] formula Now it adds them together: step_sum = 0.25 - 0.333333 = -0.083333 And after that computes the final coefficient: - if step_sum is greater than 0: final_coef = step_sum + 1 - if step_sum is less than 0: final_coef = 1 / (1 - step_sum) In our case it's the later, thus final_coef = 1 / (1 - -0.083333) = 0.92 And finnaly: phase_time = base_phase_time / final_coef So if you had 6s reload; with Frenzy and Arbalest's modal you will have 6.52s, even if one effect was giving you +25% action speed, and another -25% action speed. P.S. We call it double inversion because: - individual malus coefficients are inverted when computing their individual step values - if step_sum is below zero, it is inverted in order to get final coefficient It for sure feels strange. But from another point of view: - single-wielding a pistol inherently grants +12 acc. - what should dual-wielding pistols inherently grant instead? (full-attack profit aside). Also we should take into account that there is a cost attached. If you are a quick-switching black jacket focused on 4 quick full-attacks, you would want 8 unique 1h-firearms, and also would have to enchant all of them.
  17. Depending on how it is implemented. If the weapon has "+% action speed" property - then it will apply only to that hand/weapon. (think of Speed property from PoE1) If the weapon has some proccing effect that grants a character buff - then it could be implemented as a character-wide effect that affects everything. (think of Spelltongue from PoE1) At the same time there is Modwyr that is somewhere in the middle. It places a buff, but speeds-up only it's own hand. At least if we check tooltips; as I wasn't frapsing [modwyr+offhand_weapon] setup. Confirming what Ciphys has already mentioned: Articulated from DoC's breastplate does stack additively. A character (with Armored Grace) attacks slightly faster while in DoC breastplate than when naked Btw, I have added Articulated to the calculator. But a small note: at the moment it's placed in the effects block on the right, so don't forget to also select the breastplate armor type.
  18. With the game being released now, I have updated the speed calculator for the current v1.0 version. You can access it here: Attack Speed Calculator version 1.0.3, compliant with Deadfire v1.1.0 Additionally here's the aggregated info on this topic: PART 1: History. And what has changed since PoE1: PART 2: Formula. Or how the speed/time values for attack, recovery and reload phases are actually computed: PART 3: Weapon base values: For v1.1.1: For v2.0.1: PART 4: Action cycle, and phases: For usual weapons action cycle goes like this: For firearms, crossbows and arbalests, recovery phase is substituted with reload phase like this: Reloading is almost the same as recovery. The difference is: - recovery phase is affected by ActionSpeed and RecoveryTime effects. - reload phase is affected by everything that affects recovery; and in addition to that by all effects that specify reloading. - you can start a new action at any time, and reloading will resume when the character has time. While with recovery - you have to recover from previous action first. PART 5: Types of attacks: Weapon attacks can be of 3 types: - Normal (auto-attack) - the character alternates hits with main and off hands. - Primary Attack - the character makes a hit with his main-hand. - Full Attack - if you wield a single weapon, it's the same as Primary Attack; but if you dual-wield you hit with both weapons, in the following succession: The great thing about Full Attacks is that if you dual-wield you can effectively skip the recovery/reload phase of your mainhand completely. And yeap you can chain Full Attacks with something like two pistols, and your mainhand pistol won't require reload. PART 6: Mini FAQ on various related stuff: Q1. How does the math behind Armored Grace work? I don't get how the -25% armor recovery penalty from the tooltip factors in. A: It is a bit convoluted but works in the following way: - the game doesn't operate that much with [recovery_time] penalties for armors; Instead it stores and uses their speed coefficients. - for heavy armors it is: 0.645 (= 1/1.55) - for medium armors it is: 0.741 (= 1/1.35) - for light armors it is: 0.833 (= 1/1.20) Now, Armored Grace increases the armor speed coefficient by +0.1, which becomes: - for heavy armors: 0.745 coef => (1/0.745 = 1.342) => +34% displayed recovery time penalty - for medium armors: 0.841 => (1/0.841 = 1.189) => +19% displayed recovery time penalty - for light armors: 0.933 => (1/0.933 = 1.071) => +7% displayed recovery time penalty P.S. Yeap, tooltip lies. The actual value is 0.1, not 0.25. And it reduces recovery speed penalty, not recovery time penalty. Q2. Is Sure-Handed Ila working as intended for reloading weapons? A: Sure-Handed Ila chant has two components. One that lowers recovery time. And another that lowers reload time. In beta4 all effects that affected recovery now started to affect reload as well. This resulted in both components of Sure-Handed Ila chant to affect reloading time, basically granting you -20% reload_time x2; or in other words +50% reload_speed. [(1/0.8 - 1) + (1/0. - 1) = 0.5 Q3. Feel free to ask. Q4. ... P.S. If you find any bugs or inaccuracies feel free to PM me or post them in this thread.
  19. Have you rechecked this ingame? Iirc there was a mentioning about 'melee weapons' in subclass' description, but I don't see it anymore:
  20. The description says that you need to inflict damage via a Shred power in order for the target to get affected by another instance of 1000 Cuts DoT.
  21. Now this raises a question: how many enemies do use offensive water spells and fire DoTs)
  22. Thanks for posting this. > Her lantern looks interesting: +2 power level with inspiration spells: for a priest is kinda weak since it won't affect the magnitude of the buffs; but a +10% base duration for their inspirations is still nice. +2 power level with restoration spells: will increase the total healing with HoTs by up to +21%, and of simple healing spells by up to +10%. That will do, especially because this stacks multiplicatively with bonuses from MIG/INT. +1 mortification and + 1 wound on kill - but at the cost of giving up dual-wielding - can be useful for a monk who is heavily into primary-attack spamming, or the one who desperately needs more mortification (think of Inner Death). > Her monk subclass is so-so through, especially because she cannon't multi-class into a fighter with mob stance. In order to be better than a regular monk, she has to use no more than 2 wound abilities while killing 1 enemy. And if she used 3 - then she's just on par. Also she gains wounds only by delivering the killing blow via a melee attack... so no synergy with Blessed Harvest (which deals high damage, and even more to enemies that are bloodied or near death), but is a ranged (4m) spell. So it looks like she has to be built like a melee-dps-killing machine. Not to mention that her sickle has on-kill effect as well. > Btw her stat spread is: 12/12/15/12/14/13 P.S. She could make a nice fire priest... if she had maxed MIG and INT and it was possible to multi-class her as priestess of gaun/helwalker. On the other hand if tooltip doesn't lie she can just one-shot most of the mobs on the early levels with just Harvest. P.P.S. Thinking about custom priest (berath/helwalker with her lantern and a rot-skulls / or sceptre with modal turned on) intensifies... --------------- Regarding Tekehu: nice druid subclass there. Water AoE turned FoE looks great, especially Chilling Fog. And Ocean Burst looks solid as well, because of it's dmg/aoe per cast time ratio. Don't like his stat spread... but there will be a way to mod it. Edit: interesting chanter subclass. I don't like relying on summons anyway. While do find the idea of having some "free" spells to cast while phrases are building quite appealing. Although the particular selection of those spells... not quite, as they are too lenghy to cast for their effect in my book. Skald, Troubadour and Beckoner seem to be stronger than this Stormspeaker. --------------- Love it and hate it. Thematically it goes well. It's WILD. Not even player knows what gonna happen. On the other hand it's an epitome of how vague a tooltip can get. --------------- P.S. Has anyone seen what Pallegina has to offer in terms of racial/uniques?
  23. It indeed is confusing. And while in beta4 that was only a visual/tooltip bug, in beta3 Taste of the Hunt was indead dealing that much damage each 3s. So, let's hope it's not a reccurent bug
  24. There is a pure visual bug with some DoTs. For example Taste of the Hunt in beta4 was listing in it's tooltip "total damage" instead of "tick damage". Seems that Sacred Immolation and Disintegration share same problem.
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