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MaxQuest

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Everything posted by MaxQuest

  1. I agree that upper-case characters do not seem to denote original capital letters, like at all. So my thoughts on this are: - either there is a 62-char set - or there is a 36-char set, and some of letters of the encoded string were capitalized on random just to add confusion - or it's a 26-char set, and digits are added either to keep block length at 6, or just because (if length is irrelevant). If it's the first case, I would think that they were used in order to shorten the final string. Like various url shorteners out there do. I have checked goo.gl, bit.ly, tiny.cc and is.gd. Nothing. Found the /BtF6nW and /cCedpo as links on tinyurl.com. But it's not what we are looking for) First leads to some outdated porn, and another to some article on osnews.com from 2009. Also rechecked how do steam codes look like. And nope, there is a different schema. It's also not a hash, since we wouldn't be able restore the original string from it. Well... there are some rainbow tables, but I have no idea how to use them; and additionally the current groups don't even look like md5, sha or crc. That would probably be the easiest way. As for alternatives, I was thinking it could also be an encrypted url, together with domain not just query) Or some pass-phrase which one could google, and find the webpage with further indications.
  2. A little GoogleFu coupled with the love of figuring stuff out, goes a long way We can't really check until we have a 6th group, I think. This is all assuming the 6th group will be the last one we'll get. Beside the 6th group and (optional) keyword (which can be omitted if there is no transposition), we also need the encrypted text itself. If this cipher is the one used, we would expect a sequence of arbitrary length, but having not more than 6 different characters in it, something like: FBDEBBBBFEAFDFEDBAFBABFD) (but it could be any characters, not necessary from A to F, could as well be from U to Z). Edit1: Hmm, it's unlikely to be this cipher. Just noticed that all characters in that matrix are unique... which logically thinking is required for substitution mapping. While the characters in the currently revealed groups have duplicates Edit2: Playing with substitutions: BtF6nW w6Pd2u SHbEXB cCedpo 8twCgw -> EiG6hT t6Ro2u BLeDNE sSdorm 8itSat -> EiG6hT t6Ro2uBLeD NEsS dorm8itSat -> EiGhT tRouBLeD NEsS dormit Sat -> Eight troubledness dormit sat.. P.S. waiting for the next group, as it will allow to check if selected substitutions do not result in gibberish...
  3. - no repeting diagrams, so probably not playfair cipher - there are more than 5 different characters, so it's not polybius cipher - is not divisible by 5, and doesn't seem to be 0/1 encoded, so it's unlikely to be Bacon cipher - there are no '=' signs, so it's unlikely to be Base64 - it doesn't look like cipher text from ADFGVX cipher (but could be used for it's matrix?) - it's not rot1..rot13..rot20 (checked) - it doesn't look like Vigenère cipher - it could be substitution cipher... but not enough data for frequency analysis (although have no idea how to do that analysis anyway) - maybe the currently revealed groups could be the matrix for this cipher? But in this case, besides the grid we would also need the keyword, ciphertext itself and the 6th group: BtF6nW w6Pd2u SHbEXB cCedpo 8twCgw (6th group)
  4. Almost) 1. yeap, they are added together. But must note that the maluses are "inverted" before adding. +(1 - 1/malus) 2. yes. except that Armored Grace is not taken into account after the R has been calculated, but during #1. For example if you had 0.645 speed malus due to heavy armor, with Armored Grace it would become 0.845. Dual sabres probably slightly surpass them, if you have enough PEN. But yeap, sceptres are definitely top tier. ) Btw, anyone tested Blunted Criticals? The tooltip said "-25% crit damage" in beta1, and "+75% crit damage" in beta2.
  5. Good question. Since DEX coefficient is now aggregated additively, it gets diluted by other bonuses. At the same time it's impact is not that much reinforced by maluses... (like MIG was on grazes in PoE1) because of double inversion. Here's a mini-comparison: And what conclusion can we make? Not sure completely, but on first glance I'd say: - if you have many speed bonuses, it might be better to max MIG > PER >= DEX for auto-dps - if you have maluses, then it depends how much. At 50% maluses, you might want to either leave DEX at 8 (i.e. some point where PER becomes better investment), or max it. P.S. Btw there is no longer any inter-action delay when auto-attacking. I suppose the delay from PoE1 was related to exit-time on idle animation, and was finnaly removed. P.P.S. Just a note: that delay wasn't influenced by DEX, that's why I mention it. Under the current system, it should work like that: #1. Heavy Armor + Warbow with overdraw: - base_attack_time: 1.1s - base_recovery_time: 3.0s - recovery_steps_sum = (1 - 1/0.645) + (1 - 1/0.5) = -0.55 + -1 = -1.55 - recovery_speed_coef = 1 / (1 - steps_sum) = 1 / 2.55 = 0.392 - final_attack_time = 1.1s - final_recovery_time = 3.0/0.392 = 7.65s #2. Dual Sabres, TWS, Frenzy, 20 DEX, no penalties: - base_attack_time: 0.7s - base_recovery_time: 3.0s - attack_steps_sum = (1.25 - 1) + (1.3 - 1) = 0.55 - attack_speed_coef = 0.55 + 1 = 1.55 - recovery_steps_sum = (2 - 1) + (1.2 - 1) + (1.25 - 1) + (1.3 - 1) = 1.2 + 0.55 = 1.75 - attack_speed_coef = 1.75 + 1 = 2.75 - final_attack_time = 0.7 / 1.55 = 0.45s - final_recovery_time = 3.0/2.75= 1.09s Depends on the used definition, and I've seen a few) Let's take DEX. Each point increases a related action speed bonus in 0.03 increments. Absolute gain is always the same. But relative gain is going down. Adding 30 extra horsepower to a 500hsp monster, is relatively less than adding those 30 to a 145hsp mini cooper. Or think of adding water drops to the sea. I call this: "intrinsic diminishing returns". And if absolute gain was also going down: simply "diminishing returns". That's like in wow, fear once and you get 8s duration; fear again and it will have 4s duration; and 2s on 3rd appliance. You made the same investment, but got a lesser result even in absolute values. Also, I often use the term "diluted". Think of MIG in PoE1 on crit. Since it was additive, going from 10 to 11 MIG, would net you a 1.53/1.50 = 1.02 (instead of x1.03) increase. And, the inverse of it would be "reinforced". That's PoE1 MIG on grazes. 0.53/0.5 = 1.06. So if you grazed a lot, and assuming you could not rise your accuracy, you really wanted high MIG score.
  6. Thanks for the link. I'd say Josh seems to exaggerate a bit) as the increase in area was not exponential, but polynomial (specifically quadratic). But that's nitpicking I have played a bit with the numbers, and yeap +12-15% in area correlates well with the old +6% in radius. The only thing required is to cap the penalty at 0. Because if you had 3 INT at +15% area per point; that would be coef = (1 - 7 * 0.15) = -0.05
  7. reply part 1: at the end of previous page. reply part 2: Let me give a few examples) - Swift Strikes: coef = 1.2 => step = coef - 1 = +0.2 - Frenzy: coef = 1.25 => step = coef - 1 = +0.25 - TwoWeapon Style: coef = 1.20 => step = coef - 1 = +0.2 - Dual Wielding: coef = 2 => step = coef - 1 = +1 - Overdraw: coef = 0.5 => step = 1 - 1/coef = -1 - Heavy armor: coef = 0.645 => step = 1 - 1/coef = -0.55 - Medium armor: coef = 0.740 => step = 1 - 1/coef = -0.35 In the end, you add all steps together, get steps_sum, and convert it to final coefficient: speed_coefficient = steps_sum >= 0 ? steps_sum + 1 : 1 / (1 - steps_sum) And this coefficient can't be negative) I open the thread in two tabs)
  8. Seems so. Armor only hinders recovery, so if you mainly use guns (and let's say rarely toss a few spells with fast recovery), you can basically wear the heaviest armor without repercussions. I would especially keep an eye on crossbows. Now that they have 0.7 attack duration, 0 recovery and 3.0s reloading, they are really good at 17-22 base damage, 7 pen and 12 range. List of all weapons for reference: link Before iirc you linked to a quote from Josh which suggested that armor will eventually affect reload duration. Did they change their minds, or have they just not implemented it yet?.... Yeah. Here's the excerpt: Probably they have changed their minds regarding armor. But stuff like Frenzy, Swift Strikes, and +/-% Action Speed stuff does affect reloading now. Good point. Availability of crafting materials coupled with alchemy vendors will have a big influence on how will alchemy integrate into the game. - The current formula is easy to write down and explain, but yeap, once there is a single malus, you can't calculate nothing without a calculator. - The PoE1 was harder to explain and lay down on paper, not to mention that you had to know which coefficients are going to be aggregated in multiplicative and which in additive manner. But it was easier to compute stuff in mind. - There was kinda another possible approach, that could combine the best of two worlds: divide [the sum of bonuses] by [sum of maluses]. E.g. you are affected by two bonuses that increase your speed by 20% and 30%; and one malus that decreases your speed by 50%: coef = (1 + 0.2 + 0.3) / (1 + 0.5) = 1. Voila. No negative numbers; easy to calculate and implement. But perhaps they indeed wanted such behaviour. 1. +x% Action Speed effects do not stack. Only the highest apply. This includes: Frenzy, Swift Strike, Potion of Deftness, Potion of Relentless Strikes (if I remember right how it's called). It's pretty similar to PoE1 in terms of stacking. 2. because of double inversion, I would say: a variable amount of bonuses, as it changes depending on all related effects that affect you. 3. it should be true for being in heavy armor as well. It's just a chain of procs. If you crit, you get an extra instant free attack. If it crits, you get an extra one again, and so on. The primary factor here is the chance to crit. 4. No no. It's not that you calculate recovery and AFTER that dual-wielding halves it. DW bonus is taken into account DURING recovery calculation. As for stacking Two-Weapon Style with DW, it goes like this: - Dual Wielding gives you +100% recovery speed - Two-Weapon Style gives you +20% recovery speed So: - step_sum = (2 - 1) + (1.2 -1) = 1.2 - speed_coef = 1.2 + 1 = 2.2 - recovery = base_recovery / 2.2 Imagine two characters: - A: wields a single sabre. @10DEX: 0.7s attack + 3.0s recovery = 3.7s - B: dual-wields them. @10DEX: 0.7s attack + 1.5s recovery = 2.2s (or x1.68 faster) Q: How much DEX would A need, in order to deliver a blow every 2.2s? A: 66 DEX - From auto-attacking perspective, it's like A is getting +12 PER bonus for attacking with a single weapon; while B is getting +56 DEX for dual-wielding) (ofc these numbers change a bit if you are affected by additional bonuses and maluses; but without them that is) - And now there are also FullAttack abilities. Basically you hit not every 2.2s, but every: 0.7s, 2.2s, 0.7s, 2.2s, and so on, because mainhand recovery is skipped. That's 1.45s on average. So if we had A and B both being paladins, B would effectively deliver his attacks x2.55 (3.7/1.45) faster than A color=#888888](up from x1.68, while he has FoD charges)[/color] One malus has a greater effect than one would expect. But many maluses is suddenly not that. It's like the system heavily smooths the edge cases, when we have many bonuses, or many maluses. Let's take that warbow again: As MadScientist already mentioned: +100% recovery from modals, disoriented and blind +55% from heavy armor plus -50% action speed from some other modals, which also answers his question: if there are any attack phase related maluses.
  9. Mildly interesting: Psychic Backlash used to trigger only once per encounter, and was a really meh passive. But from around v3.02? it started to have no limit, and became beyond must-have, and probably even too OP. There was also a patch when all weapon based prone and stuns were changed to behave like regular prone and stuns. Seems like Backlash was missed)
  10. I do now. Armor tooltips state the recovery penalty, like "+55% Recovery Time". But the game operates with "speed" coefficients for it's (at least intermediate) calculations. Thus: - in case of heavy armor: we have x0.645 recovery speed instead of x1.55 recovery time - in case of medium armor: we have x0.740 recovery speed instead of x1.35 recovery time - in case of light armor: we have x0.833 recovery speed instead of x1.20 recovery time We get these values by dividing 1 on them, e.g: 1/1.55 = 0.645. Interestingly if you inspect gamebundles, the game actually stores straight up 0.645, and not 1.55. Now, what does Armored Grace? It adds +0.2. So: - in case of heavy armor: x0.645 -> x0.845 recovery speed -> x1.18 recovery time - in case of heavy armor: x0.740 -> x0.940 recovery speed -> x1.06 recovery time - in case of light armor: x0.833 -> x1 recovery speed -> x1 recovery time Note: armor recovery speed coef is capped at 1, i.e. armor type can't make you faster than you are. But that's for tooltip. And here a concrete example for warbow recovery in different armors (@10 DEX, no overdraw): True that. This double inversion seems to over-smooth the edge cases. Any malus will heavily counter any bonus you have. But if you have many (and only) maluses, the final slowdown won't be that big. I love that you give us these calculation examples. And in the example above, am I right in reading it like this: Even with DEX 20, overdraw will always give the player less DPS (assuming everything else is the same), so if you want to do more damage per second, skip overdraw? Hmm, yes and no. Enabling overdraw brings you from [0.846s attack time + 2.3s recovery time] to [0.846s + 5.1s]; i.e. reduces your dps action rate by x1.88 In theory it may be useful to enable overdraw when you are attacking a high AR target, in cases when it will bring you from dealing 25% damage (due to underpenetration) to 50% and especially if to 75%. But in practice we as players will likely just find other ways to rise our PEN high; specifically ways that won't require us to attack that slower. Hehe, I guess so And especially keep an eye on Deftness Potion, as it scales marvelously with alchemy.
  11. I've taken a look at how Attack/Action Speed works in Deadfire, and will list the aggregated info in this thread. First of all here are the main differences between Beta2 and PoE1: - weapons' recovery duration (on average) was doubled - but they now have almost halved attacking duration - reloading weapons no longer have recovery phase at all - weapons deal damage right at the end of attacking phase (instead of doing that somewhat in the middle of it) - in PoE1 we could "abuse" Quick Switch and skip recovery of firearms along with reloading. This is not possible in Deadfire even if firearms would still have said recovery. - many PoE1 "+x% Attack Speed" effects were changed to "+x% Action Speed" - in PoE1 attack phase duration was influenced only by DEX. In Deadfire everything that states "+x% Action Speed" affects it. This is minor for weapons (since they have really fast attack), but big for spells. - speed system / formulas / stacking was heavily rewritten - dexterity bonus is no longer multiplicative with other coefficients. All multipliers are now aggregated in additive manner. - and maluses go through double inversion (like in current damage calculation) In practice that results in: if you have many bonuses and let's say 1 malus - that malus will have a much greater effect on the final value. - stacking speed bonuses subject to increasing returns in PoE1; and is subject to diminishing returns in Deadfire. Notes: - it looks like reload duration was decided to be left unafected by the armor type. - Swift Strikes and Frenzy seemed to not affect attack duration in Beta1 (they do in Beta2, and it's now consistent with other "+x% Action Speed" effects, like: potions, bloodlust and dex). Now regarding the formula: phase_duration = base_phase_duration / speed_coefficientwhere: speed_coefficient = steps_sum >= 0 ? steps_sum + 1 : 1 / (1 - steps_sum)where: steps_sum = step_1 + step_2 + ... + step_nwhere: step_n = coef_n >= 1 ? coef_n - 1 : 1 - 1 / coef_n And a concrete example. Warbow has: - 1.1s base attack duration - 3.0s base recovery duration Q: What attack/recovery it will have at 20 DEX with overdraw? > Let's compute attack duration: - steps_sum = (1.3 - 1) = 0.3 - speed_coef = 1.3 + 1 = 1.3 - attack_duration = 1.1s / 1.3 = 0.846s > Let's compute recovery duration: - steps_sum = (1.3 - 1) + (1 - 1 / 2) = 0.3 + -1 = -0.7 - speed_coef = 1 / (1 - -0.7) = 1/1.7 = 0.588 - recovery_duration = 3.0s / 0.588 = 5.1s Result: at 20 DEX and overdraw, warbow will have: ~ 0.8s attack duration ~ 5.1s recovery duration Btw, ever wondered why: - plate armor displays: +55% recovery time - scale armor displays: +35% recovery time - plate armor with armored grace: +18% recovery time - scale armor with armored grace: +6% recovery time ?
  12. Balance is very important to me. After the first kind of RP and blind playthrough done with predefined companions, I usually strive for the strongest party in general, and strongest build for my MC in particular. And if there is only 1 way to achieve it, it will heavily diminish the replay'ability factor for me. Additionally: if that one best build is also very obvious - there will also be a sense of disappointment, as there is nothing left to figure and try out (party power-building fun ended right after it began) That's why I liked PoE1 so much: The key is: - all options are at least ~viable. - there is more than 1 optimal option in every domain. And these optimal options are different, unique, but somewhat equal in power between them. * in place of "option" insert: "class", "role", "weapon style", "weapon type", "armor type", "dumped attribute x", "maxed attribute x", etc - If something is OP to the level of being an obvious I WIN button - there is no fun. - If something is strong, but you had to explore / figure it out, and build the character and party in a specific way - then it's another story, and feels closer to being a reward for effort. But then again there should also be alternative ways to specialize your character that are almost equally as strong, but do play differently.
  13. A). Few base reloading durations stated in tooltips are off. I have frapsed several cycles and consistently get: - 1. Crossbow reload duration is 3.0s not 5.0s. - 2. Arquebus reload duration is 6.1s not 6.8s. - 3. Pistol reload duration is 4.67s not 5.0s. B). Few modals behave strange: - 1. Interrupting Shot (Crossbow): image - I have a feeling that "-50% Action Speed" in no way should half reloading duration. (probably UI problem) - 2. Overbearing Shot (Arbalest): image - same as above - 3. Rushed Reload (Pistol): image - does nothing. I have frapsed the new duration and it is not just an UI error, reloading duration indeed doesn't change. C). +% Action Speed effects increase displayed reloading duration. Example with potion of deftness: image.
  14. In PoE code you can find such entities like StatusEffect and StatusEffectParams. The first is related to passive and lasting effects that are affecting the character himself. While the second are CharacterStats unrelated. For example stun-on-crit weapon enchant is a StatusEffectParam. It gets "attached" when you start the swing with your weapon, and is "dettached" right after attack roll/resolution (usually somewhere in the middle of attack phase animation) In PoE1 afaik, this entity keeps no reference to source, so no additional checks are made. And this StatusEffectParam is applied to anything that goes through attack resolution during the same time window. P.S. If I understood correctly this should not happen in Deadfire, as code was heavily rewritten, better arranged and effects "know" of their source.
  15. K works as hotkey to insta-kill the mouseovered creature, if you have console enabled
  16. ... and I started to imagine how to multi-class one, and what the most fitting subclasses are...
  17. It's also very weird that you can't hit allies with normal attacks when the new Aegis of Loyalty works only with unnarmed attacks now. Is my understanding that this is actually hotkey related probled correct? I.e. we cannot press A and click on character to attack him. And Ctrl-A for select all is not working as well.
  18. Gladly it gets better though. I can fraps beta2 @30fps on 1080p While frapsing beta1 on 720p gave 26fps at most. P.S. Hopefully Obs will fix the current memory leaks, since fps gets lower over time; and also game loading in background while alt-tabbed.
  19. The funniest was on one private wow cataclysm server. Devs implemented attack speed bonuses the wrong way. For example you had axe with 3.6s attack interval. And at 90% haste it was 3.6*(1-0.9) instead of 3.6/(1+0.9). With enough haste and bloodlust/time warp auto-attack damage was skyrocketing above any common sense The server was up for 1+ year, but nobody questioned why are fury warriors periodically so good at pve)) Also it was hilarious to witness the Skyrim space exploration program run by the local giants. As for PoE1, it was fun when Borresaine had Time Siphon enchant. In v2.00 quite often it's effect was removed only visually, but actually persisted after combat end
  20. No problem There is one more partially related bug: - +% Action Speed effects, increase the displayed reloading duration: image. - although in reality they actually decrease it. In case of arquebus reloading went down from 182-183 frames to 82 (I have frapsed it) Which also points on one more tooltip bug: - base reloading duration of arquebus is 6.1s not 6.8s
  21. If alchemy would improve the quality of crafted potions: - we would have only one character per party who would rise it. - we would use alchemy-buffing scrolls (if there are such) and create potions in big batches - the bought potions from NPC vendors would not benefit from our alchemy. On the other hand, I agree, having alchemy increase the quality of crafted potions is much more... natural. At the moment it looks like current alchemy is some sort of witcher mutation that allows you to get more from the stuff you consume. There could be also a compromise option: - there are few alchemist vendors around the world, with alchemy > 0 - alchemy increases the positive qualities of crafted potions, poisons, antidots and boms - alchemy decreases the negative qualities of consumed/used potions, poisons, antidots and bombs (if any) - you can leave alchemy at 0, and benefit from NPC potions; or you can a really dedicated alchemist that is capable of making stuff of better quality that can be found around the world (at least in the first 80% of the game) Hmm, wasn't expected that potions will scale differently. But... it's interesting. Some potions will end up useful only for high-alchemy characters; but there will still be stuff useful for builds with 0 alch. I am... not that sure of that. Tooltips were changed yes. And the displayed bonuses were inverted from +%speed to -%time (via this mini-formula: t = 1 - (1 / 1 + s)). Also +50% attack speed in Deadfire is not the same as in PoE1. Stacking bonuses now suffers from diminishing returns. But you are actually getting +125% action speed from Potion of Deftness at 20 alchemy: image coef = 1 + 1.25 = 2.25 recovery = 3.0s / coef = 1.33s | and as you can see in screenshot it is displayed as 1.3s | I have also frapsed this, and got exactly 40 frames
  22. It's definitely worth it now. And also there are some nice poisons which scale with alchemy as well. E.g. Stone Joint deals 10 damage per tick at alchemy 0, or 40 damage at alchemy 20. But hah, it's funny how alchemy doesn't even mention that it affects potions: alchemy description
  23. Just want to ask if irregular scaling is intended or not? img bb code seems to be disabled here, so here's the link to comparison: image
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