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Hmm, because players would start prebuffing before every 2nd fight. Which could lead to two possible outcomes: - the game becomes too easy. Obsidian buffs enemies. Prebuffing becomes almost a must, and basically a chore. - the buffs are nerfed, because you no longer have to choose between casting a damaging spell or a buff instead of it during combat, i.e. the cost of casting a buff becomes lower, and thus it's effect is being reduced to match it. The existence of status effects and DoT mechanics kinda proves you wrong on the "all the spells" part. Resting is a mechanic that limits the impact of vancian casters, and thus is a matter of balance. Ability to carry 50+ swords is a matter of convenience. Tbh be careful what you are wishing for. We could end with the ability to carry only 2 camping supplies, and just like 12? swords
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Me sitting at DoS2 Character Creation screen, and comparing (without any prior knowledge) base numbers for phys attacks, damaging spells and heals: Crippling Blow 50-56 dmg; Electric Discharge 7-8... Also me, 5 minutes later: my knight hits like a little girl. Where do I get a two-hander on this ship?
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The interesting thing is: this was the initial intent for PoE1. I remember finding pieces of old code with percent-based "Damage Threshold" in the source. And I am curious what was the flaw in that system, that made Josh abandon it. And regarding that answer on stream: My first thought was: Oh yeah, on the 2nd run I will And will build a character with just enough penetration. Also remember when Obs were saying that there will be [hard_hitting_weapons with low_penetration] and [low_hitting_weapons with high_penetration]. I have a feeling that with enough meta-knowledge experienced players will be able to get the best of both. And if not... devout's bonus to penetration will help find a way.
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Looking at definition of this law: "energy cannot be created or destroyed, but can be altered from one form to another." I'd say it seems so, because: - a soul can splinter into two valid souls (source) - a soul can be strengthened by absorbing the essence of other souls (Maerwald, Gift of the Machine, Galawain ending) Also: - "What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. [...] The process of reincarnation is not perfect however. Souls can experience "fracturing" over generations, transforming in myriad ways, and not always functioning properly." - "Shadows are created when creatures with heavily fractured souls die without re-entering the cycle of rebirth. Because these souls are damaged, they drain essence from other creatures in a futile attempt to repair themselves.". So it looks like, if the process is left as is, souls do splinter over time, with newborn souls generally getting weaker and weaker. But the population rises and number of shadows increases as well. In order to stop this entropic stuff, there is Galawain's strengthening. And in order to stop the potential highlander situation, there is Berath's Wheel and quests like Servant of Death; also Llengrath who is hunting those who want to live forever.
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It's the visual animation of the attack. I suppose it could be overwritten in some MonoBehaviour from other asset. Take a look at global.unity3d and especially at ingameglobal.unity3d. Good luck finding the right MB though)
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- Mechanics
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Strange, I have tried Alex's soul_shock.unity3d and get that pink-texture-glitch with both versions (modded and backup). Also I have downloaded the assets that I have previously uploaded, in order to check if they got corrupted on zip/upload. And nope, they were intact. Here are the md5/filesize comparisson for soul_shock.unity3d: My local backup: 1c9f06d28935d8ee7d7075484da868e8 - 184,724 bytes My local modded: a89c1129977d0860072df273497dadde - 184,724 bytes My downloaded backup: 1c9f06d28935d8ee7d7075484da868e8 - 184,724 bytes My downloaded modded: a89c1129977d0860072df273497dadde - 184,724 bytes Alex backup: 38b1b4dd09efe3009623a9038bb67756 - 184,724 bytes Alex modded: 1b07cc95083599ac4a931c5f0a7269da - 184,732 bytes What I've found interesting is: - even our original files are different, despite of the same filesize | (and I have PoE v3.06.1254 for CIS region + WM1 + WM2, on Win8.1/Steam, with beta opt-in currently unchecked) - your modded file has different filesize. Shouldn't it remain of the same size, because just a single int value was changed? -
Agreed with Moneo, these flails (Unforgiven and Starfallen) have potential to be a decent choice for a melee cipher who is going to use one-handed weapons. Flails being fast weapons, have x1.5 faster attack and recovery durations compared to warhammers and sabres. Due to inter-action delay, and when at 18DEX and zero recovery this advantage is reduced x1.5 -> x1.4, which is still nice. Now let's compare base damage: - war-hammers: 11-16 - flails: 9-13 And dps vs 0 DR: - war-hammers: (11+16)/2 * 30/28.2 = 13.5 * 1.06 = 14.31 - flails: (9-13)/2 * 30/20.1 = 11 * 1.49 = 16.39 (or 14.5% higher) Now we will have to factor in: - extra lash (flail), annihilation (warhammers, sabres) and +0.2 damage coef (sabres, spirit of decay) - target DR and DR bypass means And maybe I will do some day the math... P.S. But anyway, so far my vote goes for Blade of the Endless Paths for focus generation in the late game / and Firebrand in the early game.
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Ehh, Blast would be more effective with Wand or Sceptre, since these are x1.5 faster, plus Blast damage does not depend of weapon's base damage. And Dangerous Implement would be better with Sceptre, since it has higher base damage, and lower attack rate - hence less health loss. And if Rapid Shot = ex Swift Aim, and Power Shot = ex Penetrating Shot, these could be swapped for max-efficiency as well. But I guess Josh did this on purpose P.S. Having Blast tied to rods,... rules out Kalakoth's MInor Blights...
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From update #40: "A multiclass character also uses the average of their classes' base health and defenses. If one class begins with 48 health and the other begins with 30, the multiclass will start with 39 health. If one class gains 14 health per level and the other gains 10 per level, the multiclass will gain 12 per level.". "Health and defenses". Interesting that they didn't mention starting accuracy.
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You think zipping or uploading to Google Drive could corrupt the assets? I'll check the uploaded versions later, when I'll come home. I have a feeling that Dr <3 is on GoG as well. Quick googling for "pillars pink textures" returns quite a lot of results, and most are GoG related. -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
O_o Btw what's your OS/DistributionPlatform? That would be nice. Otherwise Dr <3 would have to repair PoE installation (link). -
Endless Path 7 and Time and Tide
MaxQuest replied to hagger's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Had a similar problem on my last run. Going to level 8, and than back to level 7 (yes, with Kana in party) fixed the issue for me. -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's strange. Before uploading, I have briefly tested it. Had a cipher with Soul Shock and Amplified Wave already learned. And both powers could be cast on self without problems (examples: one, two, three). I have compared the size of backup and modded assets, and they are exactly equal. If they wouldn't that at least could point us why the 'effect texture/vfx' cannot be found / is misspointed. P.S. What's your OS, platform (Steam/GoG) and game version? P.P.S. Out of curiosity, set the language to english, and relaunch the game -> reload the save. -
Well, the base recovery for usual slow spells is 100 frames (or 3.3333s). Using Quick Switch to skip it may be nice, especially in upcoming Deadfire where we will get longer cast times. But in PoE1 imho that's an overkill, because: - of the additional micro and 1 talent cost - with DAoM potion/DAoM spell/Time Siphon and gauntlets of swift action you can already cast with zero recovery, in durganized scale armor or lower - some slow spells (e.g. Ringleader) actually have very fast recovery (0.27s); I haven't checked druid spells though
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Yeap, it indeed can be a dps powerhouse. And with per-encounter Arcane Veil, Llengrath package and Repulsive Visage it will also be quite sturdy. The only minus is that, such barb/wizard would get - Citzal's Spirit Lance on lvl 13 (compared to lvl 9 pure-class) - Heart of Fury on lvl 16 (compared to lvl 11 pure-class) On the other hand, we can take a pure-class hireling up to level x (if need be), and then swap it with a multi-class one if full-respec won't be available).
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Sorry for the confusion guys. I have retested it just now. And either things have changed (cause I definitely was considering a citzal cipher for focus generation), or my memory didn't serve me. In PoE1 v3.06 (tested on 4th oct 2017): - Damage from carnage DOES generate focus (and yes, this works only with melee weapons) - Damage from blast (talent) DOESN'T generate focus. - Damage from blast (Citzal's spirit lance) DOESN'T generate focus. - Damage from Kalakoth's Minor Blights (which hits everyone in AoE) DOES generate focus (have hit 4 enemies? get focus for each) - Extra damage from Turning Wheel DOES generate focus. - Torment's Reach (after the fix, it's no longer recursive): you get focus as if you would make a Full-Attack vs main target only. Bonus crush damage DOES increase focus gain. Turning Wheel bonus damage is applied as well. Regarding Citzal + Carnage: - each carnage hit generates blast AoE. e.g: you hit 1 target with 2 adjacent enemies: 1 hit + 2 carnage hits + 6 blast hits. Regarding Citzal + Carnage + HoF: - I just found that HoF AoE is fixed 2m, and it doesn't scale with INT. - having 1000 INT, and using HoF on a target with 2 adjacent enemies (4m afar) - results in the same outcome as just making an auto-attack swing as above (i.e. 1 hit + 2 carnage hits + 6 blast hits). - but yes, if they were close together, that should be 3 hits + 6 carnage hits + 18 blast hits (will test it later via console spawning, just to be 100% sure)