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Huh, that's pretty much my favorite composition so far. Although instead of melee wizard I used paladin sup/tank.
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Tactics
MaxQuest replied to ilhdr's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
^ It was really easy to auto-buff in DA:O and DA:2. I can already imagine, delegating Frenzy, Painful Interdiction and Aspirant's Mark to the AI. Another great event->condition->action system would be the one used in WC3 map editor, i.e. "trigger". -
Tactics
MaxQuest replied to ilhdr's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It was told that it will be somewhat similar to DA:O tactics and Final Fantasy XII gambits: source -
Blunderbusses are not an optimal choice for GM because of her average might. On the other hand BotEP would suit her perfectly. And yeap, ciphers can melee) Gladly there is no single weapon that would rule them all. Generally it all comes to the role and niche you want your cipher to fill. Ranged cipher would generate most focus (over a long run) by using Rain of Goddath Godagh Field and Cloudpiercer. Followed by Golden Gaze and Borresaine. Also cipher can make great use of quick-switching firearms if you are ok with extra micro-management and using the skip-recovery bug. Quick-switching blunderbusses (vs mid-low DR enemies, while having vambraces and penetrating shot) will result in a great burst and focus explosion. Melee cipher has two optimal options of going dual-Bittercut route or two-handing Blade of the Endless Paths. Less optimal, but also viable options include: Llawran's Stick (if your party has lots of melee, and you want to place your cipher into midline), Rimecutter/Strikehard + Shield and lastly dual Purgatory followed by dw Godansthunyr + Shatterstar. Related threads: - link1 - link2 Few things I find important to take into consideration: - eyestrike, whispers of treason, mental binding and ringleader have very short recovery duration. So it doesn't matter much if the cipher casting them is in plate or naked. - melee weapons result in higher (by 30-50%) steady dps and focus generation than any ranged variant. On the other hand ranged cipher doesn't lose time on closing the distance and can start building focus immediately. - attacking the enemy with heavily debuffed deflection (e.g. due to stun/paralyze/petrify!), increases your focus gain. - take note what powers do you cast the most. If it is mostly cc stuff, than you don't need high might, and would better reduce it to 10-12 and go melee with botep. Warbow and quick-switching ciphers through should have high might through. - it's best to have two ciphers. Because you could specialize one on cc, while other one (with high might) would mostly use damage powers.
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Recovery indeed can be visually skipped in case of stutter. I was limiting my frame rate at 30, and monitoring it with fraps to make sure that it is constant. I am glad that it turned out that convenient, I had to quite wrap my head around the UX part
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I have just tested it in game. Monk with padded armor, swift strikes, two-weapon style and long pain. I've frapsed him attacking a rooted enemy. He had 10 DEX and 7-8 frames of recovery So it's alive calculator is working) I've optimized it a bit, added empty hand and total duration comparison: link.
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Makes sense. Oh my That would be a quite titanic effort. Although I can imagine different "weapons" / but one "armor + gloves + buffs + effects" setup. Yeap. The blue color indicates that effects which belong to that category stack multiplicatively between themselves. At the same time it's important to keep in mind that end values of different categories stack additively. RangedAttackSpeedMult contains only one single effect: Penetrating Shot. Thus it stacks additively with everything else. It's more like: Blue_Coef1 = 1.2 - 1 Blue_Coef2 = 0.8 - 1 Speed_Coef = Blue_Coef1 + Blue_Coef2 + ... Recovery_Coef = max(0, 1 - 2 * Speed_coef) / 1.2 I remember fighting Alpine Dragon. Dual-wielding fists, naked + DAoM, and somehow I was still seeing recovery. It was because of dazing)
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Thanks) Sure. But I have planned to review the calculator first, in order to be sure that everything is 100% right. Atm I'm getting closer to a deadline through, and this will have to wait till weekend. Maybe. I was thinking about making a damage calculator as a separate utility, where you could copy-paste the computed speed-data json-string. (again, if I'll have time and desire to do so). While Livegood118 has adviced to add damage section to existing speed calculator. Interesting what would be the preffered way (assuming that it would possible to add such section AND make it both comfortable from UX point of view and responsive for mobile). I haven't added fists yet, because they require extra logic. Character can dual-wield with fist in main-hand and sabre in off-hand; but can't viceversa. Also if would have to force fists to be considered dual-wielding, I would have to link both wieldable selects. I.e. I have to think first what are possible combinations, how they should be selected and linked together. As for long pain - tbh I never tested their attack/recovery. This will have to wait till weekend. I've made an error: Swift Strikes were considered as 0.20 bonus, instead of 0.25. (updated the calculator now) Swift Strikes = 1.20 recovery_coef = max(0, 1 - 2 * (0.4 - 0.2)) / 1.2 = 0.6 / 1.2 = 0.5 attack_duration (at 10 DEX) = 19.1 (assuming it is indeed like that of stilletos) attack_duration (at 17 DEX) = 15.8 recovery_duration (at 17 DEX) = 15.8 * 0.5 = 7.9 frames Swift Strikes = 1.25 recovery_coef = max(0, 1 - 2 * (0.45 - 0.2)) / 1.2 = 0.5 / 1.2 = 0.41 recovery_duration (at 17 DEX) = 15.8 * 0.41 = 6.4 frames Even with Swift Strikes (1.25) there is still some recovery remaining. There would be recovery even if Swift Strikes would stack multiplicatively with Two-Weapon Style. recovery_coef = max(0, 1 - 2 * ((1.25 * 1.2 - 1) - 0.2)) / 1.2 = 0.4 / 1.2 = 0.33 recovery_duration (at 17 DEX) = 15.8 * 0.33 = 5.2 frames Are you sure that your padded armor is not durganized? In that case the recovery would be 3.2 frames, which indeed could be unnoticed. speed_coef = (1.25*1.15*1.15*1.2 - 1) + 0.2 - 0.5 - (0.3 - 0.15) = 0.98 + 0.3 - 0.15 = 1.13 recovery_coef = max(0, 1 - 2 * 1.13) / 1.2 = 0 Hmm, it's indeed zero recovery. Are you sure that chanter's Hold Wall is indeed durganized? And that he is not affected by any negative effects? (Dazed, Cautious Attack) Technically 4 very fast: 0.636s attack duration (stilletos and rapier) (when frapsing it's almost unoticeable; but extended log reports this exact value) fast: 0.666s attack duration (the rest of fast melee weapons) average: 1s attack duration (medium and slow melee weapons; fast ranged weapons) slow: 1.5s attack duration (average and slow ranged weapons) There are two Sure-Handed Ila effects in calculator: one in RateOfFireMult (affects recovery) and second in ReloadSpeedCoef (affects reloading) Have linked them together now, such that one you enable one, the second is enabled as well, and viceversa. True) Along with fists it didn't make into current release. I didn't want to add "nothing" as quick solution, because "durganized nothing" could cause confustion as well
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Unfortunately I had no time yet, to check this interaction. Blame the long loading time I suppose speed malus of one of them will get suppressed through. I suppose it still is. But sure, fast weapons benefit less from it (because of the delay). And this post shows by how less. So if your MIG vs DEX sweet spot was at let's say 15x18; at zero recovery it could become: - 18x15 for Dual-Daggers - 17x16 for Blade of the Endless Paths - 16x17 for Arquebus - 19x14 for Quick-Switching Firearms just for example. Hmm, an interesting way to compute. Let's take the proposed action cycle of 65 frames (assuming that we attack with single weapon it is): 5 delay + 22.5 attack + 37.5 recovery = 65 At 20 DEX that would become: 5 delay + 17.3 attack + 28.8 recovery = 51.1 So yes, the difference is 18 (17.9); but the important part is that your dps increases by x1.27 (65/51.1). Yes Also yes. In order to maximize your dps you want to get the maximum of the following product: [average_damage_per_hit] x [how_fast_you_can_hit], where [how_fast_you_can_hit] is [1 / total_action_duration]. Technically you can compute what gives your more return on investment of one attribute point: +1 DEX vs +1 MIG vs +1 PER. And repeat this until you are out of points to spare. Regarding speed calculator: I won't have time to work upon it till weekend likely, so I've finished the current stage for it to be usable already. There are some UX improvements to be made, plus it wouldn't hurt to recheck if there is also delay before offhand attack, but that will come later. It's a beta through, so feel free to post your suggestions, or bugs found (if any) here. Attack Speed Calculator version 1.0 (Beta, Early Access)
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Amen. Naa, I gave up on trying to make that calculator in a spreadsheet. Tbh, I don't think it has to do with Unity. Obsidian could add attack and recovery durations to the character sheet, which would update on re-equip of items (armor, weapons, etc). Also it would be possible to update them when one of internal coefficients (like AttackSpeedMult) has changed, in order to reflect influence by temporary buffs/effects as well. I think it has more to do with the fact that speed system was simply changed a lot and that the values which they would have to show would result in additional confusion.
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That's quite a wall indeed) I wouldn't say that chanter needs a redesign, but a few tweaks and additions would be great. Specifically I like the talents (p3) that you have proposed. And to add to your suggestions a few quick ideas: - "Battle Summoner" talent (passive): the first summoning invocation (per-encounter) needs 2 less chant counter to be casted. - "Battle Chanter" talent (passive): adds +20% to melee and ranged damage; and additionally +2 to endurance-to-hp coefficient. Mutually exclusive with Battle Summoner. - "Chanting Mastery" talent (passive): you can master one 1st level phrase, making it a permanent effect. But it will no longer increase phrase counter. - "Chanting Alacrity" talent (passive): the first phrase you chant is considered as already being chanted for 3s, shifting the loop forward. Mutually exclusive with Chanting Mastery. - "Ancestor's Trance" 2nd level phrase: reduces deflection and reflex by 15, increases concentration and will by 40; You gain 2 counter at the end of chanting this phrase. - Defensive-buffing chants now are affected by Resolve. Getting +5% bonus/malus per 1 point above/below 10. E.g. At the Sight of their Comrades, their Hearts Grew Bold chanted by a chanter with 20 res, would grant +15 to fortitude and will. - Offensive-buffing chants now are affected by Dexterity. Getting +5% bonus/malus per 1 point above/below 10. E.g. Sure-Handed Ila chanted by a chanter with 20 dex, would grant +30% reload and ranged attack speed.
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^ Thanks) Regarding tooltips: there was an opinion that using the term recovery might be confusing. Heh, I've seen on reddit, some even assume that it is the speed of endurance regeneration post-combat. But yeah, tooltips should reflect the exact state of things. And if they are confusing - either change the wording, or even the names of action phases. Regarding Blizzard (druid spell): it belongs to AttackSpeedMult category, and provides 20% malus. Added it to the list. That's quite a quote As for race for ploi paladin, I think it depends on your party composition and personal preference. If your counselor is the only charmer in party, it will be better to for wood elf, as it will help you land some critical charms during boss fights. If not, plus you are ok with firearms juggling/micromanagement go for aumaua. Hmm. I've forgot about it. But I am 99% sure it will have same behaviour/suppression as Vielo Vidorio. Just checked it. It behaves as expected. It goes into AttackSpeedMult category and is being suppressed by other similar effects.
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Congrats on Legend! Highest I have achieved so far was rank 2. Ehh, I find the 5-1 climbing a bit grindy)
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It still stacks in v3.05 You can test it in the following manner: - A. hit an enemy once, and count the amount of ticks (red numbers over enemy heads; you can use fraps for that) - B. hit an enemy twice (in quick succession), and count the amount of ticks - make sure that in each case DoT had same duration. (easiest way just set your perception to 300+ via console) - compare the amount of ticks in A and B. It will be B = 2 * A. So no ticks are lost, and it means wounding completely stacks.
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Botep clearly wins over Tidefall when used by a cipher. Because wounding does not generate focus. So it is [5DR pen + speed] vs [dual damaging type]. For a character of other class, Tidefall might get an upper hand, especially when used vs high DR enemies. The question is - who that would be. We need a martial (i.e. who deals most of his damage via phys attacks) char who has high Might, preferably below-average Intellect, who has primary and not full attacks and also has some recovery reducing talents. If knockdown and charge were primary attacks, I'd say it's great for fighter. If swift aim wasn't suppressed, it would be literally perfect for a melee ranger. Remains barbarian, who dual-wields while performing Barbaric Blow and HoF, and once Bloodlust kicks-in can switch to Tidefall if there are any high-DR enemies remaining. Ofc priest of Berath with Tidefall + Minor Avatar can also sound nice, since he can buff his might to the roof. But, if a priest uses Minor Avatar it is probably because it's hammer casting time. So he will be busy tossing those buffs and Shinning Beacons, instead of swinging the weapon.
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