-
Posts
2712 -
Joined
-
Last visited
-
Days Won
18
Content Type
Profiles
Forums
Blogs
Everything posted by MaxQuest
-
It is done when it reaches you. Specifically: once OnImpact() is triggered the game calculates expected damage. After that it calculates the attackHitRoll and adjusts the damage accordingly. P.S. While I was at it, I've noticed that CalcDamage() contains few hardcoded checks for game difficulty. Specifically in story and easy modes, damage of incoming abilities is reduced by 50%, and in normal mode by 25%.
-
Priests at low levels
MaxQuest replied to bmardiney's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
How much damage Holy Radiance deals on a main character? For an NPC one it is: 30 base +10 every 3 levels starting from lvl 4. -
Yes and no) While it's true that speed increase provided by Dex is linear (i.e. at 20 DEX you get: x1.3, at 30 DEX you get x1.6, and so on). The action duration decrease suffers from relative diminishing return. Let's say that your action duration is 80 frames at 10 DEX. At 20 DEX it is going to be 80/1.3 = 61.5 At 30 DEX it is going to be 80/1.6 = 50 So for first 10 DEX, we get an x1.3 increase (80/61.5) And for next 10 DEX, we get an x1.23 increase (61.5/50) Now, there is also inter-action delay, which becomes more relevant the lower your action duration is, and furthermore increases the diminishing effect. P.S. Ofc all that doesn't mean that DEX is bad. It is still very important, but has to be mixed with other stats, such that you would get the highest value from all the bonuses being multiplied. It's like 5x5 > 4x6 > 3x7>and so on. The more balanced the stat spread is the better. But that point of balance shifts from build to build, as it spindles around abilities you use the most.
-
Wounding Shot + Powder Burns
MaxQuest replied to MaxQuest's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Ok. Adding the long version: Expected behavior: - target is hit by wounding shot; it receives weapon damage, is hobbled and affected by the raw dot. - fire (from powder burns) hits everyone in it's cone Encountered behavior: - fire (from powder burns) hits everyone in it's cone - target is hit by wounding shot; it receives weapon damage, but is NOT hobbled and is NOT affected by raw dot. Save game: link -
Companion quests
MaxQuest replied to GawainBS's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Maybe this will help: link. -
Priests at low levels
MaxQuest replied to bmardiney's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well, the priest lovin starts mainly from lvl7, when they get access to rank 4 spells, specifically Devotions for the Faithful and Shinning Beacon. The reason priests are welcomed is because they make boss fights much easier. And while it's true that they are less of mvp in casual fights, these fights are not hard anyway, so it is fine. At specifically low-levels, priests can be viewed as a bit underperforming. But you can still make great use of them, via Painful interdiction, Consecrating Ground, Iconic Projection and blocking doorways with Withdraw. I don't remember casting other spells (pre lvl 7) much. Maybe Repulsing Seal and Circle of Protection once in awhile. If I wanted to conserve some spells, I was using an arquebus as a filler. Well, the buffs he brings are not that minor. He is great at rising his party accuracy, and that's one of the most important things in boss fights. As for damage, you seem to underestimate his AoE potential. This class if built right can outdps even wizard. If you feel that priest is weak, don't pick him yet. Tbh I felt the same. Just leave it for the next playthrough, as the views... change. -
I was under impression that if heals for 50% of incoming damage over 5s. And because it heals over time, it's effect is influenced by Might (for sure) and Intellect (likely but unsure). I remember sending Eder to tank Adra Dragon, and at 20 might and 12 intellect, after each hit he was regenerating ~65-70% of damage taken (and I remember I still had to use few endurance potions). Now that 3.03 is coming, Unbending is going to be changed. My assumption would be that it will no longer benefit from stats, basing on this un-vague clarification: What exactly was wrong? And does it still benefit from Might and Intellect? It was restoring more health than damage taken.
-
Ah, calculating and optimizing the stats for raiding and especially dueling was fun) Swift Aim multiplies AttackSpeedMult by 1.2 Armored Grace adds 0.2 to ArmorSpeedFactor. - If you have no other attack speed modifying items, buffs or passives, they provide an equal benefit. Provided you wear an armor with >= 20% recovery penalty. (because armored grace cannot reduce it further than zero) - If you do have attack speed increasing items or passives, Swift Aim will come on top, due to the way it stacks (multiplicatively). - If you do have attack speed increasing buffs, Armored Graces will come on top, because Swift Aim bonus doesn't stack with such stuff. (namely it gets suppressed by Swift Strikes, DAoM potion, Frenzy and Time Parasite). Regarding the "speed" part: Ranger: spd_coef = AttackSpeedMultiplier (with Swift Aim) + ArmorSpeedFactor (0.75 for hide) spd_coef = (1 * 1.15 * 1.2 - 1) + (0.75 + 0.15 - 1) = 0.38 - 0.1 = 0.28 (or 1.28 old style) rec_coef = max(0, 1 - 0.28) = 0.72 (the lower - the better) Fighter: spd_coef = AttackSpeedMultiplier + ArmorSpeedFactor (0.6 for breastplate) spd_coef = (1 * 1.15 - 1) + (0.6 + 0.15 + 0.2 - 1) = 0.15 - 0.05 = 0.1 (or 1.1 old style) rec_coef = max(0, 1 - 0.1) = 0.9 So ranger's recovery will have shorter duration, by ~ 25%: 36 frames vs 45 respectively. The reason why Pilferer's Grip gloves didn't make it into equation is because they are getting suppressed by durgan enchants from armor. Gauntlets of Swift Action are highly advised instead. With them it going to be: Ranger: spd_coef = AttackSpeedMultiplier (with Swift Aim) + ArmorSpeedFactor (0.75 for hide) spd_coef = (1 * 1.15 * 1.15 * 1.2 - 1) + (0.75 + 0.15 - 1) = 0.587 - 0.1 = 0.487 rec_coef = max(0, 1 - 0.487) = 0.513 Fighter: spd_coef = AttackSpeedMultiplier + ArmorSpeedFactor (0.6 for breastplate) spd_coef = (1 * 1.15 * 1.15 - 1) + (0.6 + 0.15 + 0.2 - 1) = 0.322 - 0.05 = 0.272 rec_coef = max(0, 1 - 0.272) = 0.728 So ranger's recovery will have shorter duration, by ~ 42%: 25.6 frames vs 36.4 respectively. P.S. As for dps part, it's way more complex, as have to fit in your buffs, stats, enemies DR and of course what abilities (and how often) you are going to use.
-
Feeling nostalgic now. For me NWN and WC3 were one of the first PC games I've played. The reason I've mentioned NWN2 was the the whole variety of classes (14 basic + 22 prestige | and extra 5 basic + 48 from kaedrin pack). Trying to come up with something unique is fun. And iirc there actually were some decent alternatives to melee builds made around RDD, specifically different flavors of Kaze-no-kama a roguelike monk-fighter. And with Kaedrin really awesome stuff could be built around Swiftblade, Stormlord and Forest Master. But yeah this could result in really overpowered builds. Agreed. While the class system is more restricted (less options), the attribute system itself is so much more flexible. You can make a barbarian with maxed might; or balanced might (with annihilation weapons); or even dump the stat altogether (and make him an interfering offtank) if you want, and it will still work.
-
^ I don't quite remember how close an enemy should be to get zapped. And what defense is used against it. But yeah, the spark definitely has it's uses against big numbers of low-DR enemies. It deals damage somewhat comparable to half of Sacred Immolation, but you can cast it on 6 party-members, so that's like 3 SI (if the party has the means to lower enemies DR).
-
Companion quests
MaxQuest replied to GawainBS's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
- You should do Aloth's Two-Sided quest before the hearings. - GM's and Durance quests are unveiled over time. So if you take them late, you might not be able to finish them. - And others afaik can be completed at any time you want. -
Whispers of Treason is just awesome. Kind of obvious but: - you get an extra body. - it can often block passage for other enemies. - they help killing their own ex-mate. - you can encase your frontline in plate, such that they don't care for low-hitting enemies, and charm the hard-hitting ones. - if you have a high-cost power, and it is important to not miss with it, you can soothe enemies defenses with a quick charm before that. - charm dragons and let them help you with the adds. - low cost, fast cast.
-
If you are too squishy, you have two options: - dump your defenses completely. Focus on ranged damage and cc. Quick-switch blunderbusses with a backup warbow. Summon figurine asap, and charm / mind-bind those who would ignore it and go for you instead. - or, get heavy armor (preferably plate, esp. Sanguine) and decent con (10+). From lvl 5 you will have all the tools you need, and stuff like shades won't be a problem. They have low fortitude and are quite susceptible to Eyestrike. Coupled with low DR against fire makes them melt against Soul Ignition. And ofc you can just kill them with beams, especially after you have lowered their reflexes with Eyestrike. And if you also hold a shield that's an easy +29 to your effective deflection. And if they can't crit you, a lot of damage will be absorbed by your plate armor.
-
Seems so. Yeah, the recovery that follows after the full-attack should depend on the weapon type (i.e. it's base attack duration). The thing is that the NotifyAttackComplete() method, the one responsible for the recovery duration calculation, computes the final recovery coefficient and multiplies it by totalTime which it gets as argument. That totalTime is equal to animation length of the attack phase (post dex). In case of dual-wielding: theoretically totalTime could be the total animation duration for both swings; but it's more likely that instead of one call, that method is invoked twice. Once for first swing (with zero-recovery marker) and than for second swing. And the final recovery is only equal to the recovery of the weapon that hits last (minus those effects that do not apply). But I'd better test what is written in this last paragraph to be sure. Needs testing)