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Everything posted by MaxQuest
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Depends If we talk about non-soulbound enchants on obtainable weapons without possibility of removal of any current enchants... than: Usual wand or sceptre with: superb (6) + overbearing (2) + stunning (3) + predatory/lash (2) + time-siphon (1) As for dream, dream weapon it would be Llengrath Blunting Wisdom enchanted with time-siphon, returning-storm (from stormcaller) and ring of ancient forge + 4 MIG (from abydon's hammer) or firebug (from unlabored blade)
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IE Mod not working?
MaxQuest replied to jackyo123's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmm, I remember I have tried the 5.21 version. And it was working fine. But that was on 3.01. I was curious in how it works, not in what it does) At the moment I don't use IEMod. Looking at the error you've got: the patchwork tries to patch the values of some Dictionary, but some keys are missing. I.e. a missmatch in versions. I guess you need a new IEMod.pw.dll, and will quote Ineth on this: -
^ You probably haven't found it, because I wrote "deities" in plural. I will rephrase it I have selected those deities mostly from a RPish point of view. Feel free to select any deity that fits well into your own playstyle / party composition. Decided to make a test of this build's dps capability and arranged a quick fight vs Alpine Dragon: link to video. That was quick ) On a second thought that encounter could probably be solo'ed with some experience... (but would require a cape of cheat/major mystic to reposition, and perhaps a few scrolls of paralysis to be able to self-buff uninterrupted)
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How about inspiration, liberation and loyalty? And than there are reinforcements and coordinated attacks, i.e. something tangential with the military stuff. You can build the character similarly to how you would with Pallegina. Unfortunately her soldier background is unavailable for players. But Mercenary should do.
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Exactly. Just let the tanks engage and only then unstealth the squishies. Funny thing: if shades have teleported to your frontline, they have a 35s cd before porting again. Another way, is to apriori decide who shall take the beating. Something like: create a low DR/def moon godlike with a higher Con, give him [shod-in-Faith + Swaddling Sheet] or [binding Rope + Preservation Armor] and enjoy Btw, disengagement attacks do trigger carnage, right?
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True that. Hell, in my current party I have only one character with resolve >= 10. Btw, I have took a peek on how creature targeting behavior is handled. Basically every enemy has a default targetPreference, and also might have a restricted set of spells and abilities where each might have it's own targetPreference as well. The list of possible preferences: The default preference is None, which means that the enemy will try to attack the party member with the lowest current endurance percentage that is standing relatively nearby. The engagement also factors in. Enemy is less likely to switch targets if it already has engaged someone. And if it does, those who have engaged it will get a higher priority. But as I said, many enemies have specific abilities with their own targeting preferences. For example Shade. It has 4 abilities: - Draining Freeze: LowestDamageThreshold - Instant Teleport: LowNumberOfEngagers - Summon Shadow: no preference - UseWeapon: LowestDefense(3) And to expand on those: - LowestDamageThreshold: it is looking for the target with lowest frost DR. - LowNumberOfEngagers: i.e. characters with the lowest coefficient [Mathf.Sqrt(distance) / searchRange + EngagedBy.Count * 5f] - LowestDefense(3): i.e. it looks for the target with lowest Will defense Conclusion: knowing all that, you can have two "tanks" in your group. One usual main tank. And another one, with low DR and defenses, but with high endurance-to-health coefficient; specifically for such teleporters. Also, unexpectedly but engagement does matter, because AI is somewhat sticky to the target it has chosen. The trick is to make it chose the target you want.
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The higher deflection, the less you are crit by physical attacks; but missed and grazed instead. And the more effective your DR becomes. Also, I have a feeling that AI behaviour is not universal, like different creatures have different target preferences. Enemy barbarians and phantoms always look for low def/dr. While melee xaurips for instance just don't seem to care. What I don't like about resolve through, is that it boosts your will defence. While on a main tank, who is going to facetank the dragons, we need high fort and reflex.
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^ Nice But if it getting fixed, can you elaborate on how exactly it is going to work? I mean: - is it's damage affected by Might, Hit Quality (graze, hit, crit) and bonus Crit Multiplier (e.g. The Merciless Hand)? - is it's duration affected by Hit Quality and INT? (and if yes does [dps] or [total damage] remain the same?) - at 10 INT, it deals damage on: 0, 3, 6, 9, 12, 15, 18, 20; right? - if so, each tick deals ~0.64 damage and is checked against 0.25 of enemy burning DR? - i.e. what damage per tick will it do against targets with 1 burning DR? 0.39 or 0 (due to rounding) - does MIN affect the dot ticks? Or this spell is completely useless against enemies with DR of 3+?
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Dual wield highest dps weapon
MaxQuest replied to Kingsman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I haven't tested this exact scenario. But it should be. What I did was: hit once, stop attack, and count the ticks. It was n. Hit twice, stop attack, and count the ticks. It was 2*n. Despite only one debuff being displayed on enemy on mouseover. -
Agreed. The system is ok, but the numbers could be tweaked, and some formulas adjusted for the sake of consistency. For example, imagine if atomic action would consist of [attack_animation + recovery_phase]. The duration of this action would be: 1.5s for fast melee 2.0s for average melee 2.5s for slow melee weapons Now, all 'attack speed' and 'recovery penalties' being converted to "+/- x% action speed". Thus for instance speed enchant, would reduce the action speed proportionally to it's tooltip. E.g. 1.5s => 1.5/1.2 = 1.25s. And the game itself then would calculate what the attack and recovery durations should be, in order to achieve that 1.25s as their sum. Be it both being reduced proportionally; or only recovery, and only when it gets down to zero, attack duration starting being reduced as well; it doesn't matter. With the current system, it is 1.666s => 0.666 + 1.111 * 0.8 = 1.555s. I.e. the benefit is twice less than expected. But it rises way to fast once you stack more of speed stuff. Hence it's disproportional. It's more of an issue for the developers themselves. Non-consistency always causes trouble when devs come back to adjust the system. Especially it it was written by one programmer and than maintained by the other; which happens when the driving force is transferred to another project.
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^ Had a rough day, ehh? To be honest I actually do like this system. But I don't like non-consistency and confusion. E.g: - If the weapon is marked as slow, player is logically to expect that it will be slower. - If action was broken into attack and recovery phases, it could be mentioned which phase exactly is affected by the buffs. I hope this stuff will be more transparent in PoE2, and the 'linearity' of dps(spd) gain getting addressed as well Hah. I usually do the first run a pure RP one, without thinking of mechanics. But those "increase x by 20%" abilities felt really strange to me. As a new player I just assumed that they were bugged, because full action cycle wasn't shortening proportionally to the tooltip value. And here started the testing...
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Dual wield highest dps weapon
MaxQuest replied to Kingsman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Wounding dot stacks with itself. Wounding dot stacks with deep wounds dot. Deep wounds dot does Not stack with itself. (it get's reapplied) -
Ok, let me explain: There are a plethora of different buffs, enchants, talents and abilities that do affect the final value of your recovery duration. Generally they can be grouped in specific categories and the game has a variable for each of them, namely: - ArmorSpeedFactor - AttackSpeedMultiplier - RateOfFireMultiplier - MeleeAttackSpeedMultiplier - RangedAttackSpeedMultiplier all with default values of 1 Looking at the source I see that after each attack (i.e. right after the attacking phase), system computes how long the recovery duration should be. It looks a bit messy, but for a ranged weapon attack, it can be summarized as follows: speed_coef = (ArmorSpeedFactor - 1) + (AttackSpeedMultiplier - 1); speed_coef+= (RateOfFireMultiplier - 1) + (RangedAttackSpeedMultiplier - 1) recovery_duration = last_attack_duration * (1 - speed_coef) / recovery_factor recovery_duration = max(0, recovery_duration) // where recovery_factor for non dual-wielding is 0.6 // and recovery can't get lower than zero // also ArmorSpeedFactor is a sum for armor recovery penalties. // E.g. durganized leather will result in ArmorSpeedFactor = 1 - 0.3 + 0.15 = 0.85 As you can see bonuses from different categories are applied additively. But bonuses that belong to the same multiplier category are applied multiplicatively. For example: - having swift aim and gloves of swift aim, will result in: AttackSpeedMultiplier = (1 + 0.2) * (1 + 0.15) = 1.38 - having swift aim and cautious attack, will result in: AttackSpeedMultiplier = (1 + 0.2) * (1 - 0.2) = 0.96 Worth mentioning that: - when trying to figure out what category does a bonus belong, tooltips cannot be always trusted. Vicious Aim for instance does affect RateOfFireMultiplier. (full list to come) - ranged weapon attacks are affected by ArmorSpeedFactor, AttackSpeedMultiplier, RangedAttackSpeedMultiplier, RateOfFireMultiplier and 1H/DW recovery factor - melee weapon attacks are affected by ArmorSpeedFactor, AttackSpeedMultiplier, MeleeAttackSpeedMultiplier and 1H/DW recovery factor - spells and abilities are affected by ArmorSpeedFactor, AttackSpeedMultiplier, and may have their own recovery factor - spells and abilities, that do quality as AttackRanged, can also benefit from RateOfFireMultiplier. 100% agree. Obsidian has overcomplicated things bringing the attack/recovery confusion to a whole new level. Mechanics should generally be straight-forward and transparent to the player.
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This requires a longer explanation. Will be able to provide it tomorrow (not from the phone). Fixed )
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IE Mod not working?
MaxQuest replied to jackyo123's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You can try doing the following: Have the game at: F:\Games\steam\steamapps\common\Pillars of Eternity And IEMod at: F:\Games\IEMod ------------ Copy the [iemod] folder to the F:\Games\steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed And delete [Assembly-CSharp.dll.pw.modified] if it is there. (such that it will be regenerated) ------------ Launch PatchworkLauncher.exe, and set the base folder: F:\Games\steam\steamapps\common\Pillars of Eternity Select the IEMod in the active mods. Launch with Mods. Check the opened log file. It should contain: [information] Created patcher for assembly: Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null ... [information] Write completed successfuly. -
Dual wield highest dps weapon
MaxQuest replied to Kingsman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Iirc I was testing wounding from Persistance and Drawn in Spring, after Kaylon had told that it stacks with itself. It indeed does. Also confirming that it is scaling with Might twice. E.g. at 10 MIG it's 25% of your pre-DR damage. At 20 MIG it is 1.3*25% of your pre-DR damage. Total damage was not affected by INT through, only the duration of the dot; so it was actually reducing the dps of this lash. -
At the moment (lvl 9, act 2, no WM yet) I usually use the following routine: Step 1: - priest casts Painful Interdiction - wizard: Aspirant's Mark - ranged cipher: 1 auto-attack - pala-tank, dw barb and melee cipher are running towards enemies Step 2: - frontline reaches the enemy ranks - wizard: mastered Spell Blades - priest: Shinning Beacon or Inspiring Radiance; Sometimes Devotions or Circle of Protection - if there are Ogre Druids, ciphers charm them - if some melees want to get to my backline ciphers Mental Bind them - barb: frenzy Step 3: - barb: barbaric blow - ciphers: double silent scream. Sometimes detonate At this point the fight is usually over. But if there would be a harder encounter, the party has few more mini-tactics: - Call to Slumber -> Kalakoth's Blights - Figurine summon behind enemy ranks -> double echo - Mass Confusion; AoE Blinds vs Fortitude, Reflex and Will; AoE Prones and Paralyze. - And the usual: charm enemy backline, paralyze enemy frontline/teleporters. Weapons: Paladin: Outworn Buckler + Wsp. of Yenwood | will switch to Shame or Glory Barbarian: Vile' Loners Lance + Sabre | will switch to either [stunning Cladhaliath and We Toki] or [Resolution + Purgatory] Melee Cipher: Resolution + Sabre | will switch to Bittercut/Purgatory + Little Saviour later on Priest: Gyrd Háewanes Sténes | might switch to Cgadob's Hazel Wizard: Grudge-Keeper rod | gonna be Rod of Pale Shades Cipher: Borresaine Few notes: - I initially have started with an interfering barbarian build. Tankish, with low might and 15 resolve. At the moment I have dropped his RES down to 6. And tbh I dont miss that extra deflection like at all. - Crit chance across the party was quite low on the early levels. But from 8 to 9, wizard and melee cipher have critted on 50% of their hits. While the ranged one have even reached the 60% threshold. - Tracked stats: link
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Yeap. Both logging and fraps testing have shown that two-handers have the same attack and recovery durations as average one-handers. Hmm, are you sure? I've tried to edit my very first post here (dated jan. 2016), and was able to. P.S. Updated the mod. And logged some stacking-related info here.
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