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Phenomenum

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Everything posted by Phenomenum

  1. Yes, but in PoE 1 Minimum Roll to-Graze was 15 so it was far easy to land a Graze. If we go for systematical approach then: PoE 1: 20% when Missed, 30% when Grazed. If Rogue Deflection higher than attacker Acc by 50 points (scenario when 100% of incoming attacks leads to Grazes or Hits and Riposte will have chance to trigger after every attack), then all incoming attacks have 30% chance to Miss and 70% to Graze. Simple calculations will shows us, that Misses will trigger Ripost in 6% of all attacks: (30 * 0.2 = 6); Grazes will trigger Ripost in 21% of all attacks (70 * 0.3 = 21) 21 + 6 = 27% of all attacks will trigger Riposte (in scenario without Hits and Crits). If Acc = Defl (15% Miss, 35% Graze, 50% Hit) then: (15 * 0.2) + (35 * 0.3) = 3 + 10.5 = 13.5% of all attacks will trigger Riposte. So this is Ripost efficiency in PoE 1. PoE 2: 30% when Missed. In the same scenario (without Hits and Crits) all incoming attacks have 50% chance to Miss and 50% to Graze. Simple calculations... Calculations... ... ... 15% of all attacks will trigger Riposte (in scenario without Hits and Crits). If Acc = Defl (25% Miss, 25% Graze, 50% Hit) then: (25 * 0.3) = 7.5% of all attacks will trigger Riposte. So this is Ripost efficiency in PoE 2. Conclusion 1: Ripost in PoE 2 almost twice weaker and barely worth 1 ability point. Conclusion 2: if we add +25% Miss to Graze for Ripost then total efficiency will be 27,5% (in scenario without Hits and Crits) - similar with PoE 1. If Acc = Defl, then another 6,25% will be added >>> 13.75% of all incoming attacks will trigger Riposte - similar with PoE 1. I'm done. P.S. Reminder for MaxQuest: if some Ripost adjustments will be added in final list, don't forget to add this calculations. Or some another calculations. For Obsidian.
  2. You are lucky one. I had made watercolor for this beautiful art a couple months ago by some request. And i still have it in my Portraits folder: Ei kestä kiit
  3. Then it's clearly a bug, becose all these abilities have proper keywords (Punishment and Fire/Electricity) in both abilities.gamedatabundle and attacks.gamedatabundle. I guess something in the code prevents game from reading/using these keywords. U can create a topic in Technical support and write about it. If someone haven't done it already... P.S. Checked remaining spells of all casters. Interesting thing: i have no questions about Wizard's and Chanter's spells keywords, and only a few about Cipher's and Druid's. So Priest spells keywords is the most broken. Cipher keywords: Antipatetic field: Shred >>> Acid, Shred (deals Corrode damage) Soul Ignition: Shred >>> Fire, Shred (deals Fire damage) Ectophysic Echo: Echo >>> Echo, Shred (deals Damage) Ringleader: Deseption >>> Deseption, Mind (Whispers of Treason and Puppetmaster have Mind keyword) Time Parasite: Illusions >>> Illusions, Deseption Druid keywords: Wildstrikes: Add corresponding keywords (Frost, Fire, Acid, Electricity) Cleansing Wind: Wind, Elements >>> Wind, Elements, Rejuvenation (Restores Health) Nature's Bounty: Restoration >>> Rejuvenation (it's the ONLY druid spell with Restoration keyword, which generally used for Priest restoration spells) Great Maelstorm: missed Frost keyword (also deals Freeze damage) Aspect of Galawain: Beast >>> Beast, Summon Creature Conjure Blights spells: add Summon Creature keyword. Priest keywords: + Holy Radiance: Restoration, Condemnation >>> Restoration, Condemnation, Punishment, Fire (Restores Health, applies debuff, deals Fire damage) EDIT: Minor Intercession: Restoration >>> Restoration, Protection, Cleansing (Health recovery, reduces duration of hostile effects) EDIT: Light of Eothas: Restoration >>> Restoration, Protection, Cleansing (Health recovery, reduces duration of hostile effects)
  4. It's not a final list of course) About Cleansing: maybe we should add a new general rule - Cleansing keyword for spells which reduces hostile/beneficial effect duration. Seems logical to me. Agreed. Currently only 3 spells have Cleansing keyword: Cleansing Flame, Might of Magran and Symbol of Magran. Minor Intercession curently is only Restoration. So +2 Cleansing spells in a moment (need to look at whole spells list again): Minor Intercession: Restoration >>> Restoration, Protection >>> Restoration, Cleansing (Health recovery, reduces duration of hostile effects) Light of Eothas: Restoration >>> Restoration, Protection >>> Restoration, Cleansing (Health recovery, reduces duration of hostile effects) The main question is: substitute Protection keyword with Cleansing OR add Cleansing keyword in addition to Protection keyword? Seem like i need to count all keywords uses) Becose if we substitute Protection, then will be a less spells with Protection keyword.
  5. I agreed. For example, a Xoti's Lantern (+2 PL for Inspiration and Restoration abilities): with current keywords mess the Inspiration bonus simply don't work, becose first Inspiration spell is Dire Blessing, and this is on PL 4, then again - no Inspiration spells until PL 8-9. And not all spells with Health regeneration gains bonus PL (Watchful Presence for example have only Protection keyword). With this changes Lantern's enchants finally starts to work properly. So i'd want to see more trinkets/accessories like this.
  6. Hello there! I desided to add another topic for discussion: Keywords. In general, most abilities have proper keywords, with a few exeptions, but Priests spells is a mess. Looks like Obsidian wanted divide Priests subclasses in the same manner as wizards, then they dropped this idea, but spell keywords was not changed. Yesterday i made a thoughtful inspection of all spells and made a conclusion about CURRENT rules: Condemnation - spells with this keyword applies Afflictions and other debuffs. Seems logical. Punishment - spells with this keyword deals damage - punish enemies. Logical too. Inspiration - spells with this keyword grants Inspirations to allies of self. Fine. Protection - spells with this keyword grants bonuses to ally's defences, summon creatures (for protection i presume), prevent death and reduses hostile effects duration. Fire / Frost / Electr etc - this keywords used for damage/punishment spells with elemental damage. Seems fine, but a lot of spells drops out of the general order. So here's my suggestions: Priest general spells keywords: Blessing: Protection >>> Inspiration (Grants Inspiration) Iconic Projection: Restoration, Condemnation >>> Restoration, Punishment, Frost (Health recovery, deals Freeze damage) Watchful Presence: Protection >>> Protection, Restoration (Health recovery when Near death) Shining Beacon: Punishment, Fire >>> Condemnation, Punishment, Fire (Applies debuff on foes, deals Fire damage) All "Prayers" and "Litanies": Protection >>> Inspiration (Grants Inspirations) Triumph of the Crusaders: Restoration >>> Restoration, Inspiration (Grants Inspiration) Champion's Boon: Condemnation, Inspiration >>> Inspiration (Grants Resolyte and Tenacious Inspiration - why is Condemnation here???) Minor Intercession: Restoration >>> Restoration, Protection (Health recovery, reduces duration of hostile effects) Ressurection: Restoration >>> Restoration, Protection (Reviving, Health recovery, prevents death) Sumbol of Wael: Inspiration >>> Inspiration, Punishment, Frost (Grants Inspiration to allies, deals Freeze damage to enemies in AoE) Blessing of Wael: Inspiration >>> Protection, Condemnation (Grants bonus to all defences for allies, applies debuff on attackers) Symbol of Eothas: Restoration >>> Protection, Punishment, Fire (Grants bonus to all defences, deals Fire damage) Light of Eothas: Restoration >>> Restoration, Protection (Health recovery, reduces duration of hostile effects) Call of Rymrgand: Condemnation, Frost >>> Condemnation, Punishment, Frost (Applies debuff on foes, deals Freeze damage) Symbol of Berath: Punishment >>> Punishment, Condemnation (applies debuff on foes) Hand of Berath: Punishment >>> Condemnation (applies debuff on foes) Cleansing Flame: Condemnation, Cleansing, Fire >>> Condemnation, Cleansing, Punishment, Fire (Deals Fire damage, applies debuff on foes) Symbol of Magran: Cleansing, Fire >>> Condemnation, Cleansing, Punishment, Fire (Feals Fire damage, applies debuff on foes) Symbol of Skaen: Condemnation >>> Condemnation, Punishment (Applies debuff on foes, deals damage) Spiritual Ally: Protection >>> Summon Creature Keyword, Protection (Summon ally for help and protect, attack have the same two Keywords but not Ability) Incarnate spells: Punishment >>> Summon Creature Keyword, Protection, Condemnation (Applies debuff on self, summon allies for help and protect, attack have Summon Creature Keyword but not Ability) Class specific spells: Apreading Plague (Berath): Decay >>> Condemnation, Decay (Applies debuffs) Rusted Armor (Berath): Decay >>> Condemnation, Decay (Applies debuffs) Sunbeam (Eothas): Fire, Elements >>> Punishment, Condemnation, Fire, Elements (Deals Fire damage, applies debuff) Fun of Flames (Magran): Fire, Evocation >>> Punishment, Fire, Evocation (Deals Fire damage) Flame Shield (Magran): Fire, Evocation >>> Protection, Punishment, Fire, Evocation (Grants protection from Fire, Deals Fire damage) Torrent of Flame (Magran): Fire, Evocation >>> Punishment, Fire, Evocation (Deals Fire damage) Arcane Veil (Wael): Conjuration, Veil >>> Protection, Conjuration, Veil (Grants bonus Deflection) Mirrored Image (Wael): Illusions >>> Protection, Illusions (Grants bonus Deflection) Lliengrath Displaced Image (Wael): Illusions >>> Protection, Illusions (Grants bonus Deflection) Confusion (Wael): Mind, Illusions >>> Condemnation, Mind, Illusions (Applies affliction) Arkemyr's Wondrous Torment (Wael): Mind, Illusions >>> Condemnation, Mind, Illusions (Applies affliction) Arkemyr's Wondrous Torment (Wael): Illusions, Gaze >>> Condemnation, Illusions, Gaze (Applies affliction) Sounds like fun, eh?
  7. You tried to cast some Resolve Inspiration on Frightened character? This should help, at least until Obsidian fix it. IF they will fix it.
  8. A small modification for my own favor. I like St. Drogga's Skull, it's a good early game weapon, but i was tired of those acid green color. It's look very cartoonish, like a HoMM 5-6 necromancers. So i just revert it to normal flame. Maybe some peoples also don't like green color... St. Drogga's Pure Flame
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  9. Really. Boeroer says right things. You just maked an assumption and start whining about this. I've digged up some data files just now. Techically it's not an item - it's "attacks" of item, listed in attacks.gamedatabundle file. Frostseeker attack have Frost keyword, not the item itself. Also i've checked some other abilities: Wildstrikes have no "attacks" just status effect so they will be deal at least physical damage (BUT Wildstrike Frenzy AoE have an attack marked by corresponding keyword). Flames of Devotion also have no "attack". Basically, as Boeroer already mentioned, this bug affects on only few items. Not a "WHOLE WILDSTRIKES AND LASHES AND... AAA WE ALL GOONA DIE!!!" (yes, @lMarcusl, it's about you)
  10. Hm... There's about 3 or some encounters with those Frost immune shade - you don't need to stick to other weapon, just switch to another bow. It's not clearly a bug, but a design oversight. Becose some Frost keywords abilities have Paralyze (Freeze) statuseffect - that's why Obsidian added Frost keyword immunuty, not just Freeze damage immunity (it will be odd to Freeze creature with Freeze damage immunity). Trough i think that marking any weapons with keywords is not a best idea. Probably? You tested it? If that's so, then it's definetely needs to be fixed
  11. ADDED WILDSTRIKE KEYWORDS MOD English description: Mod adds proper keywords for all druid's WildStrike abilities, so they will gain benefits from passive elemental abilities (Secrets of Ryme, Scion of Flame etc.) Описание на русском: Мод добавляет соответствующие ключевые слова для всех способностей друида «Дикие удары, таким образом они будут получать бонусы от пассивных стихийных способностей (»Секреты инея» и т.д).
  12. Just curious: is this something prevent you from using different weapons? Or you have just lonely Frostcaller in your inventary?
  13. No. It' not 6%. 0.03*50 = 1,5 multiplier, which converted into +50% (Damage_Roll * 1,5) for Finishing Blow at 0 HP >>> 1% for every percent below 50% 0.06*50 = 3 multiplier, which converted into +200% (Damage_Roll * 3) for Devastating Blow at 0 HP >>> 4% for every percent below 50% And then, as Max already said, total damage bonus is summ of 50% + 1% or 4% respectively for each target's HP percent below (under) 50% Not sure about this... +25% is added in "BonusDamage" section - should be some reason behind this. I hope)
  14. Fixable. One way or another. You can look at this topic https://forums.obsidian.net/topic/108625-nemnok-nemnok-bmac-bmac/ if you want to know about mechanics behind the strange numbers. Also there's a chance for fix from Obsidian.
  15. "But, UX is really important. You can't vomit numbers all over the player. If you showed like a 25/50/15 graze/hit/crit breakdown instead of 90% chance to graze you would alienate like 95% of the player base for the 5% like you or me who wants that detailed breakdown." It was just some thoughts on my mind, i don't insist on graze/hit/crit detal at all. The main message of my, hm... "bugreport" is to revert notificarions in previous To-Hit state, since they a messed up with TB anyway.
  16. It's about overlay To-Hit notification, which appears around characters in battle. Act 1. In one of the latest patches you "tweaked" it to show chance To-Graze instead chance To-Hit (through i don't remember if someone asked for this), and now it's provides limited information for player - showing chance to Graze, but zero info about Hit and Crit chances. I'm curious what was your intentions? You did it for what? Act 2. After you had completely cut off Grazes in TB mode, the Graze chance is always 100% and your "tweaked-and-improved" notification provides 0 - ZERO, NOTHING, NOT A SINGLE - useful information for player. More than that - in TB mode it stills show imaginery To-Graze chance. I love you guys, but all this things - is clearly a design oversight. So be a man to admit and correct you mistakes - return To-Hit notification in normal state and never touch it again. If it's not broke, don't fix it. UPDATE: If you still want to tweak it, show all information to players: Graze/Hit/Crit. For example, if Acc = Defence, notification will show 25%/50%/0% and so on.
  17. Got it, thanks. In this case Obsidian should adjust effect description. There a plenty of abilities with similar condition, and Garrote description should looks like: Target: Paralyzed for 6.0 sec. | Accuracy vs. Fortitude If successful: 4 Raw Damage per 1.0 sec. for 6.0 sec., Prone on effect end
  18. Description says: "Choke the target Paralyzing them and dealing Raw Damage over time. When the effect ends, the target is proned". But i can't see corresponding effect. Am i missed something?
  19. @Rooksx Thank you for such a kind and detailed response. I hope, i fixed at least a few problems of original system. As for this: I tottaly agreed with you. Unfortunally, we won't be seeing a true self-learning neuron network AI in games at lest for nearest decade.
  20. There's a simple fix for this - go away for fixed 1 turn per round restriction (OR 1 attack per turn). If character have low enough Initiative the he/she should have more turns per round OR should be able perform more attacks/actions per turn. I other words, Initiative should work like an Action/Recovery Speed in RTwP and allow to attack more often. Until Obsidian don't rework Initiative mechanic in this way, Dexterity and Attack Speed will not be useful. Period.
  21. Emm, guys, it's nothing serious, but i hope you in aware for this
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