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Everything posted by Phenomenum
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Em...if you have much more PEN than enemy's AR this is should be rewarded somehow. In PoE 1, if you have much more damage than enemy's DR it was rewarded in kind of increased damage dealt. PoE 2 grants similar reward through OverPEN. All and all, PoE never pretended to be a realistic medieval combat simulator
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Personally, i would add OverPEN values: PEN/AR Ratio: x1.2 - 105% dmg x1.4 - 110% dmg x1.6 - 115% dmg x1.8 - 120% dmg x2.0 - 130% dmg Becose one break point leaves any other OverPEN values, exept double OverPEN, unrewarded. Basically, you can hit the enemy with 10 AR and if your PEN will be 19,5 you don't receive any bonus dmg. But if you add 0,5 more PEN to value 20, you will receive +30% bonus dmg. It's looks...weird. I don't like any hard breakpoints like this.
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Got it. Overpen mixing with crit mechanic which gives x1.5 PEN so i can just leave it as is. Any tips about exact values? Should i correct values considering "double inversion"? This would be a step in the right direction to be sure as it spreads the effective Armor/penetration range to 5 points rather than just 3. But still a kinda small window? So maybe 10% per point of underpenetration might work better, capped at say 20% would give an 8 point effective range of useful values. I think 5% per point of underpenetration. might not be enough. It would give a nice big 16 point window but might make armor a bit too weak as a stat (i.e. too hard to get enough armor to really make a difference. Im less worried about overpenetration as I think this is kind of okay as is. It’s a fairly small bonus which feels about right - making the overpenetration bonus too large would really cripple low armor builds. 5% or 10% will be wrong move i think, becose armor will not protect anyone in this case. Imagine: your AR=10 and enemy PEN=8 - when enemy attacks you he will receive only 20% damage penalty. And for classes which able to stack several damage bonuses (Rogues, Siphers, etc) all armor will be neglitable. UnderPEN penalty should still significant.
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You should notice that ingame math for overPen don't operate flat numbers - only Pen/AR ratio - so there is no value corresponding to +6 overPen.I can raise dmg multiplier to any % when Pen/AR ratio = x2 or x3. Maybe make sense to do non linear progression: Pen/AR ratio (overpen): x1.0 = +0% (no damage modifiers) x1.2 = +10% dmg (+10%) x1.4 = + 25% dmg (+15%) x1.6 = +45% dmg (+20%) x1.8 = + 70% dmg (+25%) x2 = +100% dmg (+30%) This is just an example, all values exaggerated
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Tested it just now - works fine. Now i need a numbers. For now, test verion contains these changes: OverPEN: x1.3 = +10% damage x1.6 = +20% damage x2 = +30% damage UnderPEN: -1 = -15% damage -2 = -30% damage -3 = -45% damage -4 = -60% damage -5 or more = -75% damage Any suggestions? And i can write correct damage multipliers according "double inversion" - just give me formula or exact numbers.
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I probably found some useful data in "global.gamedata": "PenetrationRatioMultipliers":[{"Threshold":0,"Value":1},{"Threshold":1,"Value":1},{"Threshold":2,"Value":1.3}], - "Threshold" here is the PEN/AR ratio, "Value" - damage multiplier "FlatPenetrationMultipliers":[{"Threshold":-99,"Value":0.25},{"Threshold":-2,"Value":0.5},{"Threshold":-1,"Value":0.75} - "Threshold" here is the PEN minus AR, "Value" - damage multiplier I can add some new data in this strings (not sure if it wiil work), eg: "FlatPenetrationMultipliers":[{"Threshold":-99,"Value":0.25},{"Threshold":-4,"Value":0.40},{"Threshold":-3,"Value":0.55},{"Threshold":-2,"Value":0.7},{"Threshold":-1,"Value":0.85} - every point of underpenetration reduce damage by 15%, -5 or more underPEN reduce damage by 75% I will test this today - maybe can create a mod if this changes will works. One thing - is the "double inversion" - i need formula to take it into account, so -75% damage will be -75% and not -300%.
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@Justin Bell Sunset starts at 10-00 PM, ends at 11-00 PM, but night music starts at 8-00 PM Sunrise starts at 6-00 AM, ends at 7-00 AM, night music plays until 7-00 AM. So day music plays from 7-00 AM to 8-00 PM Night music plays from 8-00 PM (which is too early, becose sun still shining bright until 10-00 PM) to 7-00 AM (sunrise ends, it's ok). Can you shift night music start time from 8-00 PM to 10-00 PM, or better to 11-00 PM, when the night actually falls?
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doesn't work so well if you're doing the eothas challenge I've already written a proposal to make enable/disable option for night music. This would be good for all, i think. As for me, i will wait until next patch with music changes and bugfixes and then deside whether i like it or not.I don't like it in current state, that's for sure.
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A perfect solution will be: adding different Night themes for every district, but i understand - it might take too much time. I like Encampment, but as i said, adding more tracks adds some diversity. Becose, if you'll play Deafire for 50+ hours and listen one and the same track every night - your ears will quickly tired. If you have technical issues witth adding several Night themes, you can combine Encampment, Elmshore + maybe something else in one long track. This will be simple and elegant solution
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I for one think that night tracks add a lot to the atmosphere of the game. They were a good idea in BG and are a good idea in Deadfire. You may disagree with the particular choice that was made for a track in this case, but the proposition was sound. Also, while Deadfire is a different game from BG, it is quite explicitly marketed as its spiritual successor. It is not unreasonable for people to desire things that evoke memories of their playing the BG games while they play Deadfire. That doesn't make them lunatics at all. Well... I admire, my sentence was too... emotional. Maybe you're right and without music bugs everything will be fine and tasty. Sorry if i offended you. Seems this night track playing over and over again makes me lunatic too)) Seems not Another bug, i forgot to mention (easy to reproduce): go to the tavern during the day (tavern music starts playing), then wait or rest in room until the night is come and then go to the streets - tavern track will still keep playing until the end, no matter where you go (even to another district), then next tavern track will start and SLOOOWLY crossfade with Night theme. I believe this is not was intended.
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There is a 3 main problems: 1. One track plays everywhere. If you want to implement Night Music and don't break atmosphere and preserve the flavor of different districts and places, make different themes which will fit right. 2. Night Music overlapps with Deadfire tracks. This is a clearly technical bug. 3. Night Music keeps playing indoors - shops, taverns etc. Technical bug too, i believe. And, maybe, make sense to make it optional, in case some people don't like it. P.S. Thank you Justin, for full compositions - it makes very big difference.
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This music appears becose of one stupid guy in this thread cryin' for "Make night music themes like it was in BG": https://forums.obsidian.net/topic/105474-atmosphere-i-hope-justin-bell-reads-this/ As for me, this music theme don't fit Deadfire at all, in one place. On second, this composition plays at night everywhere - in every district, in taverns - breaking flavor of different places. At least, it should be optional. Personally, i don't like this idea at all. I'm in rage of all those lunatics, crying: "Make *somewhat random thing* like it was in BG" - **** you, go and play BG, if you want BG. This is different game.