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arkteryx

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Posts posted by arkteryx

  1. Are there any other weapons that synergize as well with carnage? Now that on-hit effects and modals only affect the primary target, Lord D's is the only weapon I know that really gains anything from the aoe. Does Wahai Poraga do three carnage hits? I know WotEP only does one. I miss Tall Grass knocking everyone down, carnage just feels so boring now.

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  2. There are times in the story where picking a certain option will not only cause a party member to leave but to join the other side in a fight. For instance if you attack Remaro, Serafen will fight with him. Now he won't attack you if you just going around attacking random principi, something which he presumably also frowns upon, but push too hard and it can happen. So this already exists, could give more examples but don't want to spoil too much.

  3. I think you should be able to use more than one free action per turn but each one only once. Putting up all your battlemage buffs is one thing, spamming spirit tornado or evasive roll to deal massive burst damage is broken. See also using black jacket to swap to a dps weapon then back to a defensive set up every turn, means you can get +30 deflection from dagger and large shield with no downside.

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  4. Not a true solution, but I realized you can use the unity console to look up enemy abilities (you can also use it to give them to yourself, but that's not the point here). And sure enough they have pop up descriptions, probably procedurally generated like thelee mentioned, but still quite informative. These should really be available in the bestiary and ideally viewable in combat somehow as well. Some of them do seem to have some bugs, probably why they're not, see the second screenshot where the text and effects don't match up. The fact that it has descriptor text at all though shows that it was intended we could see these but I don't know of any other way currently.

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  5. I feel like the problem with multiple actions per round is that it perpetuates rather than solves the break-point problem. Getting enough action speed/initiative to get that second attack would become a huge dps bump just like getting enough intelligence to push spell durations to a second round is now. Each extra point is either worthless because it doesn't change anything or drastic because it pushes you over a limit. Every meta build would automatically aim for a couple of specific values. I prefer the ATB/speed based model because it smooths out the rewards, an extra point of dexterity is always useful.

  6. This all made me realize how woefully underpowered consecrated ground is compared to moonwell. Moonwell heals more, 8/3 seconds instead of 5/3 seconds, and it lasts longer, 30 seconds base since the aoe last 15 seconds then the hot continues for 15 seconds more, versus 20 seconds. Plus it boosts your defenses. And the cherry on top is that your can target it instead of having it centered on your priest like CG. Sure it's one level higher and we probably shouldn't compare abilities across classes, but this all seems kind of glaring.

     

    Another oddity: the duration of the hot you get from moonwell is affected by both intellect and power level, but the duration of the well itself is only affect by intellect not power level. And then circle of protection, the priest equivalent of the defense half of moonwell, is a flat 10 seconds which isn't extended by either intellect or power level. I'm confused.

  7. So I was fooling around with builds in turn-based mode and I realized something: the durations of spells on the character creation/level-up screen aren't what they claim to be. While you only see the duration listed in rounds, they're actually calculated from a base duration in seconds, modified by whatever, then converted to rounds only at the end (which are 6 seconds, not 5 like I've been seeing some people say).

     

    Take Interdiction, it displays as 1 round duration in the preview and even with 20 intelligence or +50% duration, it's still one round when actually cast or inspected from your ability tray. Here it has a green number with a mouse-over that shows its base duration at 7 seconds modified by intelligence and level, you would need +72% duration to make it last 2 rounds. But now take Shining Beacon, which also shows 1 round in the preview. But in the tray with the same modifiers, we end up at 2 rounds because its base duration is actually 9 seconds so the modifiers push it over the limit, in fact +35% would do. Same starting point, different ending points.

     

    This leads to several problems. Picking spells at level up or planning our build we don't know how long/effective a spell will be with our given modifiers. Since there's such a huge difference going from 1 round to 2, I want to know which spells I can push over that line with a reasonable amount of intelligence and which I can't. I think it has led many people astray in thinking that you need +100% duration, 30 intel or equivalent, to make the 1 to 2 round jump. I know I've seen several comments here saying as much, while in fact +20% is often enough but you wouldn't know that until you have the spell. So the truth is slightly better but frustratingly uncertain, I resorted to loading a save from RTwP so I could inspect spells to decide how to level up my TB characters. Just making a new character it's impossible to tell how good some spells will be.

     

    The solution seems to be to give abilities in the creation/level-up screen a similar mouse-over that displays the true duration in seconds so we can know how they will get modified. You could also just convert everything to rounds first, then modify, so that Interdiction and Shining Beacon would both need +100% duration to go from 1 to 2 rounds. This would at least make things consistent but would be a huge nerf to a lot of spells so I would argue against it. Or you know, don't have discrete rounds, but that's a different discussion.

     

    On a sidenote: I'm not sure why Circle of Protection is a hard 1 round or 10 seconds, not increased by anything in TB or RTwP. As far as I know it's the only spell with a duration that doesn't benefit from more intelligence, and it was throwing off my testing until I realized that. Especially in TB, 1 round just seems too short, at least round it up to 2. In fact, why not just round everything to the nearest whole number like normal, 10 seconds on anything should be 2 rounds, let along 11.99, always rounding down seems harsh. Actually it looks like in at least one case they already did this; salvation of time normally adds 10 seconds but they made it add 2 rounds in TB.

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  8. An easy one this time. Most spells that tick once every 3 seconds got their effect doubled when they got converted to per round, Moon's Light healed 8 health/3 seconds for 18 seconds became 16 health/round for 3 rounds, roughly the same amount. But a couple must have been missed. Consecrated Ground was 5 health every 3 seconds for 20 seconds, meaning it should be 10 health per round for 3 rounds, but it's only 5 health per round. I tested and it's not just a display bug, healing is half what it should be. Likewise Moonwell does 8/round instead of 16, and the healing component of Sacred Immolation is still 20/round undoubled, while the damage components did get doubled properly. Also Ranger's Wounding Shot is doing +20%/round for one round versus +20%/3 seconds for 6 seconds, again half what it should. If anyone finds any others, go ahead and throw them up here. I checked most of the abilities but I didn't have time to go through all the items, wouldn't be surprised if some of them are off too.

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  9. One problem I found with this is that while spells display their base duration in rounds (which are 6 seconds not 5), they're actually still based on seconds and then converted back into rounds at the end. The problem with this is that you can't tell how long something will be once modifiers are applied. Say a spell says it has a duration of 1 round and I have 14 intelligence, so a +20% duration bonus. Now the spell might actually have a duration of 6 seconds, in which case my bonus bumps it up to 7.2 seconds, still one round. Or it might have a base duration of 10 seconds and get bumped to 12 seconds, 2 rounds. And there's no way to know which it will be when looking at the character sheet or on the level up screen, you'll only see the modified duration on the ability pop-up from your cast bar.

     

    I feel like this is more evidence of how difficult it is to take a system designed for seconds and convert it into rounds and another reason why I prefer an ATB-like speed based system rather than strict rounds. But if they're going to stick with this setup, please fix the tooltips so we know what we're getting.

     

    All of this said, props to Obsidian and that one guy for making TB in the first place. It's a huge amount of work that they didn't have to do.

  10. Not to be that guy, but pics or it didn't happen. And even then the human mind is very good at finding patterns, so good it often finds patterns where there aren't any. We naturally notice and remember the times when we miss several times in a row and forget the times we crit several times in a row. Over the course of a play session, you probably roll thousands of hit rolls. And there are probably thousands of players, so the odds of a "one in a million" occurrence happening on any given day aren't actually that bad. Obsidian already somewhat caved on this when the made 1-49 grazes instead of misses because they didn't want people to complain about missing over and over again, nevermind that it happened just as often in RTwP, we just didn't notice it as much since we weren't watching each roll as closely.

     

    Now this doesn't prove that there isn't something screwy going on, there might be. All I'm saying is that you're going to need a lot more data to prove it. Record a couple hundred attack rolls and then we'll talk.

  11. Thanks for looking into it. I know it's kind of late in the game to be messing with the UI but it just feels like it could be so much more informative. I'd also add in an easier way to see what enemies are casting, maybe put it in their info box under their defenses, trying to watch the tiny little circles over everyone's heads makes my eyes cross. It's much better in turn based since we can see spells in the action list.

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  12. Expanding on thelee said, the limits of level scaling are also there to prevent you from just immediately finishing the story without doing any sidequests, why would you bother if the final boss scaled down to level 2? Even with level scaling you still need to do some prep work before you can tackle certain quests or encounters. That said, don't be afraid to fight things with one or two skulls, they're still definitely possible, it's only when things have red skulls (4 or more levels above you) that it gets really bad.

  13. Check the dates. This is an old thread and the truly absurd stacking got patched out in v1.2, see the later comments. You can still make something like it work, lord darryn's volgue still synergizes nicely with barbarian's carnage, but it's not nearly as strong as it used to be. Also single class barbarians don't really start to shine until level 16 when they can get heart of fury.

  14. Just had it happen again, also in the SSS arena but a different fight. This time I stuck it out, won the fight but then I didn't get teleported out afterwards so I was trapped and had to reload anyway. I was no longer in combat and stopped trying to cast but I must have kept trying long enough to override the dialogue and script to put you back outside. This time it was a chanter invocation that got overwritten onto shared flames but I suspect it's probably just a coincidence about the shared flames again since it's just my most commonly used ability.

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