
robovoid_dev
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[1.1b]Ship combat loot isue
robovoid_dev replied to robovoid_dev's question in Patch Beta Bugs and Support
All non-unique legendary equipment data has been set to "Never Drop As Loot". This might be the reason behind it. High level enemies equipped with legendary items which "never drop as loot". As a consequence, cannon loot would be much better than melee loot -
The new system changed a lot. For now, close to board rewards are too low compared to cannon battle. I tested it with 2 very hard combats against avenger ships of pirates and Huana. My team is about lvl10, and the pirate avengers are like lvl19 with legendary weapons. Their abilities deal 80+dmg, 20+dmg roll + 60%SneakAttack + 60%Legendary weapon + 30%overpen. However, after a hard won melee combat, I only got a few exceptional items and 1 superb pistol. Meanwhile, cannon combat was much easier. And I got many superb items. So whats the point of harder melee combat? Cannon combat generates double exp for team and sailors. This is the melee combat loot And this is the cannon loot. The networth of cannon loot is much higher than the melee loot. Whats more, sometimes unique items could be lost as a result of melee combat. This is the melee loot of Huana Avenger Ship, 0 unique item, and only a few normal items. And this is the cannon loot of the same ship. A unique shield, and some enchanted items.
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I think the game uses same penetration value for physical and elemental damage. However, AR for them would be different. It is possible to have a damage instance only overpen one of (physical, elemental), which might cause more confusion if not understanding the formula
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I guess over pen with a fire ball means the fire burns through armor And a bullet pierces through armor instead of body could cause more damage
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With the help of some fellow watchers, now I know how the game calculates lash damage. Suppose "PhyDMG_mid_stage" is the calculated physical damage only without penetration factor. For example, with +60% might, +60% legendary, +60% sneak attack, -50% Graze, the PhyDMG_mid_stage would be Roll*(1+0.6+0.6+0.6-1)=1.8*Roll. (-50%: 1-1/0.5 = -1, you can check this <a href="https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/">mechanics-attack-speed-recovery-time-reload-time</a> for explanation) The baseLashDMG = PhyDMG_mid_stage * coef The reason I am calling it "mid_stage" is that when calculating the final physical damage, we need the penetration factor. So far, we only have 5 values, -75%(-3) -50%(-1) -25%(-0.33) 0 +30%(0.3). The number in bracket is the covereted value for damage calculation. And the example continues, suppose we have an Overpen, our final physical damage for the above would be Roll*(1.8+0.3)=2.1*Roll. Whats next, suppose we have +50% fire damage (turning wheel). What would be our total combined damage? The baseLashDMG would be 1.8*0.5*Roll = 0.9*Roll. Now we need to consider the fire damage penetration. If we also have an Overpen, then the finalLashDMG = baseLashDMG * (1+0.3) = 1.3*0.9*Roll = 1.17*Roll. Well, the inconsistency comes. The intuitive value would be 2.1*0.5=1.05*Roll, but the actual value in the game is 1.17*Roll, which is higher. In the above example, the difference is not that obvious, but in the game, with the help of many skills and items, that difference could be much higher. The current game system would magnify the physical damage bonuses. I am not gonna call it a bug, but at least an inconsistency. The penetration factor for physical damage is an additive factor, however for lash damage, a multiplicative factor. Also, raw damage would be much worse than normal elemental lash when you have high enough pen. On the other hand, raw damage could be extremely good against enemies with very high AR. For example, the Aztec style obsidian blade(I forgot the name) has +10% raw lash. For example, +60% might, +60% legendary, +60% sneak attack, -75% noPen, the coef_sum = 0.6+0.6+0.6-3=-1.2, and the final physical dmg = Roll*(1/(1--1.2))=Roll/2.2=0.45*Roll. The raw_lash = 0.1*1.8=0.18*Roll, which would be 4X as a normal elemental lash.
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From a ship captain. However the spawn condition of the ship is uncertain. Some suggest that with a -4 reputation to pirates, the ship would spawn, but I have not tested it yet. The current reputation system might be bugged, for example, I simply killed every killable NPC in my game for science. But to my surprise, reputations of some factions went from +4 to +5, others remained at +5. Even though, I got a lot of "lost reputation(major)", still some reputations increased. BTW, there are 4 ships might spawn on condition ( 1 for each faction), and they might carry some unique power items.
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+15% buff duration is the bread and butter, an equivalent of +3 INT. You can't go with Caroc unless you want to lose great options in game. The rest of the effigies are poop. Also your list is confusing because it omits certain conditions for those numbers. +2 Acc is only for >4m targets on Sagani. Maneha only gives +5 Might affliction defense, not all. Kana is a different defense - can't remember which one now, Aloth is +5 Intellect affliction defense, Grieving is +5 Resolve affliction defense. Hiravias +1 slash AR, Pallegina +1 shock AR Good Point, I am gonna correct the information
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My goal is to find the best/worst openning of POE2 for science by using the POE1 save editor. I have found some interesting things in the "statuseffects.gamedatabuddle". (Search:"Effigys_Resentment") Updated: Great Thanks to Queeg. I double-checked the file again and corrected the information with details. The affliction keywords are crossed-checked with other effects ("AttackFilter") Sacrificing POE1 Teammate Bonus: Aloth: +1 INT, +5 ref (This is in the "statuseffects.gamedatabuddle"). There might be a text-link error, according to Queeg, the in-game tooltip says "+5 INT affliction Def" Devel of Caroc: +1 DEX,+1 Pen Durance: +1 CON,+ 5% max HP Eder: +1 MIG, +2 def Grieving Mother: +1 RES, +5 AllDef (INT Affliction) Hiravias: +1 DEX, +1 AR(slash) Kana Rua: +1 INT, +5 AllDef(Dex Affliction) Maneha: +1 MIG, +5 AllDef(Might Affliction) Pallegina: +1 RES, +1 AR(shock) Sagani: +1 PER, +2 Acc( >=4m) Zahua: +1 CON, +15% buff duration Gift of Machine's effect is identical to the POE1 effect: +1 MIG +5% Max HP Gift of Hope: +1 CON,+1 RES,+10% max HP, I don't know what it is Woadica Soul Power: +1 PL. If it is the result of giving souls to Woadica, then I would probably choose this over other gods, since the wrath of them is kinda weak compared to it and not hard to get rid of.
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I think I would be OK. Combined with monk, frostseeker deals pierce + ice + fire dmg. I don't think enemies with all 3 immus exist in the game. Even so, I can always pause the game and kill the process before its too late.
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Another OP issue. Stunning Surge: if crit, then refund resource However, when crit occurs, Stunning Surge gives +2 mortification & +2 wound(not in the tooltip). With some weapons which can hit multiple times, a monk can actually get more than 2 mortifications through multiple crits, thus self-generating class resource. These screenshots show that my monk/ranger cast stunning surge with 5 morts(8 total, -2 dance of death, -1 swift flurry) and through 2 crits with frostseeker, ended up with 7 morts.
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Stunning Surge: if crit, then refund resource However, when crit occurs, Stunning Surge gives +2 mortification & +2 wound. With some weapons which can hit multiple times, a monk can actually get more than 2 mortifications through multiple crits, thus self-generating class resource. These screenshots show that my monk/ranger cast stunning surge with 5 morts(8 total, -2 dance of death, -1 swift flurry) and through 2 crits with frostseeker, ended up with 7 morts.
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The lantern has an en enchantment of Spell Resis Arua. It currently works both ways, which means it can block buffs. With a very high religious skill, the aura could be like +30% Spell Resis. I found it when my characters constantly miss priest buffs. After checking the combat log, it shows xoti's lantern actually did this. So, my question is, is this intended or a bug? And about "uncanny luck", is it also work both ways?
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Main Quest Issue
robovoid_dev replied to robovoid_dev's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
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I landed on Hasongo way earlier than meeting the Queen. After I landed, I walked a few steps forward which would trigger the main quest "A distant light". So, I reloaded the auto save, and sailed away. The problem occurred when I finally went to the palace. During the conversation, the NPCs said that I restored the lighthouse ( which I totally did not ), and I "have to" admit that I spared the nagas. After the conversation, the quest "A distant light" is finished and there was no next quest. So I have to reload and go to Hasongo and finish the quest first and then meet with the Queen. And also "auto finished" some quests I did not take. It is relatively good compared to a main-quest-stuck. I guess the reason is that the game only checks the variable "landed on Hasongo" instead of "finish Hasongo main quest". There might be other similar potential bugs. I say potential because by following the "correct" route, there would be no problem. Also, I encountered some NPCs looks like they are gonna give me a quest, but do not have a dialog.
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It is too OP. My ranger killed 4 ogres with just 1 auto attack. The combat log cannot even show the full detail (too many dmg items). At the start of combat, he has 5 wounds, at the end, 7. So only 6 secs, and its over
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When acc - def = 50, 15% hit->crit translates to 0.5 * 0.15 = 7.5% more crit rate When acc - def = 80, 15% hit->crit translates to 0.2 * 0.15 = 3% more crit rate When acc - def = 100, 15% hit->crit is completely worthless The higher acc is, the less effective hit->crit works
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My run is on POTD/all levelup(only up) Helwalker / ranger The reason I am choosing normal ranger is the sharpshooter subclass is kinda weak imo. We get +15% hit->crit when target > 4m and +1 pen when target <= 4m at the cost of 10 def and 10% recovery time. Hit to crit is kinda worthless for a high-acc build, 10% recovery time is a huge debuff. Helwalker can provide +12 acc & +10 might with Dance of Death and passives. Ranger can provide very high ranged acc and some mobility to avoid taking dmg which would stop death dance. And swift flurry is amazing with weapons can do multiple hits. And there comes ranger's driving flight. In the picture, my ranger dishes our 11 dmg instances with only one mundane attack. He is level 8 right now, no driving flight yet. The weapon is called frostseeker. It normally has 3 projectiles. With Swift Flurry, 11. And it should be much more with driving flight. Also, +12 acc/+10 might improves dmg output. Updated May 19th, Well, this run is about to end, time to write a short summary. I also tested other weapons (Frostseeker is just too OP and makes the game boring) and some abilities. Core abilities: Monk: Swift Flurry, +10 MIGHT, +10INT&+50% fire dmg, +2pen&+5might (2 wounds), +12 acc Ranger: Driving Flight, +10acc(mark), +5acc(marksman), +20acc(wounding shot), +100%base dmg(knockdown combo), potential +10acc(stalker link) +10acc(survival of the fittest), and mobility Currently some good(or broken) combos: 1. Swift Flurry + Driving Flight + any weapon that do multiple hits. The most broken one is Frostseeker. It fires 3 projectiles and does aoe dmg on crit. With a very high ranged acc, Swift Flurry would chain proc and instantly kill most enemies within seconds. 2. Stunning Surge regens much more mortifications then intended. The tooltip of Stunning Surge says if the attack crits, refund mortifications cost. However, I found that a crit would +2 all monk resources (+2 morts + wounds) instead of the actual cost (2 morts). Using a weapon that can only hit 1 time, that's OK. But multi-hit weapons such as frostseeker, every crit would +2 monk resources. Thus, unlimited monk abilities. 3. Ranger Leap Shot(I forgot the name). This upgraded ability allows the ranger a 10m blink + 1 free attack. Its casting time and recovery are both close to 0. A ranger can mark on a target and instantly fire 8 times without recovery time (9 bonds total). Combined with monk goodies, it would be a ton of dmg. 4. Concussive Shot + Frostseeker + driving flight. A lot of interrupts, enemies cannot do anything. Ranged acc, The screenshot shows a 178 acc(without stalker link), that is definitely not the optimal value. My character started as 19 10 14 15 10 10 just to "play safe". I would lower some CON&RES and add more DEX&PER. You can also use Berath's Blessing to make it stronger. And I was trying to upgrade the soulbound arquebus (relatively low enchantment bonus, and inherited -5 acc). At that acc level, the base crit rate is > 50% for almost any enemy in the game( as far as I know) , which means hit->crit is less effective. Ranged dmg A hit with lvl2 soulbound arquebus(basically a normal "exceptional arquebus") 200+dmg, not so bad, and could potentially follow with some lucky swift flurry free hits.