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zczczc1680

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Everything posted by zczczc1680

  1. The tier1 and some tier2 inspirations are quite common, it is easy to find items with those buffs, and any of your priest companions can do the job well. But tier3 buff is much more powerful and hard to get. Say if I want intuitive(good hit to crit chance), I think the only (stable) way is to choose fighter class. I just found out, the actuall effect depends on how many "points" the player has got during the talks. For example if I choose all perception oriented dialogs in the 3 cutscenes, I will have enough points to unlock the intuitive version of Mien of Death's Herald. But if I only choose dialogs without personality points after I obtained the insightful version, it will not be upgraded to higher tiers. So there is one thing I need to mention: this ability, although with unchanged icon, has its own upgrade in all 3 directions, which can grant powerful tier3 buffs. I don't know if it is possible to gain 2 (or 3) buffs and make some of them to tier2(or even tier3?), since the exact point number granted by different dialogs is still unclear to me.
  2. In my recent game, I had Mien of Death's Herald, which grants "aware" instead of "insightful" after the second talk to the gods. After I read this topic I loaded a previous save to get the "Upgrade", Raiment of Death's Herald. But Raiment of Death's Herald can only give me insightful + smart (both tier1 buff). So I assume that the actual effect of such abilities would depend on the game process. That means the "unupgraded" version will grant tier2 inspiration after second talk and tier3 after third talk. If that is true then an "upgrade" is not always better.
  3. Is it intended? Bonuses from weapon and Sneak attack are applied. Once during a ship combat, my wizard/rogue Aloth killed half of the enemy team in one shot. That arcane backstab
  4. If you don't mind playing with custom adventurers, it is easy and safe to activate Heating Up by getting flanked. Hire a Berserker/cipher, max PER, use frenzy to confuse himself then use Phantom Foes on your main character. Mission complete if hitted.
  5. A looter(Gorecci Street) rolled 22.4 base damage with a hunting bow Edit: well it was right. I just forgot the numbers sorry. please ignore this post
  6. I found a bug related to the assassin named "Rust" in delver's row. I can't trigger combat by dialogues(I don't know if there is a quest let me kill him) so I decided to assassinate the assassin.( Of course not for his weapon. As you know, the great watcher, the savior of the world, hates such criminals. This bloody killer must be slayed and justice shall be done.) After being attacked, he will do a scripted Escape(or maybe one of the upgraded versions) and (I think)is supposed to flee away. But sometimes( I mean always actually) he dies to DOT or simply runs back and fight to let me kill him easily. Even if he is already dead in delver's row, I still need to do choices and Attributes/Ability checks to "hunt him down" on leaving this area.
  7. ------------------------------------------------------------------------ Rännig's Wrath Flanking or Insistence replaces Flurry. Redoublement or Retreat replaces Thrusting. original enchanted with Flanking for example Flurry disappeared, makes the weapon worse than the original one. Duskfall Drawing Parry has no icon and actually provides nothing in combat(I checked the hit roll in combat once) Tuotilo's Palm Outward Spikes ununderstandable discription: attackers when missed by an attack with Melee attacks vs Deflection. Actually it is a weaker version of riposte: it grants a chance to do a Shield-only counter-attack when missed by a melee attack. Balanced Shield provides +0 Deflection and +0 Reflex (it did exactly what is said in tooltip: +0, +0 ) The Bloody Links Both Crimson Steel and Feed The Chain lack Icons, don't know if they work. Saru-Sichr Poison Dipped deals 0 Corrode Damage ---------------------------------- I think I have found more bugs related to unique items, but I can't remember right now.
  8. Make sure not to be affected by sickend(quite common in that area) which makes you considered to be in combat and thus prevents you from picking up anything.
  9. Edit: I mean "inaccurate" in the title There is already a post in this forum https://forums.obsidian.net/topic/98617-bug-attack-frequency-on-guns-capped-at-36-sec/ in which the author pointed out that reload time of firearms capped at about 3 seconds. I did some tests in game. Actually the animation is always played with the same speed. For longer reload time, certain scene will be repeated several times. The animation is alwasys played smoothly, that means a reload can't end unless certain part of the animation is over. Example: Lets see how a pistol is reloaded in game Fire! -------------------------------------- Left hand into pocket and grab a club(or sth I don't know its Name), put it into pistol. (Part A) Left hand into pocket and grab a club(or sth I don't know its Name), put it into pistol and prepare to do sth to your pistol (Part B) Put the club into your pistol then draw it back, repeat several times(I don't know how to discribe it better in english, sorry). (Part C) Pull the bolt. (Part D) --------------------------------------------------- Fire again. Part A and Part D must be played, takes about 3 seconds, that is the shortest real reload time. Part B and Part C are repeatedly played in loop for several times according to theoretical reload time(displayed in tooltip). The end of Part D is also the end of reload. Part is the smallest unit, unable to be split further. So there are 3 cases. 1. A -> D. shortest reload time, about 3 seconds. 2. A -> B -> C -> B -> C -> ... -> B -> D 3. A -> B -> C -> B -> C -> ... -> B -> C -> D That means the real reload time is not very accurate (frame-level ), it is only roughly sorted(about 1 sec difference between levels, since part B,C lasts about 1 second) according to the theoretical reload time. Therefore the theoretical reload time displayed in tooltip is quite misleading and it is hard to manage "-recovery" or "+speed" bonuses so that they won't be wasted. Sadly, it seems not to be very easy to fix. Tell me if I'm wrong.
  10. I don't think Arquebus is unaffected by this. I tested Arquebus(to 1,9 sec reload time) and Xbow(to 1.4 sec) , and the reload time capped at ~3 sec, both of them. They seem to be faster than pistol because they have better base attack time (0,7 vs 1.1) and it is hard to make reload time lower than 3 seconds. You can tested yourself by adding ApplyStatusEffect Playername Streetfighter_SE_RecoveryBonus to get additional -50% bonus. For example "ApplyStatusEffect Companion_Maia(Clone) Streetfighter_SE_RecoveryBonus". My conclusion: reload time(regardless which weapon) capped at ~3 sec.
  11. Same problem. I created my second character, a monk/ranger, right after I found the unique hat which grants -20% reload time. I thought swift flurry + dual blunderbuss(the kitchen stove can give extra bounces) + bounce would be cool, but the attack frequency was lower than I had expected and I ended up using spearcaster which grants extremely high accuracy and cool on-hit effect. (I did not finish the game with that character, because bounce + swift flurry + knockback was quite buggy, my character perma CCed and killed all enemies and killed my whole team too, sometimes i can see enemies or my companions stuck by multiple knockback) First I thought it would be the long attack time which gives me wrong impression because it can only be reduced by DEX. But after some tests with high dex and pistol modal I realised that it was definitely a bug that makes pistol and blunderbuss to attack slower than displayed in tooltip. Maybe I'll try blunderbuss streetfighter later if they fix this bug, now I can only use blunderbuss modal for flanking myself and switch weapon, anyway high INT + low RES can do the job well.
  12. Let y' be a negative modifer, let y = y'/1-y'. Then we use -y in steps. Even if we let -% damage as powerful as a multiplicative factor while all bonuses remain additive, you can only get the closest result if negative step -y = positive step x or positive step x = 0. Since it is unlikely to get x > y in such cases with a very big y (then y' will be less powerful than a multiplicative factor), in the most of time we end up in the aera x \in (0, y), in this situation the negative modifier y' is more powerful than a multiplicative factor. In your case, if we had +300% bonus or no bonus at all, together with - 75% we get the "correct" result as if we multiply it with 25%. But what if we had -75% and +150% bonus? steps = -3+1.5 = -1.5 final damage = -1/(-1-1.5) = 40% base damage, which is less than (1+1.5) * 0.25 = 62.5% base damge. Now you know what I mean and what the first picture has showed. If we let negative modifier "fight" against positive modifiers, we actually make them (in most of the time) even stronger than multiplicative factor agianst additive factor, that makes no sense. You can see how powerful a graze is while critical hit is useless. Some balancing problems: blunted critical may deal less damage than a normal hit. +15% damage taken of assassin class is almost nothing against weapons. The sword modal, trade deflection for +% damage, is trash. Since deflection is as important as accuracy, the hunting bow and pistol modal which trade accuracy for -50% recovery is much better. If we don't consider attack time, it is almost +100% attack speed which causes a multiplicative +100% damage output, far better than 15% additive damage bonus(same, the two handed style is useless). For weapon damage output, dex is better than might. In mid or late game there are planty of +45% damage weapons, aloong with other +% weapon damage bonus(rogue and cigher for example) they can make might useless unless might is less than 10(you can't increase base damage so the only way to increase weapon damage is to get those bonuses). On the other hand action speed increases damage output multiplicatively, can negate armor penalty quite effective and can make combat more flexible.
  13. I have asked a similar question before, actually the damage is calculated via "steps". https://forums.obsidian.net/topic/98571-damage-calculation-with-multiple-modifiers/ Seems like they have treated action speed / recovery time in the same way. Every action speed bonuses are converted into -% time and caltulated together with +% time penalties. Whenever a negative "step" exists, the exact result of multiple modifier will be quite confusing. What I can say is: 1.Negative modifiers are stronger than positive modifiers if both of them are calculated together and the negative ones will be much more stronger the bigger the number is(closer to -1). Example: just create a low dex heavy armor character and use pistol modal, you will find that the -50 recovery time makes all penalties completely insignificant. (So single weapon style + pistol modal is much better than dual wielding. This -50% recovery time is as strong as damage reduction of a graze.) Example2: severely underarmorpenatration(-75% damage) is effectively -300% if calculated with other positive modifers. If u had 100% bonus, the final damage will be -1/(-1+(-300%+100%)) = 1/3. Congratulations! Your 100% bonus makes damage from 1/4 to 1/3 of BASE! 2.Multiple positve modifers stack additively, obviously weaker than multiplicative. Multiple negative modifers stack neither additively nor multiplicatively, they are calculated in a inverse-related way. Also, the effect is weaker than treated multiplicative. You can consider -x% damage as +(1/(1-x%) - 1) effective health, it is similiar like how armor works in WarCraft3 or Dota. It is logical because the devs wanted to make the return linear to investiment like additive bonuses, but direct combination with positive modifiers is not logical(If you want to mix them together anyway, the positive modifiers +x% damage will work as -x% effective health, which is not intended since it has not been converted from +x% damage to -y% effective health, that means a multiplication or inverse calculation with positive modifiers is not avoidable). I think some of those modifiers should be multiplied separately, at least they should calculate all positve modifers together and all negative modifiers together and then do a multiplication.
  14. Thanks for your answer. But still, the formula is weird to me. First, might and critical(it's nothing compared to its brother graze) damage bonus are definitely underpowered since there are so many bonus sources in the game(especially the high-rank weapons). Second, the "blunted critical" must be reworked due to the formula. The -25% critical damage, which is surely applied in a critical hit, is actually -0,33 in steps. Thus, it makes a critcal hit weaker than a normal hit if no overpenetration occurs. In fact, any negative modifier y = -x <0 is considered 1 - 1/(1-x) = - x/(1-x) in steps and always more powerful than the positive modifier x>0, cuz x - x/(1 - x) = - x^2/(1 - x). The difference increases dramatically while x becoming closer to 1, which means just one high damage reduction can effectively negate almost all bonuses. For armor, it's reasonable. For graze, not quite logical since graze surpasses critical too much but they are meant to be in the same rank. And if there exists any other high damage reduction in game, it will be completely broken. Moreover, we can't increase base damage during the game while damage bonus and max HP being higher and higher. Therefore in late games(or even at the very beginning of the game if I play a high might rogue), a critical hit will do almost the same damage as a normal hit. The base damage roll is much more important(higher base normal hit stronger than lower base critical hit). Despite of this, since a graze will negate almost all bonuses (-100% in steps), u can't do much more damage(and most likely much lower) than base damage with a graze. So, in late game critical = hit and graze = miss(on-hit-effects are not considered) if there are no multiplicative modifiers, which is quite strange in my opnion.
  15. Could anyone explain to me how the damage is calculated in game? It's quite confusing and most of the time I can't get the right results if there are multiple modifiers. Example1: base damage roll = 20.1 modifier : + 25% critical - %25 blunted critical + 33% might +30% overpen. result = 31.1 seems like it should be 20.1 * 1.25 * 0.75 * 1.3 + 20.1 * 0.33 = 31.129875 which is weird, since a critical hit dealt by weapons with "blunted critical" may cause less damage than a normal hit (if not overpenetrates armor) Exanple2: base damage roll = 24.6 modifier: -50% graze +33% might result = 14.8 I don't understand, how do I get 14.8? Does anyone know the formula?
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