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Everything posted by Sotnik
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Monk: Blade Turning needs a duration nerf and should not work vs a single target. Rogue: Confounding Blind stacks with each projectile. Might deserve nerf/bugfix to 1 effect per attack/spell instead of each damage roll. It is not a balance issue, more like a bug, but invisibility leads to the termination of the combat in solo. Invisibility ceases right afterwards.
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And if you have both positive and negative speed modifiers, you will see the negative one higher than in the ability tooltip (I had -33 of the Arquebus modal instead of -25). And now a question to the sages: is the recovery speed calculated upon the action or is it being recalculated all the time? If I shoot with an Arquebus and then use Swift Strikes, will I reload faster? If I attack and then get debuffed, will that affect the current recovery?
- 126 replies
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- mechanics
- attack speed
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Hi! Please advise on how multiple projectile weapons currently work in respect of various game mechanics. For simplicity, I will take the blunderbuss as an example. 1) Stealth attacks: do Assassinate and Backstab effect the first pellet or the whole round? If used with Powder Burns, does the fire attack occur first or last? Do the weapon attack and Powder Burns both benefit from Stealth? 2) Does every pellet roll separately for effects of the attack abilities? My presumption is yes. 3) Do damage over time abilities stack for every pellet? Abilities with weapondamage% DoTs and flat DoTs might work in different ways. My presumption is that flat DoTs (the ones with the damage/second specified) never stack with the DoTs of the same ability, only update. As for the DoTs depending on the weapon damage, I am not so sure. BTW, can the DoTs be amplified with crits and can more powerful DoTs be overwritten by the weaker ones? 4) Confounding Blind: I noticed that the debuff stacks with every pellet. However, do preceding (in the log) pellets affect the next ones within the same round? 5) Swift Flurry: does the SF proc give you 1 additional pellet or the whole round? My presumption is 1 pellet. Do the additional attacks benefit from Stealth (looks like the don't)? Interesting though, every SF proc copies Powder Burns. 6) Are the mechanics same for every multiple projectile weapon, including the unique ones? It is hard to figure out, but it would also be nice to understand what works as intended and what is a bug and will hopefully be fixed one day.
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Patch 1.0.2 Fixes
Sotnik replied to SChin's topic in Pillars of Eternity II: Deadfire Announcements & News
Should have preordered DLCs lol. Cause this is going to take long time before becoming playable. -
1) The main target is hit twice sometimes. The both screenshots demonstrate this. 2) Whenever I use an active ability (the blinding strike for instance) with a rod, all the targets in AoE become affected by its damage modifier, additional accuracy and debuffs (and any other ability property). 3) The AoE damage is lower than the primary damage. With no damage maluses my roll was 11 on the screenshot while the minimum damage in the char sheet was 15. The modal's tooltip misses this information. Please see attached.
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Beard glitch
Sotnik posted a question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
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Then if you cast Lay on Hands to heal a slightly injured character, you will lose its immortality feature for the rest of the battle. As an alternative to both our suggestions, immortality could disappear after the first damage that would otherwise kill the character. I suppose one of the solutions to this is giving the enemies more CC on PotD. Still I am not sure it is a good solution. I remember myself dealing with PotD solo well in PoE1 till first Petrify. And then all your efforts are invested into more and more Fortitude. A better possible solution: as soon as you get immortality for (base duration)*(Int modifier), you get immunity to immortality for 2*(base duration). They just updated their beta patch on steam to version 86 which fixes level-scaling. Might be prudent to test it out before moving forward with more balance suggestions if the level-scaling never worked to begin with. Link for those who wanna see beta patch notes : https://forums.obsidian.net/topic/98361-fixes-to-the-patch-beta-build/ Level-scaling is not relevant to everyone.
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Favorite Class
Sotnik replied to Witness41920's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hi! Is not the Paladin's faith feature a problem for role playing? Have you figured out the details on how Disposition exactly work? On the contrary, that's one of their winning features to me. I love those restrictions, since they keep me even better in tune with my character's role, and at the same time I can slide away too far and face the consequences. I really dig that! For instance, in my playthrough, my Bleakwalker was a bit too diplomatic for her own good, so over time, like 40h into the game, she got a red circle and all for that, suffering a bit worse defences for it, but I just keep playing - no reloads. Is there a way to reduce Disposition or get more than a full circle? The Paladin starts with the maximum Disposition, but I noticed my Deep Faith granting more resistances after a while? That is the problem with roleplaying bad characters in the first run. I failed my sacred purpose of eating and smoking everyone with my Corpse-Eater Nalpazca. Had to restart for a Grammaton Cleric. -
Thank you all. I am still confused by the fact that the same modifiers are sometimes left unchanged in the tooltip (30 from dual-wielding, Dex is inconsistent in this respect), but at least now I can calmly perceive all the speed issues as derivatives of the wise game rules. Jokes aside (my gratitude was not a joke though), such mechanics are quite an important thing, aren't they? I wonder why they are not mentioned in the in-game Cyclopedia.
- 126 replies
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- mechanics
- attack speed
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Favorite Class
Sotnik replied to Witness41920's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hi! Is not the Paladin's faith feature a problem for role playing? Have you figured out the details on how Disposition exactly works? -
I suppose one of the solutions to this is giving the enemies MUCH more CC on PotD. Still I am not sure it is a good solution. I remember myself managing well in PoE1 solo till first Petrify. And then all your efforts are invested into more and more Fortitude. A better possible solution: as soon as you get immortality for (base duration)*(duration modifiers), you get immunity to immortality for 2*(base duration).
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Wait. Does not the first attack cease stealth/invisibility? That's not what diminishing returns are though. The "true metric" is DPS, or actions/second more generally. When you go from 100/2 to 100/3 in your example the same number of modifiers is giving you the same increase in DPS or actions/second, from 1x => 2x and then 2x => 3x. That's precisely linear returns. Avoiding zero or negative recovery is simply avoiding increasing returns. You can avoid zero or negative recovery and have linear returns. It's the same reason why deflection in pillars has INCREASING returns. Even though each point gave you one point of deflection on your tooltip, the "true metric" was your effective health, which would eventually become infinite with a sufficiently high deflection. Paying attention to what your "true metric" is very important. Could you please advise if the figures in my char sheet are lower because the calculations are made according to that formula with other buffs taken into account. Only Dual Wield bonus is the same as it should be (30). I used to think it is a bug.
- 126 replies
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- mechanics
- attack speed
- (and 4 more)