Everything posted by IanTheWizard
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(Solved) Debuffs to Deflection do not stack with status effects, but debuffs to Reflex do???
The enemy in my test was a Flesh Construct in Sanitarium in Brackenbury. I'm playing at the Path of the Damned difficulty. Test about DeflectionThe Flesh Construct's original Deflection was 54. After I debuffed it with Aspirant's Mark (which applies -8 Deflection ... etc), its Deflection became 46. After I further debuffed it with Curse of Blackened Sight (which applies Blinded, which applies -20 Deflection ... etc), its Deflection became 34. Test about ReflexThe Flesh Construct's original Reflex was 45. After I debuffed it with Aspirant's Mark (which applies -8 Reflex ... etc), its Reflex became 37. After I further debuffed it with Curse of Blackened Sight (which applies Blinded, which applies -20 Reflex ... etc), its Reflex became 17. Conclusion and questionApparently, debuffs to Deflection do not stack with the Blinded status effect, but debuffs to Reflex do. Why is there such a discrepancy on the stacking of debuffs?
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[Bug] Infuse With Vital Essence can be exploited
After a wizard casts Infuse With Vital Essence and the combat ends before the spell expires, the amount of Health gained from the spell isn't going away. In other words, you can actually "heal" your Health with this spell.
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(Solved) Need help understanding the calculation of a healing effect
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Not sure what the issue has to do with Intellect, but it is 10.
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(Solved) Need help understanding the calculation of a healing effect
I got an equipment whose spellbind (Exalted Hands) provides a healing effect. The original healing amount is +53.3 Endurance. But after I let one of my level 10 wizards equip it and check the information of the healing effect through his quick bar, I'm seeing the healing amount is surprisingly high. As the attached image shows, the healing amount has become +142.2 Endurance. He has 20 Might, which grants +30% Damage and Healing, and he currently has no other healing boosting effects. Isn't the healing amount supposed to be just (53.3 + 7 × 3) × 1.3 = +96.59 Endurance? Could it be that a bug is causing the healing amount to become so high?
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(Solved) Does the weapon enchantment "Secondary Damage" actually work?
One of my wizards is using a wand which does Pierce/Crush damage. I enchanted the wand with "+25% Shock Damage" Secondary Damage. And then one of his brief combat log entries reads: [Character Name] hits Magma Blight for 15 Pierce damage. And the detail is: Acc:84 - Def.:73 = 11. Roll:70 + 11 = 81 (Hit). 15.5 - DR:0.0 = 15.5 Pierce + 4.6 Shock. Did the 4.6 Shock actually work and successfully damage the enemy? I'm asking this because I don't see the 4.6 Shock showing up at the end of the brief combat log entry.
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[Bug] A quest incorrectly hints players after such a hint is no longer needed
I picked up a quest item named Battered Helm somewhere in The Great Hall of Durgan's Battery. and therefore I automatically received the quest Garodh's Chorus. Then I proceeded to the lower level (The Mines). After some combats, I needed to go to rest, so I went upstairs. As soon as I went upstairs and entered The Great Hall again, I saw a hint that I sensed the presence of a piece of the helm and I should search The Great Hall for it. That hint is misleading because I already picked up the piece (Battered Helm).
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Probability of looting after manual resolve?
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I just finished the 5th manual resolve, which was Trolls and Oozes attack, too. I tested the same action I did previously (pause to check the status of my soul bound item), and the result was being able to loot, too. I thought perhaps the action is an exploit, so I reloaded and did the manual resolve again. This time, I did not use the action, and the result was still being able to loot. So, it looks like Trolls and Oozes attack provides loot. But more tests might be needed.
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Probability of looting after manual resolve?
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Since my last reply, I have done 4 more manual resolves. The one I just did is the 4th, and it was against Trolls and Oozes. After the screen shifted back to the normal status, I was lucky to be able to loot. I did not use the trick of hitting the pause key nonstop. After all monsters were defeated, I only paused one time (when my party was still in the combat stance) to check the status of my soul bound item.
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[Bug?] NPC came to stronghold again after I settled his problem satisfactorily
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)This same event just happened once again: I sent someone to escort him to leave, again.
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[Bug] Some skeleton warriors in Copperlane Catacombs stop fighting midway
As the title says. Happened to me when those skeleton warriors' hp were low. When that happened, they left combat stance suddenly and stood straight again, and the combat music also stopped playing. My party still continued attacking them, though.
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[Bug?] NPC came to stronghold again after I settled his problem satisfactorily
A few in-game days ago, there was the NPC Gafol the Drunkard coming to my stronghold. The Status entry read: I gave him money for paying off his debts, and he left happily. And after some in-game days, there was a Status entry read: But today, he came again, and I think that's a bug, because his problem has already been solved satisfactorily and he has also returned to Dyrford. Anyway, the Status entry read: I ended up sending someone to escort him to leave.
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Stronghold events aren't disappearing after I complete them
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)After quitting and restarting the game, the Resolve Attack event disappeared from the Actions menu.
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Stronghold events aren't disappearing after I complete them
I had just manually resolved a Resolve Attack event, but it is not disappearing from the Actions menu. Yesterday, I also completed an event in which Solmar the Shackler visited my stronghold. After I completed the event and the NPC left, the event still didn't disappear from the Actions menu. Eventually, the event "expired" and the system said the NPC left (but he already left right after I completed the event).
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How to know talents such as Scion of Flame actually work?
I chose Scion of Flame and Heart of the Storm for my wizards, but I don't see any indication of their actually applying in combat. The number of damage in spell description remain unchanged after the talents were chosen. And the combat log also does not say anything about them.
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(Solved) Confused about how spell accuracy is calculated
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)It turns out that the "Weapon Focus: Noble" talent only works for regular attacks made by scepter and does not work for spells, even if you are holding a scepter when casting spells. ☹️☹️☹️ I had always been thinking the otherwise. There really should have been an in-game clarification for that. ☹️☹️☹️ But after I made another test without holding the scepter, I still don't understand the calculation. The Accuracy without scepter is 34, and the tooltip of breakdown (when your mouse cursor hover over the number) shows: +20 Wizard +8 Perception +6 Level And the accuracy of Arcane Assault under such a condition still shows as Acc:47 in the combat log. What's wrong? Isn't the number supposed to be 44 (34 + 10)?
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(Solved) Confused about how spell accuracy is calculated
My wizard was using a scepter, and his inventory window showed that the accuracy of his primary hand is 40. And then I let him cast Arcane Assault on a young wolf and saw the following information in the combat log: Acc:47 - Ref.:49 = -2. Roll:26 - 2 = 24 (Graze). 7.6 = 7.6 Raw I'm confused. Arcane Assault itself grants +10 Accuracy, so isn't the number of Acc in the combat log supposed to be 50 (40 + 10)?
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(Solved) No random creature part was generated
Some information on the internet suggest that small amount of experience does not trigger a turn. That's true. After my party gained a larger amount of experience, creature parts started to generate.
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(Solved) Does wizard spell Deleterious Alacrity of Motion improve Recovery?
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Thank you for the clarification, which motivated my testings. The spell really increases attack frequency, but not as much as I expected. In my tests, after my character casted the spell, he was able to swing the summoned stuff 15 times. Without the spell, he was only able to swing the summoned stuff 13 times. Casting either Deleterious or Concelhaut first yielded the same swing times. So the spell only provides 2 more swings. Not very impressive. 😐 I'll reconsider choosing the spell for my melee wizards then.
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(Solved) Does wizard spell Deleterious Alacrity of Motion improve Recovery?
I'm not very sure about how Deleterious Alacrity of Motion works. Its description says it grants the caster: +50% Attack Speed for 30.0 sec, -11 Endurance over 30.0 sec, +2 Move Speed for 30.0 sec. Does it improve Recovery? I guess not, because Attack Speed and Recovery are not the same thing. My original thought was that, after my melee wizards cast Deleterious Alacrity of Motion first and then cast Concelhaut's Parasitic Staff, their attack frequency (using the summoned staff) would drastically increase. But after I realized the spell improves Attack Speed rather than Recovery, I think my original thought was wrong. If the spell really does not improve Recovery, I probably will not choose it for my melee wizards.
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(Solved) No random creature part was generated
I have built Curio Shop, which is supposed to generate a random creature part every turn in the stronghold treasury. However, after a side quest updated and my party gained 365 experience, I went back to my stronghold to check the treasury and could not find any creature part in it. Am I missing something? == Update == A task updated and my party gained 340 experience, but still no creature part in the treasury.
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Probability of looting after manual resolve?
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Thanks, I see. I looted one time in 2024 because the corpses did not disappear. Not sure if I was lucky.
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Probability of looting after manual resolve?
IanTheWizard replied to IanTheWizard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)My question seems to be unclear. My bad. I meant to ask about the probability of being able to loot after a manual resolve.
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Probability of looting after manual resolve?
-- -- -- Sorry, but the information in this thread can be considered spoilers -- -- -- I'm referring to the fights against enemies who emerge from the Endless Paths. When I was playing the game in 2024, I had a manual resolve after which the enemy corpses remained there for me to loot. I'm replaying the game recently, and today I had manual resolve after which the enemy corpses automatically disappeared and therefore I could not loot them. That's disgruntling. 🙁 Is the loot probability random? Or is there a bug?
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[Suggestion] Improve the Dungeons
I recently started my second playthrough and have progressed to having claimed the keep. Among all the upgradables of the keep, the Dungeons is making me consider whether it's worthwhile. My first playthrough was at two years ago. I only progressed to level 12 or 13 and didn't even do the White March. From what I can recall, I only captured one prisoner. And I think this part of the game really left much to be desired. The prisoner I captured didn't show any sign of reforming himself and continued to be hostile towards me, and from time to time his relative came to my keep asking for releasing him by offering just a measly amount of ransom. What's the point of the Dungeons if every time we go to see a prisoner only to hear him cursing at us and accusing us for ruining his plan and we can't do anything about it? Why would we release a criminal knowing that he will likely commit the same crime again? From the feedback I found on the internet, many players, too, think the Dungeons is pointless and not profitable. The Dungeons could really use an improvement. If a criminal cannot be changed to a good or a neutral person, players who role-play righteous character probably would rather executing him on the spot than bothering with the Dungeons. If holding a criminal captive cannot yield presentable profit, players who role-play egoist probably would prefer killing the criminal for his equipment and copper pieces. Either situation encourages killing and defeats the purpose of the Dungeons. My suggestion is that an option (or a quest/dialogue) be implemented to ensure prisoners won't commit the same crime again before we release them. I prefer role-playing righteous character, but I understand some players prefer the other way around. So, the game could also make the ransom very good so that some players could just release a prisoner for a handsome amount of ransom. This part of the game really could become more enjoyable, so I hope the devs will seriously consider it.
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[Thought] Perhaps the pet system could be more logical
This is just a thought on how the pet system could be implemented in a more logical way. Not that I think pets are bad, but perhaps how they work could make more sense. I didn't use pets because I couldn't figure out a logical reason on why they can provide buffs to players in all combats while remain immune to enemies' attacks. I don't use a thing/feature/stuff if I think it does not make sense. That's just me though, and there is probably not many players think the same way I do. Fairly speaking, everything is supposed to come with a price. Inn buffs and food buffs cost money or are consumed after using. Armor and weapon enchantments are magical enchantments, so they make sense. Figurines now have limited times of use. But a stray dog or cat buffs you in all combats and is completely invincible? I can't logically explain that. In fact, in a realistic sense, I think these fragile animals can become a distraction in combats and you might even accidentally tread on them. In comparison, how conjurers' familiars work is more logical. They are fragile, they can attack and be attacked, and they can die in combats. With enough being said, here are some ideas that could make this thing more logical: Revamp pet buffs and make them work only outside of combat. In other words, their buffs would be combat-unrelated. That would make their invincibility fairer because they don't aid you in combats anyway. Change pets to some kind of magic elements similar to D&D's ioun stones. This approach can save the logic about why a fragile animal is invincible. Make the pet system itself a raising sims. That is, you raise a pet and see it growing up and becoming stronger. And it also serves as a loyal companion aiding you in combats. Though the idea of animal companion kinda overlaps with Ranger's animal companion. Again, I'm not saying the current pet system is bad and really needs a change. Not using the pets only makes the game a little bit more challenging, if noticeable. I'm just bringing up a few ideas that could possibly make it more logical.