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Sensuki

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Everything posted by Sensuki

  1. In this video, it appears that Psychic Blast is a ray spell with a long range that hits any units in it for a fair amount of damage, and also dazes them. Since this is a psychic ability, it doesn't really make sense for it to be an ability that hurts allied units - as that would fall more in line with the psychic stuff the cipher has. It also does whopping damage (it might be raw damage). I've been repeatedly testing this fight trying to reproduce bugs, and I've seen crits for up to 96 damage with it on characters in plate armor. Seems a bit much. I've also noticed that he randomly uses the ability. Sometimes he does and sometimes he doesn't. Seems like something he probably should more often.
  2. When a friendly unit is dominated and is engaged by another friendly unit and the dominate ends while they are still engaged, engagement does not properly end. The friendly units can move away, but if the previously dominated unit moves, they will suffer disengagement attacks from the friendly units that they are invisibly engaged by on the data side. Expected Result: Engagement should properly end after Dominate ends.
  3. In this video it appears that the Wall of Flame spell only does one tick of damage against the units that were in the AoE when the spell was cast, units that move into the spell take no damage. I need to do some further testing isolated testing on this spell, however.
  4. Expected Result: I'm not sure if the game uses the FPS of the video when it plays this full screen, but it seems like it shouldn't - like my computer doesn't run at 24FPS when I'm watching an mkv file.
  5. Lucky I tested for it tbh, this would have sucked on release. Props to ushas for finding a worst case scenario.
  6. I don't think that's right because two stilettos doesn't do that much damage. You try using two stilettos and then using like two maces - huge difference, and the only reason you're winning at all with the Stilettos is the broken interrupts. oh right, not actually in seconds - that's probably why. @roguelike what formulas are you using for that data? can you post your base values and stuff
  7. Random Exceptional weapon sometimes and no weapon other times .... WTF
  8. Yeah there's a lot more randomized loot than I thought there would be. It is disappointing. However, fixable.
  9. This is somewhat of an answer https://www.youtube.com/watch?v=zCjQqKCLkis
  10. Well the thing is - if the container didn't promote save scumming in the first place, there wouldn't be an inclination to do it.
  11. It's all good - my thread was never acknowledged, so why knows, you might get a cRichards reply of "this has been fixed in our current build" or something.
  12. It used to be like that then a backer requested it be changed, and so it was. It would be fair enough if they had options for both, but I don't think they will at least on release.
  13. I didn't like how in Icewind Dale you had to save scum chests to get the item you wanted. I hope in this game that if an item does not spawn in said chest, it spawns somewhere else. Seems like it's worth save scumming every container if there are gonna be differences of up to 600cp+ every time ...
  14. Crossbow and Pistol balance Three minor Lle A Rhemen issues Regressed Issue: camera position not remembered on save/load Loot list / container issues Opening the Area Map causes character shadows to glitch
  15. Expected Result: should not affect character shadows
  16. Another Dracogen chest Seems like many containers just have an entry from the same loot list, and random do and don't give certain item types. I'm not a fan of random container loot (and I'm absolutely sick of it in modern games), but can you please normalize the item types you get from the containers.
  17. It was probably added to tune down Arquebus crits or something. I don't mind guns not getting as good crits, pistols just need better damage or something.
  18. Now for another prominent container in the game - the locked chest in Dracogen Inn Level 2 Attempt #1: Mace (5cp) + Potion of Minor Recovery (60cp) + 391 cp = 456cp Attempt #2: Battle Axe (5cp) + Scroll of Revival (100cp) + 295 cp = 400cp Attempt #3: 55 Silver Fenning = 330cp Attempt #4 Hunting Bow (5cp) + 195 cp = 200 cp Attempt #5: 230 cp Attempt #6: Crossbow (10cp) + 183 cp = 193 cp With six attempts, you are given loot of random value between 193cp (or less) and 456cp+. Sometimes you get a weapon. Sometimes you get plain gold. Sometimes you get a weapon, a consumable and gold. Very inconsistent. For this one, I would say that you should always get a random consumable, and always get a standard quality weapon.
  19. This was fixed in v392, but has regressed in v435 Camera position should be remembered upon save load (along with which party members were selected).
  20. Attempt #5 Padded Armor (40cp) and 2 Peridots (2x50cp) = 140cp Attempt #6 Jackpot Fine Mail Armor (240cp) and 1 Peridot (50cp) = 290cp This approach to loot encourages save scumming until you get the best result, so I would recommend normalizing containers so that you don't have cases where you randomly don't get any armor, or randomly get different qualities of armor - at the very least.
  21. Attempt #3 Padded Armor (40cp) and 1 Peridot (50cp) = 90cp Attempt #4 Two Peridots (2x50cp) = 100cp
  22. Loot container in Lle A Rhemen southernmost hallway loot can be of random value between 50cp (one gem) to ~300cp+ (two gems and a fine suit of armor) - this is incredibly wonky to me, and even worse than Icewind Dale with it's save-scum promoting loot. I haven't properly tested other containers in the beta, but I think I will now, after encountering this issue. I will save scum my save in this corridor to produce the optimal loot. Attempt #1 Brigandine (60cp) and two Velunes (2x65cp) = 190cp Attempt #2 1 Velune (65cp) = 65cp
  23. Vithrack - selection circle size could be the same as a party member or a bit bigger, nooooo idea why their selection circles are that wide.
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