Jump to content

Elerond

Members
  • Posts

    2622
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Elerond

  1. Sad ending of PC that can't cure their condition, because they decided not to trust certain person:
  2. ...someone that is not you, I suppose? How do you think that I know that is option that you can choose and what choosing that option will bring?
  3. If somebody wants to absolute evil bastard then promise to all the gods that you will do as they ask with souls and then choose one of the options that don't fulfill any of those promises and see Dyrwood suffer like nothing ever before.
  4. Yess nerf the uber op classes, Paladin, Ranger, Monk !! Nerf them to the ground .. Wait ... what ?! If there is bugs behind game mathematics, then those should be fixed and then classes effected by should be checked and re-balanced if there is need, because if mathematics don't as developers intent then it is much harder for them to make corrections in game balance. Buffing of classes you mentioned (ok not monk as they are seen as quite good class by many) has been asked by quite lot already.
  5. It is said in game that being awakened and watcher means that you eventually lose control of yourself over your past lives and you can't do anything to prevent that. It don't mean that you lose your mind, even though it seem like that for other people. Being awakened is not that bad and it seem not to be that uncommon in Eora, like for example Aloth is awakened, but he don't have same problems that you have even though his past self takes over sometimes. It is also hinted that Aloth is somewhat special case. Also Thanos is awakened and he seems to be able to work normally, although some people would argue that he is bat **** crazy. Watcher is ability to see past lives of others and in some case experience them by yourself, end game also implies that with enough power watcher can manipulate souls and even destroy them at will. Through the game PC seems first to be bit disoriented by their ordeals and only seek to make sure that they are OK, but when PC learns more and experiences more (especially dreams that aren't shown or told always to player) they start to get worried over their condition, and this is not helped by fact that most entities that have some knowledge about your condition seems to think that you are doomed and many even say that there is no cure, which seems to drive PC become more determined to find Thanos, which is probably also influenced by PC's past life as inquisitor and past life's relationship with Iovara. Although depending on what PC does these things aren't portrayed to player in most clear ways and this was not helped by some bugs that made it possible to PC to skip over some storyline in way that isn't logical or coherent and in some cases possibility to multiple choices in same plot point which made especially Journal look bit weird.
  6. There is transparency in the maps, as you can see your characters through any map object that obscures them. I would guess that they actually use transparency/alpha layering to make it so that characters appear to be behind objects on map even though they actually walk over them. But I admit that transparency of object could benefit from tuning bit so that you see your characters clearer or they could but transparency slider in options so that players can tune it themselves to fit their tastes. Pre-rendered backgrounds make it too time and resource consuming to produce maps where you can turn camera, when we speak games that use axonometric projection and have hand finished maps, even though you could argue that it is technically possible.
  7. Supposed to be. The "No Bad Builds"-thing never gets old. There is bad builds, but all combinations that you can do in character creation are viable with right builds. Which of course don't mean that they are equally good, but there will not be situation where you find that your character is just useless. In this game like in games that it's inspired by itemizations is most important thing for character build, and character's stats, abilities and talents are just used to optimize build, so if you want optimal build of some sort then stat distribution in character creation will lock you down in certain path (only difficulty level that needs heavily optimized characters is Path of the Damned, but of course optimized characters will make game easier on lower difficulty levels too) and not picking right abilities and talents can destroy your build in sense that you don't get most optimal build. Every single class has it optimal roles in the party and it could be argued to end of world which class is most optimal for certain role as people's opinions, experiences and tastes are quite different in these matters. Although in some cases you can use mathematics to so that at least certain situation certain classes are just better than others. And of course if you don't build character towards certain role they are usually bad in it regardless how optimal that role is for that class. If you don't have deep knowledge about mechanics behind PoE following roles are probably most safest picks for the classes. Fighter: Pure tank/Tank DPS Monk: Tank DPS Barbarian: Tank DPS Paladin: Support Tank Chanter: Support tank/pure support Priest: Pure support Wizard: DPS CC Druid: DPS CC Rogue: Ranged DPS/Melee DPS Ranger: Ranged DPS Cipher: Ranged DPS/DPS support So in short: There are builds that are bad when you count all aspects that go in the build, but you aren't able to screw yourself too much over in character creation, except if you play in PotD difficulty, OPs Paladin build at least stats wise should work in PotD. I wouldn't recommend playing game in PotD difficulty if you want focus on story aspects of the game, because it emphasis combat so much more over other aspects of the game.
  8. Especially on time when they try to build their new official canon. Maybe after all the movies in new trilogy has been released and their tv series Rebels has run its course they probably could be willing to let people to produce products based on Legends' stories. Although in that point I don't know I anybody would be anymore interested of such instead of new game series that would be counted as part of official canon.
  9. It seems that in critics all damage modifiers are added together before they are used to multiply weapon's base damage. Because I my character with might 10 and with no talents or abilities that influence damage that weapon does, using superior sabre with +0.5 critical damage multiplier can do less damage [32.1] with critic than double of minimum damage shown in weapon profile [weapon profile shows 19-28] (which shows weapon damage bonus from superior enchantment already added in it) 19*(1+0.5+0.5) = 38 (13*1.45 = 18.85 -> 18.85 * (1+0.5+05) = 37.7) 13*(1+0.5+0.5+0.45) = 31.85 I think that they should change Battle axes to two handed weapons, because then it would differentiate them better from other weapons, because there is no slash only two handed weapon and its critical multiplier bonus would make them in same way special as reach for pikes and longer interrupt time for morning stars (they probably would become weapon of choice for hard hitter melee rogues). Now they are somewhat weaker version of sabres.
  10. Any single one, you can even buy every single item in the game and enchant all of them, okay not really because you run out ingredients, but you have enough money to do it, although this may have changed as they changed how much merchants that give you discount pay for items that you sell them. But for example I had over 300k coins in one point of the game after I had upgraded stronghold to max, and then I bought all the ingredients that I found and I still had over 150k, and then I used them to make potions, foods, scrolls and enchant my weapons and armors until I run out of ingredients and I still had over 50k coins. Biggest problem is usually that you run out quite fast some ingredients that let you do superb enchantments.
  11. She murdered a lot of people because they endangered her Hort. I mean how would you react if armed looters stormed into your Child's Room? She was the one who invaded the place, though. It is called active self defense in this days, she just did preemptive attack to ensure safety of her family
  12. Target 1 Slash DR 7 Fire DR 12 Hit rol hit : Hatchet with DR bypass 3 and burning lash Total Final Damage: 19(18.8 ) Slash Original Damage: 18.4 Damage after DR: 14.4 Burn damage: 4.4 Formula's prediction for burn damage before DR: 0.25 x 18.4 = 4.6 Formula's prediction for DR against burn damage: 0.25 x 12 = 3 Formula's prediction for realized burn damage: 4.6 - 3 = 1.6 Formula's prediction don't match with reality Hit roll Hit: Hatchet with DR bypass 3 and burning lash + flames of devotion + intense flames Total Final Damage: 35(34.6) Slash Original Damage: 18.3 Damage after DR: 14.3 Burn damage: 20.3 Formula's prediction for burn damage before DR: 18.3 x (0.5 + 0.25 + 0.25) = 18.3 Formula's prediction for DR against burn damage: 0.75 x 12 = 9 Formula's prediction for realized burn damage: 9.3 Formula's prediction don't match with reality. Target 2 with Slash DR 10 Fire DR 8 Hit roll graze: Hatchet with DR bypass 3 and burning lash Total Final Damage: 3 (3.1) Slash Original Damage: 9.6 Damage after DR: 2.6 Burn damage: 0.5 Formula's prediction for burn damage before DR: 0.25 x 9.6 = 2.4 Formula's prediction for DR against burn damage: 0.25 x 8 = 2 Formula's prediction for realized burn damage: 0.4 Formula's prediction don't match with reality, but result is close Hit roll Hit: Hatchet with DR bypass 3 and burning lash + flames of devotion + intense flames Total Final Damage: 24(23.6) Slash Original Damage: 18.1 Damage after DR: 11.1 Burn damage: 12.5 Formula's prediction for burn damage before DR: 18.1 x (0.5 + 0.25 + 0.25) = 18.1 Formula's prediction for DR against burn damage: 0.75 x 8 = 6 Formula's prediction for realized burn damage: 12.1 Formula's prediction don't match with reality, but result is close Target 3 has Slash DR 10 and Fire DR 7 Hit roll Hit: Hatchet with DR bypass 3 and burning lash Total Final Damage: 14 (13.6) Slash Original Damage: 17.9 Damage after DR: 10.9 Burn damage: 2.7 Formula's prediction for burn damage before DR: 0.25 x 17.9 = 4.475 Formula's prediction for DR against burn damage: 0.25 x 7 = 1.75 Formula's prediction for realized burn damage: 2.725 Formula's prediction matches with reality in precision used by combat log. Hit roll Hit: Hatchet with DR bypass 3 and burning lash + flames of devotion + intense flames Total Final Damage: 31 (31.3) Slash Original Damage: 21.8 Damage after DR: 14.8 Burn damage: 16.5 Formula's prediction for burn damage before DR: 21.8 x (0.5 + 0.25 + 0.25) = 21.8 Formula's prediction for DR against burn damage: 0.75 x 7 = 5.25 Formula's prediction for realized burn damage: 16.55 Formula's prediction matches with reality in precision used by combat log. Target 4 has 14 Slash and Fire DR Hit roll hit: Hatchet with DR bypass 3 and burning lash Total Final Damage: 7 (6.6) Slash Original Damage: 16.9 Damage after DR: 5.9 Burn damage: 0.7 Formula's prediction for burn damage before DR: 0.25 x 16.9 = 4.225 Formula's prediction for DR against burn damage: 0.25 x 14 = 3.5 Formula's prediction for realized burn damage: 0.725 Formula's prediction matches with reality in precision used by combat log. Hit roll Hit: Hatchet with DR bypass 3 and burning lash + flames of devotion + intense flames Total Final Damage: 21 (21.5) Slash Original Damage: 21.5 Damage after DR: 10.5 Burn damage: 11.0 Formula's prediction for burn damage before DR: 21.5 x (0.5 + 0.25 + 0.25) = 21.5 Formula's prediction for DR against burn damage: 0.75 x 14 = 10.5 Formula's prediction for realized burn damage: 11.0 Formula's prediction matches with reality in precision used by combat log. Target 5 has 0 Slash and 5 Fire DR Hit roll hit: Hatchet with DR bypass 3 and burning lash Total Final Damage: 17 (16.5) Slash Original Damage: 12.7 Damage after DR: 12.7 Burn damage: 3.8 Formula's prediction for burn damage before DR: 0.25 x 12.7 = 3.175 Formula's prediction for DR against burn damage: 0.25 x 5 = 1.25 Formula's prediction for realized burn damage: 1.925 Formula's prediction don't match with reality. Hit roll Hit: Hatchet with DR bypass 3 and burning lash + flames of devotion + intense flames Total Final Damage: 43 (43.5) Slash Original Damage: 18.2 Damage after DR: 18.2 Burn damage: 25.3 Formula's prediction for burn damage before DR: 18.2 x (0.5 + 0.25 + 0.25) = 18.2 Formula's prediction for DR against burn damage: 0.75 x 5 = 3.75 Formula's prediction for realized burn damage: 14.45 Formula's prediction don't match with reality. Targets 1 and 5 whose results are those that don't match with formula's predictions in any way both have Scion of Flame talent, which seems to make character having it take quite lot more burn damage than what they should. And because target 1 was also in my Lead Spitter test, which probably explains unexplainable results in that test too. EDIT: So I would say that there is bug, but it is not in Flames of Devotion but in Scion of Flame talent
  13. I tested Lead Spitter with burning lash, exceptional, and Slaying(kith) enchantments: Characters used in testing: Paladin with flames of devotion and intense flames and no other abilities, talents or items that should play factor in this. Flames of Devotion description is +50% +25 burn damage Fighter with weapon specialization ruffian and confident aim, no other abilities, items, or talents that should play factor on this. First test target has Piercing and Burn DR 12 (11.8 for pierce and 12 for fire in combat log) Lead Spitter damage with burning lash (roll was hit) - done by fighter Original Damage: 18.2 Damage after DR: 13.5 Burning lash damage: 4.3 (18.2*0,25 - 12/4 = 1.55, which don't match with this result | 18.2*0.25 - (12-7)/4 = 3.3, which don't match with this result | (18.2*1.25 - (12-7))/4 = 4.4375, which don't match with this result) Lead splitter damage with burning lash and flames of devotion + intense flames DR Bypass 7 (roll was hit) - done by paladin Original damage: 12.9 Damage after DR: 8.1 Burning damage 11.9 (12.9*0.50 + 12.9*0.25 + 12.9 * 0.25 or shorter 12.9 - 12*0.75 = 3.9, which don't with this result | 12.9 - (12-7)*0.75 = 9.15, which don't fit with result | 12.9*2 - 12 = 13.8, which don't fit with the result) Lead splitter damage with burning lash and DR Bypass 7 (roll was hit) - done by paladin Original damage: 14.1 Damage after DR: 9.4 Burning damage: 2.7 (14.1*0,25 - 12*0.25 = 0.525, formula don't match with this result | 14.1* 0.25 - (12-7)/4 = 2.275, don't match with this result) Second test target has DR 21 against pierce and DR 16 against burn Hit roll graze Graze was done with Lead Spitter (DR bypass 7) with burning lash and Flames of devotion + intense flames - done by paladin Original Damage: 9.1 Damage after DR: 1.8 [Min] Burn damage: 0.5 (9.1 - 16*0.75 = -2.9, formula don't match with the result) Hit roll hit Graze was done with Lead Spitter (DR bypass 7) with burning lash and Flames of devotion + intense flames - done by paladin Original Damage: 10.7 Damage after DR: 2.1 [Min] Burn damage: 1.4 (10.7 - 16*0.75 = -1.3 formula don't match with the result) Hit roll hit Graze was done with Lead Spitter (DR bypass 7) with burning lash and Flames of devotion + intense flames - done by paladin Original Damage: 12.2 Damage after DR: 2.4 [Min] Burn damage: 2.1 (12.2 - 16*0.75 = 0.2 formula don't match with the result) Hit roll graze Graze was done with Lead Spitter (DR bypass 7) with burning lash - done by paladin Original Damage: 8.2 Damage after DR: 1.6 [Min] No burning damage (8.2*0.25 - 16*0.25 = -1.95, formula matches with the result) Hit roll graze Graze was done with Lead Spitter (DR bypass 7) with burning lash - done by paladin Original Damage: 9.2 Damage after DR: 1.8 [Min] No burning damage (9.2*0.25 - 16*0.25 = -1.7, formula matches with the result) Hit roll hit Graze was done with Lead Spitter (DR bypass 7) with burning lash - done by paladin Original Damage: 13.4 Damage after DR: 2.7 [Min] No burning damage (13.4*0.25 - 16*0.25 = -0.65, formula matches with the result) Hit roll graze Graze was done with Lead Spitter (DR bypass 7) with burning lash - done by fighter Original damage: 12.5 Damage after DR: 2.5 [Min] no burn damage (12.5*0.25 - 16*0.25 = -0.875, formula matches with the result) Hit roll graze turned hit by confident aim Graze was done with Lead Spitter (DR bypass 7) with burning lash - done by fighter Original damage: 16.2 Damage after DR: 3.2 [Min] Burn damage: 0.0 [combat log shows + 0.0 burn damage instead of not showing anything like in no burn damage hits] (16.2*0.25 - 16/4 = 0,05 formula should show 0.1, but maybe there is problem in rounding somewhere) So it seem that according these in game results that formulas 0.25x original damage - 0.25 x target's fire DR and 1 x original damage - 0.75 x target's fire DR don't predict correctly results for lash damage that are done with using Lead Spitter, if I didn't blundered something in my calculations.
  14. That makes FOD really bad on Blunderbusses. I would say that way they do the mathematics makes flame of devotion better with blunderbusses, because as far as I know their mathematics with DR by pass goes (Original DR - DR bypass) * 0.25 for lash damage. For example in case DR 13.5 and DR bypass 4 (which is bypass that blunderbusses have at default) DR would be (13.5-4)*0.25 = 2.375 Damage range would be 6*0.5 - 9*0.5 = 3-4.5 So final damage would be (3-2.375) - (4.5-2.375) = 0.625-2.125 (rounded in some way probably 0.6-2.1) If it was calculated like any other damage DR would be 13.5-4 = 9.5 Damage range would be 6*0.5 - 9*0.5 = 3-4.5 So final damage would be (3-9.5) - (4.5-9.5) = 0 - 0 with minimum damage 3*0,2 - 4.5*0.2 = 0.6-0.9 [minimum damage is not currently applied in lash damages as far as I know] If it was calculated as damage multiplier which result is halved before damage reduction DR would be 13.5-4 = 9.5 Damage range would be 6*1.5*0.5 - 9*1.5*0.5 = 4.5-6.75 So Final damage would be (4.5-9.5) - (6.75-9.5)* = 0 - 0 with minimum damage 4.5*0.2 = 0.9 - 1.35. [minimum damage is not currently applied in lash damages as far as I know] Although If it was calculated as damage multiplier and result is halved after all the reductions it would offer better results, but only if min damage was applied, which is not currently case with lash damage. DR would be 13.5-4 = 9.5 Damage range would be 6*1.5 - 9*1.5 = 9-13.5 So Final damage would be (9-9.5)*0.5 - (13.5-9.5)*0.5 = 0 - 2.25 with minimum damage 9*0.5*0.2 = 0.9 - 2.25. [minimum damage is not currently applied in lash damages as far as I know] Normal damage to blunderbusses in this scenario is following DR would be 13.5-4 = 9.5 Damage range would be 6-9 So Final damage would be (6-9.5) - (9-9.5) = 0 -0 with minimum damage 6*0.2 - 9*0.2 = 1.2-1.8 So if devotion would add just half of done damage then it would be (1.2+0.6) - (1.8+0.9) = 1.8 - 2.7 And I devotion would add half damage before DR it would be in other words it was 1.5x damage multiplier (9-9.5) - (13.5-9.5)= 0 [1.8 with min] - 4 Now total damage that blunderbusses do with flames of devotion in this scenario is (1.2+0.625) - (1.8+2.125) = 1.825 - 3,925 [which is quite close to case where flames of devotion is just 1.5x damage multiplier]
  15. I didn't really care about Leaden Key and their plots in one way or another on my first playthrough until they decided to destroy everything that I had carefully build up in Defiance Bay after that point there was only one thing that I wanted to do and that was to kill every single one of them especially their leader, just because their actions made me feel that I had wasted tens of hours of playtime.
  16. There is no precise location where you can find them I think, as I think that they are their random items list where they generate loot to some containers in world. And with those items there is possibility that you don't find any them during one playthrough and then on next playthrough you can find 2 or even 3 copies of them.
  17. Larian counted their budget/expenses in euros. They had ~4 millions euro, 3 of their own, 1 from Kickstarter. I'm not sure how much that would be in dollars. I certainly hope PoE will do at least as good as D:OS, if only to see the sequel. It is bit over 5 million dollars with exchange rates during development of D:OS , now it is about 4.33 million dollars, as euro has weakened during last autumn and beginning of this year compared to dollar. They only got about 1 million dollars from KS.
  18. My guess is that it's an easy-to-implement feature introduced to make it possible for players to change their portraits in order to take advantage of newly added portraits. Different people work on different stuff. You can't have everyone working on the AI all at once. Also, the AI in the game is crummy, but there's actually much more important systemic issues to address. But I'm sure someone is working on the AI, too. So it's not so much a matter of priority as much as a matter of reality. Crappy AI seems commonplace in computer games. I'm guessing good AI is one of the more difficult things to implement. Good AI is extremely hard to implement and more complex game and it mechanics are harder it is. Game AI programming is also somewhat different from your typical computer AI programming as you want make AI so that it gives illusion that it does it best to win player even though in reality you don't really want it to be better than the player, which is usually quite hard as players usually can see where AI does stupid moves and they can exploit those moves to win the AI, which usually causes players to lose all illusions that AI is actually smart.
  19. When market often rejects those developers and publishers that take risks and rewards those who don't it will lead situation where those who put most money in the game will take least risks, as it is best way to guarantee that game will produce profits. I just hope that relatively good success of recent higher profile RPG's (Divinity Original Sin, Wasteland 2, Dragon Age Inquisition, Pillars of Eternity, Bloodborne and hopefully Witcher 3) will lead situation where those with money see RPGs as safe option and start produce more of them.
  20. Um.... not even friggin' close, dude. Like.... just no. It's #10 on the Top 10. And only title that it ever held was highest funded game in Kickstarter, mantle that it lose few months later for Torment Tides of Numenera, which lost it for Exploding Kittens card game.
  21. Drakensang and it's prequel use The Dark Eye -rpg system. Which has climbing health (if you mean that you get more health during level ups), although it also has wounding system that allows killing high health character's without need to take characters vitality to zero. I don't remember if Drakensang had some alternations for this system. I am also little confused about OP's message, as PoE don't use D&D, even though it uses lots of similar mechanics. And most of the D&D games that come out after NWN were already in production before it come out or they were add-ons to NWN. Although there were NWN2 and Dungeons & Dragons Online several years later.
  22. There is are at least 5 uses of culture of Ruatai (Not Rautai like it is written in strategy guide and wiki Guidebook volume 1, I am not sure how it effects in game checks with characters that have selected Rautai or Ruatai culture option) in Kana's conversation file
  23. You can find shields with following special enchantments Bashing: Grants bash (1 large shield) Vigilance: 10% of incoming hits are covered to grazes (1 large shield) Safeguarding: +10% of incoming Crits coverted to Hits (1 large shield) Preservation: +10 Defense while Stunned, +10 Defense while Prone (1 large shield and 1 small shield) Harbinger: Grants Harbinger. (Passive: Foe AoE: -3 Accuracy over 3 sec vs. Will) Area of Effect: 2.5m Radius (base 2.5m) from Caster, Effects: Foe AoE: -5 Accuracy for 3 sec (1 medium shield) Minor Spellbind: Winter Wind: Grants Winter Wind. Area of Effect: Length: 10.0m (base 10.0m) 60° Cone, Interrupt: 40 (Average) Effects: AoE: 30-50 Freeze, 5.0m Push vs. Fortitude +10 Accuracy) (1 medium shield) Herald: +5 All Defenses (two small shields) Retaliation: Retaliate when hit by a Melee Attack (1 small shield) Reflection: Ranged Grazes reflected back at attacker (1 small shield) 1 Small shield is only shield that has more than one special enchantments. Enchantments are from strategy guide, so there is possibility that enchantment in game does something else than what is stated above . In my opinion Herald, Retaliation, Bashing and Vigilance are best enchantments. Herald: because +5 to all defenses that stacks with deflection bonuses from shield is just nice. Retaliation: Free hits are always nice Bashing: Gives you ability to get shield bonus and faster hit rate of two weapons and it seems to get accuracy bonus from shield quality enchantment, but damage is weak, which lessens it usefulness quite lot in end game. Vigilance: Is nice for those who don't buff their deflection in absolute maximum, but instead take some offensive abilities and talents. In my opinion Little Savior is probably best shield in the game as it has superb quality enchantment outright and it has Herald and Preservation special enchantments. But to subject of topic, I think bashing enchantment make shield quite good, even though its effectiveness suffers somewhat in end game, but in beginning and middle of game especially if you use hatchet it usually rises amount of damage that your tank can deal, of course this depends quite lot on build of the tank.
  24. Spears are better against enemies with high DR and rapiers against enemies with no DR or low DR. Although rapiers become better again against those enemies that have high enough DR to make you only to do minimum damage. Spears are in peasant weapon focus section with quarterstaffs (two handed, 14-20 crush, reach, slow), hatchets (+5 deflection, 9-13 slash, fast) and hunting bow (ranged, 9-14 pierce, fast), unarmed. Rapiers are in noble weapon focus section, where there is also daggers (slash, +5 accuracy, fast, single handed), maces (3 DR bypass, 11-16 crush, single handed, average), scepters (ranged, fast, 11-16 crush/slash) and rods (11-16 pierce/slash, ranged, fast). So in most part secondary weapon options are better for rapier than spear. There are pretty good unique rapiers and spears in the game. Sword of Daenysis - 1.2 x speed and rending [5 DR bypass]) Vierina’s Leaves - 1.2 x damage against prone, stunned and flanked enemies has also superb enchantment outright) Cladhalíath - enchantments depend on your choices but some combinations are pretty good. The Vile Loner’s Lance - Disorienting (-5 to all defenses for 5 seconds on hit) Danulya - 1.2 x attack speed So I would probably choose double rapier (double mace, dagger+mace or rod/scepter) because its secondary weapon options, but double spear+ quarterstaff combination is also quite good.
×
×
  • Create New...