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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. In reality, calculating the armour and merely its changes in this latest beta compared to earlier looks like this: Something wrong here? Definitely, but Aarik also added the following under the spoiler: So what they meant is that Armored Grace value was nerfed from 0.20 to 0.10. Or to be more exact, it goes like this: Base values: - Heavy Armor : x0.645 Recovery Speed (same as +55% Recovery Time) - Medium Armor: x0.740 Recovery Speed (same as +35% Recovery Time) - Light Armor : x0.833 Recovery Speed (same as +20% Recovery Time) Beta 2: Armored Grace was adding +0.2 Recovery Speed back: - Heavy Armor (with AG): x0.845 Recovery Speed (or +18% Recovery Time) ((55-18) / 55 = 0.67 -> AG removed 67% of Armor Recovery Penalty) - Medium Armor (with AG): x0.940 Recovery Speed (or +6% Recovery Time) ((35- 6) / 35 = 0.82 -> AG removed 82% of Armor Recovery Penalty) - Light Armor (with AG): x1.000 Recovery Speed (or 0% Recovery Time) ((20- 0) / 20 = 1.00 -> AG removed 100% of Armor Recovery Penalty) Beta 3: Armored Grace is adding +0.1 Recovery Speed back: - Heavy Armor (with AG): x0.745 Recovery Speed (or +34% Recovery Time) ((55-34) / 55 = 0.38 -> AG removed 38% of Armor Recovery Penalty) - Medium Armor (with AG): x0.840 Recovery Speed (or +19% Recovery Time) ((35-19) / 35~= 0.45 -> AG removed 45% of Armor Recovery Penalty) - Light Armor (with AG): x0.933 Recovery Speed (or +7% Recovery Time) ((20- 7) / 20 = 0.65 -> AG removed 65% of Armor Recovery Penalty)
  2. I'd love to see armour and penetration looked at a bit more as well. It's been improved, but high penetration is still king, and speaking of king, it seems a no-brainer to give almost any kind of character heavy armour now, given the slower recovery and the still slow spellcasting. Oh, I almost forgot - related to UI feedback somewhat: The way for us players to relatively easy understand and estimate how much damage we're going to do is almost closed, unless we have at least a Maths Master Degree, and this goes for a few other game system calculations as well. MaxQuest has been really helpful shining a light on this, but light doesn't make them transparent. I reckon, some simplification and super-good in-game UI feedback is in order (even in-combat?). The new and armour penetration system has one thing going for it - it's actually simple and easy to follow in itself, with simple, low integers, but otherwise, we're stuck with all these percentages. Are they additive, multiplicative, or just darn too darn confusing? Sometimes, it is so complex that I get the feeling that not even (all) the devs know how it works. Example: "Armor Recovery Penalty changed across all three armor types Heavy Armor changed from 67% to -38% Medium Armor changed from -82% to -45% Light Armor changed from -50% to -30%" From the latest beta patch update. What the...? Or the by the devs often mixed up %-duration and %-speed, see this thread: https://forums.obsidian.net/topic/95813-few-ranged-weapon-typesmodals-bugs/
  3. For the first time now, with this latest Feb 1 patch, I'm doing an entire beta playthrough with AI customization on all my characters, including my main, and wow. It's absolutely fantastic if you feel like not micromanaging after say 5 or 7 playthroughs. I'm pleasantly surprised. The art team has already been praised, now it's time to praise the programmer(s) that set this up for us. Thank you, dear code monkey(s)! EDIT: One word of warning, though, that mercenary wizard had a wall of fire in her grimoire, and let's just say that the AI don't understand that you shall not stand in the fire and fight. It will actually self-destruct the entire party this way.
  4. This sound wasn't included before as far as I can recall. It doesn't fit the mood at all. If my party's out about in a jungle, or crouching near a desert cliff, or down a dank crypt, and then I see that crackling fire image, only to hear bells tolling... Please, remove this sound from the resting process. You won't regret it.
  5. While the ghosts themselves do not, their weapons cast shadows onto the desert sand. Pretty spooky for some reason, especially since they are not even ethereal, but solid floating poltergeist wpns, but hardly the intention here. Plus some praise: The new ghost spawn sound is much better, and you see the ghosts more clearly now. More ghosts on level 2: Sadly the old überloud ghost spawn sound is in effect here. But the good news is that the weapons are now ghostly ethereal as they should be, so someone forgot to set a flag somewhere for that Ruins desert.
  6. Look carefully at the image above, the fight's over some minute ago in real time, but my Votary just keeps attacking a fallen enemy. Thankfully, I could save while doing this. It gets worse. Moving on to the next encounter right nearby, literally to the right on the ruins exterior map, no single character in my party can attack. It doesn't matter, what I select, nothing happens. They remain passive, but their programmed combat twitch responses trigger, so Milla, my Votary here, dispassionately swings her battleaxe backwards now and then. This time, I had no AI active, so cleverly I thought I had solved it when I had all of my characters auto AI on these enemies, and my party members started doing their things, casting spells and so forth, but as soon as my main character swung her first attack the entire game crashed on me! This was the first fight in this playthrough, and then the second. I had just forgotten to level up the priest. A reload took care of it all - everything looks cool, but pretty bad bug.
  7. I feel so strong about this, so *BUMP*... There!
  8. This is so true! I was on the verge of reporting it as a bug immediately, but restrained myself. I now regret it. Please remove this feature, and that arrow hovering in the upper left bug me so much.
  9. For reference, the second level spells UI on a pc using Steam, it displays normally with the latest patch.
  10. @Cheston: That would be good news, as I max out STR for this build of mine.
  11. Did you use St. Ydwen's Redeemer to redeem it rightly? How could I not? It wouldn't have been reverential otherwise, kind wayfarer. She's protecting so much more than Dyrwood: games and their patches as well.
  12. @Salinger: I was equally perplexed by this. See my post from another thread above.
  13. Just for reference. I used the very same boots in this latest patch, and everything in my case worked like a charm. I do love the Leap effect.
  14. In the new detailed report of changes in this beta patch, it says: "Carnage's damage attribute is now Strength." What was it before? And can someone explain this? "Armor Recovery Penalty changed across all three armor types Heavy Armor changed from 67% to -38% Medium Armor changed from -82% to -45% Light Armor changed from -50% to -30%" IIRC, this aren't even the correct old recovery penalty percentages?
  15. I didn't just redeem this game on Steam. I reverentially redeemed it.
  16. Throw the letters around, and given her greenish hue, the name Kermi', should come as no surprise.
  17. Come on, folks. The Deadfire archipelago is hot and humid, this doesn't help any facial skin conditions you might have. And all the adventuring, salty winds and lack of bathhouse amenities, make these even worse. These faces may be the most realistic faces ever seen in a CRPG.
  18. Barra, Wood Elf: "Are you calling me sick? Am I repulsing you with my facial markings?" *Her only eye showing's twitching, and she's fingering on one of her wands.*
  19. Let's ask my barrage witch about that: "Does it?" "Peace, love and melting!!" *Said with wide pupils*
  20. Owww, the dreaded Inanimat!!!
  21. ^What Boeroer said! I'm also beta testing in Classic mode for the most part.
  22. And where's the creativity? I have a ship and presumably a skiff. I have lots of bombs and explosives in my stash. How come I can't stuff that skiff with some of them, and then when a ship approaches, it'll get blown to kingdom come?
  23. For instance, on the map of the broodmother, I could see the broodmother map marker on top of the hill when I hadn't been there, never explored it, and the area was otherwise dark. This is pretty bad and spoiling.
  24. I nearly always use the mercenaries as they are in the beta (They are all single class), and when you reach level 9, which is max in the beta, I can review the combat log and simply see that my single class fighter and my single class rogue performs pretty well, whereas the mercenary priest simply is some sort of buffer/debuffer and mage, despite all those spells picked, is the worst. This is still true in the current new beta.
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