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Bug Cannot pick up loot in Ondras Gift
Doppelschwert replied to Pium's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It is well known. Currently you cant loot during the night in ondra's gift. If you forward to daytime (by resting or travelling) you can loot them and complete the quest. Seems like the next patch will have this fixed as well. -
I'm not sure if this was an issue before, but novices suffering (henceforth NS) seems malfunction in a lot of calculations so the talent is much much weaker than it should be. As suggested by Andrea Columbo in another thread, I think the problem is that the bonus damage does not count as base damage but instead as a modifier that is added at the end of damage calculations and may even be surpressed. I'm running a party of all "martial artists" at the moment, that is, everyone is using this talent and their fists as weapons. So far, I thought I just suck at PotD since it's my first time on that difficulty and my damage output seems really low compared to hard difficulty, but checking the combat log revealed that there is something wrong behind the scenes. I'm doing way less damage than I'm supposed to in some instances, in particular my rogue. So far, the following seems off: 1) Weapon Specialication: Peasant (Fighter) does not work at all, but works on other weapons from the group. Nothing about being surpressed is shown, but the effect itself is not shown in the status summary either. 2) Damage Calculation is somehow off. My Rogue has 16-20 base damage: According to tooltip: 5-8 fist + 9 NS (LVL 7) + 9% Might + 20% Reckless Aussault But this should yield (14-17) *(1+0.09+0.2) = 18,06 - 21,93 so 1-2 damage more (depending on rounding). My Paladin has 17-21 base damage: According to tooltip: 5-8 fist + 9 NS + 24% Might This turns out to be right in calculating. 3) When my rogue crits with a sneak attack, I get a value of 26 damage from a base of 16-20 (before DR). How is this possible? I can only imagine that working if all the multipliers are applied to the base range 5-8 and 9 is added on top at the end. EDIT: Just confirmed that this is the same for everyone with NS in my party. When they crit with their fists its always around the upper bound of their normal damage range. Since my party is built around this talent, it would be nice if some fix could make it into the next patch. PS While we are at it, Second Skin is not shown in the DR breakdown either.
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The bug will be fixed in the next patch. The devs said the bug only works at night in ondras gift. Until the patch comes around, just make sure to rest until day and the looting works. I checked that myself as I had the same problem with another quest in ondras gift and it solved the problem for me.
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I do hope it is not intended. After all, you already have to sacrifice a whole talent for novices suffering just to get your fists on par with weapons that cost no talent to use (except you are still loosing a lot - even though you get the quality enhancements for free, you loose access to enchantment and unique abilities on your weapons). Stacking with other talents should be the very least for novice suffering to be more than a gimmick in late game. I wanted to build a martial artist fighter with fist weapons for a long time and it would suck if the whole concept became moot because all weapon centric passives of fighters don't stack with novice suffering. Weapon focus does stack, after all, so I think it is an oversight. When I hit the corresponding level, I will see if weapon mastery changes things somehow.
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Leveled up my Eder, gave him Novices Suffering, Weapon Focus: Peasant and Weapon Specialization: Peasant. The 15% damage increase of Weapon Specialization is not applied to his fists, but works fine on a quarterstaff from the same weapon group. Don't know if its only in the equipment screen but the damage i observed in the combat log seemed to be in the range without a 15% increase as far as I can remember.
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I like the ranged weapon summon for the monk from a conceptual point of view very much. I checked it and they scale with level (pretty much as the normal fists), so you can just go ranged whenever you want. In particular, it's the only ranged weapon you can dual wield! Moreover, seems like they count as melee weapons, so it's the only way to use melee modifiers on a ranged attack (that needs some testing to see if this is really true though, couldn't tell if the fists actually alternated in striking). For me that's just plain fun. I didn't even know I wanted that and now I will completely base my next playthrough around that ability. This is like an instant 10/10 just for the sake of this skill. Regarding the kick, yeah, seems pretty bad, but there is still the quivering palm ability at lvl 15 from the teaser video which seems pretty badass.
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Its all my fault for only posting the new caster stuff. I'll post the new Rogue and Paladin stuff later. I want to actually play the game =/ Totally understandable, go wild! I'd be playing the game as well if it was daytime or I wouldn't need to work tomorrow. Instead of posting the paladin and rogue stuff thats been taken care of now, play the game on my behalf a little longer
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Fighter LVL 7: Overbearing Guard: Passive, Disengagement Attacks have increased Acc, Damage (unspecified) and 5s prone (acc vs fort). Fearless: Passive, Immune against Frightened, Terrified LVL 11: Charge: 2/Encounter, dash to designated point, along the way 50-65 crush damage (acc vs fort). Barbarian LVL 7: Blood thirst: Passive, on kill, reset recovery LVL 13: Barbaric Retaliation: Passive, when hit, retaliate with 8-12 Raw damage (acc vs def) (damage had no tooltip, maybe its equipped weapon?) Monk LVL 7: The long pain: 2 wounds, for 30s, fists are replaced by "Long Pain Fist" (summon weapon Long Pain Fist for each hand) (Universal, Unarmed, One handed, Range 12m, Speed: Average, 12-18 crush vs def) (Shoot energy balls from your hands. WOW, its possible to build an all out dragonball fighter now) LVL 13: Skyward kick: 2/Encounter, Primary Attack (acc vs def), Prone 3s (acc vs fort) Paladin LVL 7: Aegis of Loyalty: Passive, characters that are charmed/dominated/confused have -20 acc vs paladin, paladin attacks will do minimum damage and cancel those debuffs on hit LVL 13: Abjuration: 1/Encounter, target spirit/summoned creature, destroy vessels with lower level than paladin, 65-75 raw damage against vessel with level greater or equal to paladin (acc vs fort) Ranger LVL 7: Heal Compantion: 2/Encounter, heal animal companion for 30+10*(every 3 levels over 1) endurance LVL 9: Revive Companion: 1/Rest, revive companion for 50 endurance LVL 11: Powder Burns: Modal, Firearms get cone area, ranger becomes blinded each shot Rogue LVL 7: Persistant Distraction: Passive, when rogue flanks, enemy gets distracted affliction LVL 13: Shadow Step: 1/Encounter, teleport to target area, reset recovery, stay for some unspecified time, teleport back to position of activation And thats all for today folks! Hopefully, I did not oversee anything. Its midnight here and I want to play the game from the beginning, so I won't see LVL 15 abilities anytime soon. Would be nice if someone cared to post them for me Edit: Typos, Formatting, Clarification
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Weird Idionsyncrasies?
Doppelschwert replied to why's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
For melee (and if given the choice at all) I can only equip weapons resembling swords or go unarmed. Also, no charges or consumables. -
Why don't you set kanas AI to auto attacking only and fire the invocations yourself? Chants go off on their own so auto attacking covers 90% of all kana is doing most of the time, searching a target and attacking it. The chanter is one of the more passive characters anyway and if you only want to use some higher invocations, there is a lot of room to ignore him for a while and get back to click on him which should not contribute much to the overall micro.
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Regrowth of plants
Doppelschwert replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Maybe seeing plants it is tied to an ingame stat like survival? Then returning to an old area could show new plants because your survival was too low before to see them. That either needs testing or divine intervention by the devs. -
Seeing all the fancy builds around the forums and the internet in general, I can not help but wonder why they are often build around items. I mean, of course I understand that it's easier to make a powerful build this way, but I wonder if the game was designed with this philosophy in mind. As for myself, what I usually do is disregard the effect of unique items completely when building a character by trying to make their weapon, feat and attribute selection fit a concept I have in mind while trying to optimize combat performance within these boundaries. If corresponding items improve this concept, nice, but if not, I don't care that much. On the other hand, as I said before, most powerful builds revolve around the effects of unique items, at least that's my impression (and noting that this becomes less true when going from martial classes to caster classes). I guess in the end, it's a matter of taste, but what I'm really wondering is how much the gear centric builds break down once you remove their gear, e.g. how big the gap between those two approaches becomes in terms of combat prowess once you remove all unique weapons, armors and shields from the available gear. Even then one can further distinguish between additionally restricting accessoires with unique effects (everything not available with crafting) or not. However, crafting is allowed, so it boils down to generic buffs and inherent weapon effects (which are more emphasized by this approach, imho). In fact, right now I'm thinking about playing the white march part 2 with a party of martial artists that forsake weapons and armors, and therefore don't use any unique armor / weapons, but I'm not sure if it will be much fun when you almost completely remove the incentive of loot. What do you guys think about this? Is loot necessary for powerbuilds (at least for the martial classes)? How much do you lose if you forsake unique gear (no more tidefall, no more fancy shields and armor)?
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Plot-twist: The costs for enchantments also increase and the increase of capacity was just introduced to enable low level entchantments that would need fractions in the current system. In all seriousness though: The most likely reason it's going to be rised is to have better qualities above superb and higher stat increases of +3 that cost more. In that sense, you can have an evilgasm now as well since you can echange the superb bonus for exceptional and a lash
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http://forums.somethingawful.com/showthread.php?threadid=3706905&userid=17931&perpage=40&pagenumber=10 Do we know what else is considered "Ground-based"? Traps? Seals? Spells like Tanglefoot and Vile Thorns? In the link you quoted you can find the following exchange: I tried to link them to all of the abilities that seem obvious: Slicken, Tanglefoot, Binding Web, Wicked Briars, the various priest Seals. There are a few others that could arguably be in that group (e.g. Rooting Pain).
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Nice job with the party set up, sounds fun. If I ever take the time to properly do this, I'll make a party of martial artists by choosing 6 noncaster classes, give everyone novices suffering and then run around to punch everyone in the face. Only armor I'll take will be the one I can get to 0 speed penalty.
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I'm not sure if the stuff on the right is supposed to be the spells granted by items. I'd rather think those are the bonus per encounter spell you choose on high levels that will replaces the 'spells being per encounter' we have now. I think the equipment spells/abilities are all listed over the backpack item as the bonus knockdown from the fighter. I'm curious how many new abilities will be available on lower levels for the martial classes. If they do this right, just adding two of them may open up a lot of customizability within the classes.
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Stupid question, but isn't it possible to read these kind of things out of the game files? I mean, where is the border between files being accessible and therefore moddable (all the stuff in the IE Mod) and stuff which is not accessible? I'd guess if there was access to the targeting files it shouldn't be too hard to read what the AI is deciding on.
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Various Ideas for classes
Doppelschwert replied to Sabotin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's how the ranger was supposed to work. They implemented and tested it in alpha / beta and it turned out it just wasn't fun so they replaced this by bonded grief. Imho, that was a good call.