
ushas
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Everything posted by ushas
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Yes, this definitely looks like low attributes bug, a nice catch. It's as you said, the bug is active only when one has sum of two attributes which contribute to the defence < 20 (here Per + Dex = 18, and thus Reflex defence is bugged). So in your situation when you rise those attributes by 2 or more (either by equipment of by other buffs -- it can be +1 Dex & +1 Per | +2 Dex | +2 Per, | +4 Dex... ), the bug is not active any more. Well, this is tricky for player's confusion:( Just for to be sure, you can also try to check Belt's functionality on the character with Dex+Per >=20. Linking kmbogd's thread with Forest Troll situation if further info is useful: http://forums.obsidian.net/topic/76661-deflections-dontt-stack-properly/?do=findComment&comment=1652360
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Unfortunatelly I'm not able to reproduce this yet: On linux game version 1.0.3.0530 tried enchant Larder Door by Fine and Exceptional, when equipped, in inventory and in stash. Aftewards, appears to work together with Bashing 2 on my side (equipped with Flail by Kana). Can you supply more information including game version and exact steps to reproduce? A possible similar report (reloading game helped there): http://forums.obsidian.net/topic/76915-larder-door-lost-its-bashing-ability/
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@kmbogd, thanks for interesting bug reports. Just for to be sure, when concluding that afflictions doesn't work properly, do you take into account another bug which may interfere in some of your situations -- when negative defence modifiers from low attributes aren't properly lowered? In case people aren't aware of that, short version: When defence modifier from sum of corresponding attributes of a character is negative, then the resulting defence number is one point higher that it should be after application of the said modifier (regardless of it's negative value). I checked that this bug is still present in the final game. For further details see thread on BB bugs forum: http://forums.obsidian.net/topic/70457-435-defences-are-not-properly-lowered-from-low-attribute-scores/ A side note: In that thread Sensuki has revealed part of the old version of the source code. There was accidentally added 0.5 to the modifier and used int function for the rounding. I'm not aware of any thoughts from devs on this, so it's just a theory that this causes the bug. ------------------- I mention this because of the chosen Forest Troll situation: Forest Troll has base defences (checked in IEmod object viewer): Defl 25, Fort 20, Refl 20, Will 20 This is lvl 3 enemy. And his joint Attribute Bonus modifiers are: Per 11 & Res 9 --> + 0 Defl Mig 18 & Con 22 --> +40 Fort Dex 9 & Per 11 --> + 0 Refl Int 4 & Res 9 --> -14 Will So then he should have defences: Defl 31, Fort 66, Refl 26, Will 12 But due to the bug his Will defence is actually one point higher: Defl 31, Fort 66, Refl 26, Will 13 Used afflictions by you are those: Dazed: -2 Dex, -2 Per, -2 Int Frightened: -2 Res, -2 Dex Flanked: -10 Defl Prone: -2 Dex, -10 Defl, -10 Refl The creature has zero attribute modifier for Deflection and Reflex. Which means when there is any affliction lowering any of Per/Res/Dex attributes, then the negative modifier bug can be also triggered on Deflection (Dazed, Frightened) or Reflex (Dazed, Prone, Frightened) defences. Will defence is already bugged, so there will not be any more odd behavior visible. Now I'm not completely sure on the stacking rule in final game. I though it should work that only one biggest debuff from active afflictions is used, with the exception of Flanked, which is special. ------------------- So taking into account the mentioned bug and reverse applying afflictions with the stacking rule on mind: Base: Defl 31, Fort 66, Refl 26, Will 13 Applying Flanked: Defl 21, Fort 66, Refl 26, Will 13 Note: there is no bug on Defl yet because Flanked influences it directly. Applying Flanked + Frightened: Defl 20, Fort 66, Refl 23, Will 9 Note: Defl & Reflex are bugged now due to low attributes bug. Applying Flanked + Frightened + Dazed Defl 18, Fort 66, Refl 19, Will 5 Note: only one -2 Dex debuff is used. Applying Flanked + Frightened + Dazed + Prone: Defl 8, Fort 66, Refl 9, Will 5 Note: only one -2 Dex debuff is used. ------------------- Hm. Now from my perspective it seems that except the low attributes modifier bug the afflictions themselves work as intended. But it's definitely possible that used assumptions on the stacking rule are wrong. I will try to go through your course ones more time later. But any comment/correction would be useful.
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Damage calculation bug
ushas replied to kmbogd's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Perhaps it would be useful if you can provide summary what you think are really bugs in the damage formula/ranges of your party members? If you have any questions about damage calculation there are many knowledgeable people in the discussion part of the forum. Besides stuff with grazes, I'm not sure I follow some of your other assumptions. Thus the summary may help? For example: The base damage range of Estoc is 14-20. Maybe you accidentally used range from the fine item description? That already contains fine modifier, which has to be used additively with others as AlphaMagnum illustrated. The game doesn't communicate very well on this. Without Confident Aim: 14*(1+0.3+0.15) = 20.3 20*(1+0.3+0.15) = 29.0 --> Rounded as (20-29) for showing on character sheet. Now when one includes Confided Aim: (23.1-29.0) -> (23-29) So I guess, if you agree on this, the conclusion is that character sheet damage range doesn't take into account some of the active modifiers. [v1.0.3.0530] Damage modifiers which are included in damage range on character sheet: Might Bonus Quality properties of weapons Weapon Specializations (passive) Two-Handed style (passive) Savage Attack (modal) Reckless Assault (modal) Note: I think some of the modifiers are used only in combat (Reckless Assault). Damage modifiers which aren't taken into account on character sheet: Confident Aim (passive) Dangerouse Implements (modal) Soul Whip (passive when Focus<max) Draining Whip (passive when Focus<max) Blessing (spell) Fighting Spirit (passive when endurance<50%) I may be wrong on this and the lists don't contain all the modifiers, so feel free to add comments and corrections. Expected behavior would probably be that it would be more consistent and useful if all active damage modifiers are taken into account on character sheet. -
Priest seals accuracy way too high?
ushas replied to MaxDamage's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
uh, well If you want to discuss definition of a trap or how to properly call spells which share trap behavior, I guess there is a whole discussion forum for that? Sorry for being confusing. I was merely trying to address your bug report from the point of view of seals' accuracies, that they have also possibly intended special bonus. I didn't have much time yet to play nor test how it exactly works in the final game. Though, I don't think those spells are getting bonus from mechanics, as the skill is boosting only mechanical traps. Special bonus for trap spells may have different value, or so. Just quick looking at the Repulsing Seal Trap object and Noxious Burst Trap using object viewer from IE mod doesn't help me much. There are some assigned character stats and some possible accuracy bonus +40 in both cases. Dunno what formula is used for Repulsing Seal in the end. The behavior was quiet bugged in the past. I can try to do some tests or digging up later on if you are not going to. -
Priest seals accuracy way too high?
ushas replied to MaxDamage's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I think the reason is, that those spells are traps and use trap accuracy calculation. Basic calculation may be something like this: trap_accuracy = [(class_base) + 3*(LVL-1)] + [1*(LVL) + 3*(Mechanics)] + trap_specific_bonus + magical_constant So besides boost from mechanics, traps also have this big (possibly flat) bonus. Is't it something like ~>30 ? This has been also discussed by players during beta, so it's probably intended, but I'm not sure. -
In case it's useful, some more info: [v1.0.3.0530, Linux, GOG] Description: When "Screen Edge Scrolling" option in the Game menu tab is enabled, at almost every area transition and reloading the game screen is centered on the left bottom corner of the map, regardless of the party position. Almost every area transition means that in few cases there was on party centered reload -- sometimes when changed screen resolution and/or fullscreen option and/or reload from the main menu. But so far, I'm not able to reproduce those few cases consistently. Further, right after area loading the game doesn't react to the arrow keys at all, till the mouse itself is moved. Then the arrows start work ok. When the "Screen Edge Scrolling" option is disabled, the game screen is properly centered on the party. Comments: In past Beta BBv435, there was issue with the screen-to-corner traveling, in case it's possible related: http://forums.obsidian.net/topic/70469-435-linux-self-scrolling-on-map-transition-or-alt-tab/ Edit: Also added to the unofficial bugtracker: https://github.com/PoE-unofficial/Pillars-of-Eternity-bugtracker/issues/4 I hope you don't mind?
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Party out of view on new map
ushas replied to koja's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It's probably related to this bug report: http://forums.obsidian.net/topic/75538-bug-reportlinux-screen-not-centering-on-party-after-area-change/ @koja, if it annoys too much, perhaps disabling "Screen Edge Scrolling" in the Game menu tab would help till Obsidian resolves the issue? -
Ha. Thanks for the info:) I hope I didn't contribute to making it more chaotic by posting an uninformed question. You are definitely right about system specific issues. Next to the game version, it's important to specify platform as well. Now when you merged it, I'm wondering about those Labels, whether you can create new ones for each system, or so...
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This. Definitely. Part of the issue is that even technical part of the forum is usually full of noise, hard to separate useful information... On that witcher 2 repository I like that they can pull this:): Thanks a lot. I take it isn't bugzilla. But probably almost anything is better than the forum format. Can I ask why you made three separate repositories, why not make just "windows", "OS-X", "Linux" labels? I don't have any user experience with github issue tracker, so sorry if asking obviouse. As the game is simultaneously made for all three platforms, I guess the majority of bugs is shared. Of course there are still many differencies. There are also 32bit specific issues (not sure whether windows only), graphical glitches shared between Mac and Linux (eg. infamous capes;)), etc. So for example, when the windows user will want to check if his bug was already reported or if there is any workaround etc., will the search function supply results from both other repositories too? (otherwise almost nobody is going to check linux repository) If GOG decides to provide released linux patches, when finding some free time I will try to bump your thread again and supply some bug reports to support this notion...
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~A week ago I made some test with the secret stash at the inn's second level: Char A: Per 10, Stealth 0, Mechanics 2 -> not detected Char B: Per 21, Stealth 0, Mechanics 0 -> not detected Char C: Per 10, Stealth 5, Mechanics 0 -> not detected Char D: Per 10, Stealth 0, Mechanics 5 -> detected Edit: Ninja'd by the video.
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Thanks. I think in BB480 the prone part of Mind Wave was working pretty well. The spell description states that it targets enemies in 120deg cone behind the primary target. Is it possible that the secondary target wasn't standing in the aoe? Well regardless, as player chooses only one enemy when casting, the original cone shown in game is confusing. So perhaps that should originate in the primary target, not the caster...
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Cipher Powers need to be tweaked for release...
ushas replied to TrueMenace's topic in Backer Beta Discussion
Though behaviour seems to me fairly consistent, exactly same damage numbers aren't probable to reproduce. I can provide you some screenshot or so, but the best would be if you you can try it for yourself, independently;) So far I didn't see any focus gain, if the first hit was < 4 damage. So perhaps in BB480 it doesn't work like that. Yes, that is what I think it does. Focus may be simple float number, rounded down only just for showing it's value in the UI... Yeah:) I call this oddness Rounding daemon - true antagonist of the game. Many integers are floats. It's not always obvious. Well, in case of Focus people may discuss it. But I don't think many players will find out that there is something fishy with their endurance and health numbers, for example. -
Cipher Powers need to be tweaked for release...
ushas replied to TrueMenace's topic in Backer Beta Discussion
Do you believe or are those numbers from game? For me it actually works opposite, at least in BB480. Not saing I'm right. Just few tests were done with a bluderbuss and dual wielding normal daggers at low levels. In both cases Cipher was doing several ~1 dam. hits. According to you he shouldn't get any Focus, but in fact he did. This can also be one of the reasons guys prefer to start combat by bluderbuss. I think every 4 points per single hit would be quiet punishing to low damage weapons... -
Cipher Powers need to be tweaked for release...
ushas replied to TrueMenace's topic in Backer Beta Discussion
From shoddy empirical testing on several places: It looks to me that after every 4 points of weapon damage in the combat encounter, the game adds 1 point to Focus till it's full. Of course, that may be wrong. However, it may be useful if you can provide some more detailed info, eg. numbers from the combat log, level and talents of Cipher, etc. Having lvl 8 character with Fine War bow at disposal (no Draining Whip) I tried only auto-attack Korgrak. This is what I see: Start with Focus=50. 1. attack hit: 13.7 dam. (-> Total dam. = 13.7) & Focus=53 2. attack hit: 9.8 dam. (-> Total dam. = 23.5) & Focus=55 3. attack crit: 21.9 dam. (-> Total dam. = 45.4) & Focus=61 4. attack crit: 21.4 dam. (-> Total dam. = 66.8 ) & Focus=66 5. attack hit: 18.4 dam. (-> Total dam. = 85.2) & Focus=71 This also looks like 1/4 of damage. -
Well done with the guides, Sensuki! I would say don't worry about being complicated, the game itself is. There will be many short and simpler guides. Those in depth ones are usualy rare. Especially before the release. Do you plan to post a standalone video for each class? Just a side note: In BB you can delete your own notes in journal. Either deleting a whole note by pressing [Delete] button when you select it. Or inside the note using key [backspace] works. However, that simply erase stuff starting from the end of the record.
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[480] Charming last enemy ends combat
ushas replied to Skipperro's question in Backer Beta Bugs and Support
Skipperro's report also apply for Druid's spell Charm Beast. When the last animal in combat is charmed, the game switches out of the combat and the charmed affliction ends, even when it's suppose to last another ~30sec. Compare to the Cipher's powers, Druid's version is also available to cast out of combat. I guess this may motivate using it for scouting purposes. Eg. I can try to charm animals for easier sneaking around the area and avoid fighting. However, when I try this - the effect wears off right after being applied (out of combat). So eventually waste of the Druid's daily spell limit. -
[480 Linux] Capes invisible / not rendered
ushas replied to kujeger's question in Backer Beta Bugs and Support
Yeah. But it didn't worked well in the last Linux and Mac versions of Beta. So I wildly guess that this is preliminary solution. Better for us not to see any cloaks than every few days annoy developers by posting reports about floating capes:) -
Cipher Powers need to be tweaked for release...
ushas replied to TrueMenace's topic in Backer Beta Discussion
I would like to first take a look at the stacking in the final game and how it will be communicated there. But I guess, you can PM developers and QA in this forum. @TrueMenace, didn't you say that you are thinking about to make a Cipher guide? Depending how much into detail you want to go. In case if commenting on individual abilities, maybe it would be also useful to mention the stacking rule there? Likewise, as other guys were discussing their weapon preferences in the Soul Whip thread, I think it's also interesting that basically any weapon style one likes may work for Focus gathering. I mean it's logical to me now, that game sums all the float weapon damage done under the hood, and after every 4 points of damage accumulated it adds +1 to the Focus. But I'm not sure how clear it's when players are normally playing and seeing integers and rounded down-like bonuses... (Yeah of course, on the other hand, talent Draining Whip itself is probably only tied to the number of hits) -
Cipher Powers need to be tweaked for release...
ushas replied to TrueMenace's topic in Backer Beta Discussion
Yes but the replacement rule is another mechanism besides buff/debuff suppression. So when the character is under Hobbled & Prone afflictions, one of the Dexterity and one of the Reflex debuffs would be suppressed. Though listed under afflictions, Flanked looks like being an exception. -
Cipher Powers need to be tweaked for release...
ushas replied to TrueMenace's topic in Backer Beta Discussion
wait a minute. I just got BB Fighter Flanked & Blinded and this two obviously stack -> -30 defl.: edit: stunned & flanked too -
Cipher Powers need to be tweaked for release...
ushas replied to TrueMenace's topic in Backer Beta Discussion
I would say yes in case of Deflection debuff. When they share the same debuff it doesn't stack, only the biggest effect is active. At least I think it's supposed to work like this... in case it's useful, difference when considering Charmed vs. Dominated according to the description: Speed and Accuracy and all defences -25 For the speed element there is in combat log x0.75 attack speed