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ushas

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Everything posted by ushas

  1. Definitely. Thanks a lot for the videos, it's much better than I would be able to describe it. Also possible related to the delayed hit? 1) The green trigger trap area stays on screen several seconds longer after already triggered delayed effect, then it should. (I think it's issue for all the AoE traps too) 2) When the trap is placed directly under the feet of friendly target, he doesn't trigger it when the combat starts. That's easy to reproduce with archers. But I think even the melee NPC when moving out from the trap area doesn't trigger it, only when passing through. Interesting thing is that this works for me differently with befriended Skaen cultists (originally hostile), even their archers trigger the underneath traps. But I'm not sure about all of this.
  2. Malignant Cloud Trap AoE just as a violet effect decoration for the time of duration? [problem] Besides not informing about the AoE range, as covered for all traps in one of the reports above, this trap's description also doesn't indicate the time of duration, in comparison to the source spell. Furthermore, I'm not aware, that it truly does damage over time (as the original spell I think) past the initial damage. Even when the special effect carpet stays on the ground for some time. [expected behaviour] Of course, it's possible, that the trap isn't intended to do the same thing as the spell ability. However, according to the special effect longevity, I assume, that the Raw damage over time in the AoE is the intended behavior. And the description itself should correspond that too.
  3. Rite of Walking Shadows scroll, after the use, in combat log: *Missing abilities 1837*
  4. Phantom raw damage of Poisonous Cloud Trap [problem] The trap description states extraordinarily high Raw damage (~>800) additionally to the Corrode one. When triggering in combat, the overall info in combat log lists only the Corrode damage dealt, but in mouse-over formula we can see the Raw damage too. Although, I think it isn't applied in reality. The corresponding spell Death ring (lvl6) shares the same issue in the description, but the Raw damage isn't done nor listed in the combat log formula. [expected behaviour] The description page of trap/spell should show the correct damage. Probably the Raw damage part shouldn't be there at all. [comment] The name of the trap is Poisonous cloud trap, but the spell is Death ring (not sure if problem). On a side note: The right combat log also probable shows the wrong order of events, as reported by Sensuki http://forums.obsidian.net/topic/70526-435-combat-log-event-sort-order-appears-to-be-backwards/?hl=%2Bcombat+%2Blog Here, it should inform about the damage dealt first and list the deaths of villagers afterwards, not the other way around.
  5. No effects of the Boiling Spray Trap [problem] According to the description, the Boiling Spray trap should inflict the burn damage and 2m push (cone?). But on Hit or even when Crit is done, there is no damage listed in the combat log. The game plays a special cone effect after the trigger, but that seems doing nothing too. Also the item description says: "Hazard AoE: -2--3 Burn" (12-13 Burn ?), see picture below. [expected behaviour] Trap should inflict the proper Burn damage and proceed the Push part when hits target.
  6. No Burn damage numbers in the description of Sunlance trap and spell [problem] In the Trap item (and spell) description, there is listed only Pierce damage vs. Deflection. But according to the combat log (and lore text), the trap (and spell) is inflicting burn damage as well. See picture below. [how to reproduce] Use the trap (spell) on enemies and compare the item description with the combat log damage. [expected behaviour] The burn damage part should be specified on the description page, for both the trap and the spell.
  7. Graphical glitches: Unbalanced elevation of the green trap triggering area [problem] The green area indicator shows inconsistent behaviour of its height above the ground placement, when compare to the the party members' and other NPCs models. [expected behaviour] For better lucidity, I would expect the same elevation across the green area, no matter which character passes it. Preferably, have it on the ground. [comments] When placing trap for the enemy crossing, it's usually under his legs. I think the most problems show party members and friendly NPCs.
  8. Interrupt on non-damaging traps (and related spells) [problem] Traps which don't do any damage trigger interrupts. This may be connected with the corresponding spells, in case the traps share the same code. Tanglefoot Trap (and spell) Gaze of the Adragan trap (and spell) [expected behaviour] In case I'm not mistaken about the mechanism connected to damage, these two traps should not trigger interrupts. [comments] There is even the Interrupt value on the description page of related spells. Probably related to http://forums.obsidian.net/topic/69265-333-interrupts-occur-on-non-damaging-attacks/?hl=interrupts http://forums.obsidian.net/topic/70448-435-interrupts-occuring-on-lion-frightening-roar/ Also in case of the damaging traps, there is missing info about Interrupt numbers in the description.
  9. Unknown AoE radius of traps [problem] In the item description and during the placing trap action I don't see any indication of the trap AoE range (for all the traps I think). The description only lists the hazard AoE 1 m, which is probably an area for the trigger? [how to reproduce] For example, use the Tanglefoot trap. [expected behaviour] The modified durations of trap effects are listed in the descriptions and probably influenced by INT. So I would expect that the AoE range of the trap would share the same mechanism. It's possible that only the description page needs an update. [suggestions] During the trap placement, It would be useful to see the AoE circle/shape which will be used after the trap triggering, as well. (eg. as in case of abilities).
  10. Traps don't persist after reload (not sure if able to reproduce it again) [problem] In some cases the previously placed traps disappear after reload. [how to reproduce] I'm not able to reproduce it most of the time 1) Plant a trap by any party member 2) Quick-save the game. 3) Quick-reload, a try to find the trap again. [expected behaviour] The trap should persist. [comments] Probably one of the save issues? Also all of my reports are from the linux version of the game.
  11. Thanks for info. Just I'm not sure, is the loosing trap item itself intended too?
  12. One trap per area [problem] When two or more traps are planted (by different party members) to the same area or near to each other, only the last one remains (proceeds it's effects). So when disarming, only the lastly placed trap can be obtained back. Usually, the traps don't disappear if they are placed sufficiently far away from each other. (I don't know the exact distance) [how to reproduce] For example: 1) Place two traps one over each other by two different party members. 2) Wait for enemy to trigger them. 3) See in the combat log, that only the lastly applied one is triggered. [expected behaviour] I would expect that multiple traps can be accumulated in the same area or at least placed near each other and properly triggered (or disarmed without the trap item lost). <- Assuming the game doesn't try to enforce some artificial limit here too (are the corresponding abilities limited one per area as well?), otherwise the trap disappearing should be dealt the same way as in the bug report above. [comment] Probably related to the one trap per character issue.
  13. (BBv435, linux) I will try to list all the issues with traps in this thread, as some of them may be possible related... One trap per party member [problem] It seems there is some limit, like one trap per character, or so. When a party member plants the second trap, the first one disappears without triggering. There is no warning about it. In most cases, traps remain when each of them is placed by a different character (sufficiently far away - see the next bug report). [how to reproduce] Place two traps by one party member. [expected behaviour] If the one active trap per character limit is truly intended, then the disappearing of the first trap needs to be dealt with or at least warned about. For example, automatically return the former trap back into the party's inventory.
  14. (BBv435, linux) [problem] When attacking neutral NPC character Nanaoki Faral in the inn, there is a time gap, after which the rest of the neutral characters join the fight. Furthermore, when killed fast enough, the rest of the village doesn't change into hostile at all, nor any reputation altered (see the picture below). [how to reproduce] The easiest way is to try to kill this NPC as fast as possible. [expected behaviour] Because the village reacts in the end, I suppose the desired behaviour will be the village hostility and the reputation lost, as in the case of other named NPC Danda Valero. [comments] Feels like the NPC has to first attack back, and then the subsequent damage dealt by the party triggers the village hostility.
  15. After triggering the Arrow trap, *Missing items 1813* in the combat log After triggering the Dart trap, *Missing items 1814* in the combat log
  16. That would be now the best. The mouse over formula clearly distinguishing the base number (used as a base for all the accuracy stuff) and the actual modifiers (equipped weapon, weap. style, active/passive bonuses/talents, etc) would help a lot. Remember there is also the trap accuracy:) I'm not sure whether it has much in common with ranged/melee modifiers. But it's value is affected by Mechanics skill for sure. For better understanding what's going on, there is also missing numerical info on talents and abilities and skills. For example, the mentioned Mechanics does not tell in the description how much is the base accuracy modified for traps at Mech == 0,1,2, or so.
  17. yep, I think it's mechanics in the scouting mode. Interestingly, in the description is only something about the trap finding.
  18. Just in case, a further clarification is needed: This situation happens when one wants to attack (target) the NPC above the trap from the close range. I think it doesn't matter, whether the character wields a melee or ranged weapon, or uses an ability/spell, till it's a targetable action (eg. not probably area attacks). On the other hand, when an attack order (or any other hostile action) is given when the party member is not at the close range to the target, the order is then executed without the trap disarming beforehand. [expected behaviour] When the specific order is given (eg. attack by a key or the attack button), I would expect the unit behaves the same way no matter the distance to the target. And executes the command without further AI interference, eg. queuing the trap disarming action beforehand (probably another overriding by AI issue?)
  19. When an enemy triggers the Hails of Darts Trap, the combat log states (instead of the name and the effect): *Missing items 1815*
  20. Not that I disagree, but to their defence, I think the rules were probably changed during the development (dunno how it influenced unit tests).
  21. The bug report was pretty much only about the outcome of the rounding in game, what will the unknowable player observe/experience. So the wrong "look" of the combat log formula has been mentioned, but I didn't discuss where are the damage numbers coming from at all. Your report here is about the root of the damage calculation itself. It's definitely great you are bringing it on. [below is only heavy speculation] Can I ask how are the damage numbers estimated in the very beginning? For example, I have got the feeling from my limited experience with the game, that each weapon/ability has a range of damage. And what game does, is (pseudo)randomly generating numbers from given distribution (eg. uniform) within this range, and applying all the modifiers additively. The easiest how to do it can be to use some sampling function from math library, or so, which is providing numbers from 0 to 1 (so 0.765 too for example). Given that many other things are calculated in real space (~float precision?), I thought the sampling would do the same (so the info we read in game is again rounded). However, Sensuki, you listed a sequence of whole numbers. And I don't know, what we should expect. Maybe the issue is again the whole numbers observation? But I'm probably off here. So don't worry to correct me. Nevertheless, according to my shoddy theory I would expect to see (partially rounded) real damage numbers in the combat log formula, from these ranges: Sword: Hit: (11.00 - 16.00) Crit: (11.00 - 16.00) * (1 + 0.25) = (13.75 - 20.00) Graze: (11.00 - 16.00) * (1 - 0.50) = (5.50 - 8.00) Fine sword (x1.15 to all damage): Hit: (11.00 - 16.00) * (1 + 0.15) = (12.65 - 18.40) (in the item description, there is listed 13-18, so rounded) Crit: (11.00 - 16.00) * (1 + 0.25 + 0.15) = (15.40 - 22.40) Graze: (11.00 - 16.00) * (1 - 0.50 + 0.15) = (7.15 - 10.40) Short test below: attacker is a fighter (having all attributes == 10) at lvl 1, the target is BB fighter, nothing equipped (DR == 0). Sword: Fine Sword: The results lie within the expected ranges, but I'm not going to do statistically significant tests. So there is no conclusion from that, except that didn't rule out the possibility. This also doesn't say anything about other weapons and abilities and enchantments. Being confused here, can I ask, how should we expect the modifiers as graze/crit, quality enchantements and other damage bonuses to be applied to additional damages as Freezing Lash? (listed as +25% freeze) Anyway, you probably discovered another rounding issue;)
  22. That's similar to most of the Skaen Temple Guards I encountered... Not unbeatable, you can target their Will defence, after all. But probably having too high some of the other defence numbers?
  23. So I did, just for to be sure, that you are having me on. Wizard D (Int = 19): 3 enemies targeted by blast, Wizard B (Int = 3): one nearby enemy targeted by blast... hm, but I guess this is the best outcome:) so shouldn't be mad. To be honest, this tests are most probably inconclusive. Sometimes AOEs feels not working the way I tough they are. Having probably wrong perception of the situation, or so.
  24. I tried to do some check and it looks to me that the AOE increase is probably working, so it's an error in the description? For example in the image below, WizA has Int = 20 and WizB Int = 3. While both targeting Medreth on the outskirt of the group, WizA manages to hit more enemies around, see the combat log. As far as I know they didn't moved, being locked by BB fighter. By this quick test, I wasn't able to see the difference of the Blast AOE between Wizard with Int = 10 and Int = 3. But I guess, it's not easy to do the tests for that...
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