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Everything posted by AndreaColombo
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I second the sentiment that higher quality goods is better/more important than many goods, but I love collectibles and feel excited at the prospect of stuff like miniatures, dice, or item replicas. Of course a jewel-case soundtrack CD and high-quality cloth map are a must; a good art book is always a big plus
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3.05 Live on Steam
AndreaColombo replied to Sking's topic in Pillars of Eternity: Announcements & News
If only a minority were using the weapon, why make sure absolutely no one does so going forward by applying a nerf that nobody ever called for? (Provided that it is indeed a minority who actually have the expansion.) -
It's out. It'll be a few days for GoG as customary, I suppose.
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3.05 Live on Steam
AndreaColombo replied to Sking's topic in Pillars of Eternity: Announcements & News
Thanks for the fix. The nerf to the Unlabored Blade was completely uncalled for, however. Durganized normal weapons were already ahead of soulbound weapons, and Unlabored Blade was one of the few that could be on par—not anymore. Now it's not worth all the effort required to unlock it. -
Thought the gauntlets had been fixed in 3.04?
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Very happy about a hotfix being released! Like the others, I'm not particularly stoked about the nerf. I honestly don't see why the decision was made at all, since nobody ever complained about the item? There are other outstanding bugs that would warrant attention; why spending time on a weapon everyone likes as is?
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I would generally prefer backers to a publisher, if they had to be beholden to someone. However, it would be likely for said publisher to be Paradox and they don't strike me as the kind of guys who hinder Obsidian's work by imposing dramatic vision changes (also the IP is 100% Obsidian's, which means they wouldn't have to change it in directions they wouldn't like anyway.)
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One thing worth mentioning under the Damage Reduction header is that armors' damage reduction bonuses and penalties against specific damage types are percentage based, and proofing your armor against one of those damage types is going to have an amplified/diminished effect accordingly. This is something that made several users scratch their heads and report intended behaviors as bugs in the early days, as the UI generally does a poor job of communicating it. For example, say you have an armor whose base DR value is 8, but it is particularly good against Slash damage (10) and bad against Crush (6). These values are obtained as 8 * 1.25 = 10 (Slash) and 8 * (1-0.25) = 6 (Crush). Now let's say we want to apply a damage proofing enchantment to this armor. Against any damage type other than Slash or Crush, proofing adds a flat +3 to the armor's DR: 8 + 3 = 11. If, however, we proof it against Slash damage, we are getting more bang for our buck: (8+3) * 1.25 = 13.75, which the UI will round up to 14. Likewise, proofing it against Crush damage gets you less bang for your buck: (8+3) * (1-0.25) = 8.25, which the UI will round down to 8. Counterintuitively, you get more out of proofing your armor against damage types it's already good at protecting you from. The same is true of the bonus DR applied by the Fine, Exceptional, Superb, and Legendary quality enchantments.
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