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AndreaColombo

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Everything posted by AndreaColombo

  1. Same. I like the idea to reduce clutter in the bar, and I understand bars can get hellaciously long when you're very high level, but it would be nice if the backpack grouping was optional. I appreciate the idea behind it, but in practice I find myself forgetting about stuff I have because I don't see it at a glance when I select my characters.
  2. Movement speed bonuses and penalties only work in combat.
  3. I was asking because FreeRecipesToggle would always let you enchant even if requirements were not met and/or the engine wouldn't normally allow it. So you're saying if you have the ingredients, you can actually upgrade BotEP to Legendary? Interesting ... I wonder if the same is true of a Sanguine Plate made Superb, for example. Would be quite good, 'cause otherwise aiming for the Legendary enchant would require planning for it since the beginning and going through most of the game without enchanting your gear until you get the ingredients you need.
  4. I think you also need the character's name to add the talent. Type FindCharacter followed by your PC's name to see it. Talent names all have the tln_ prefix which must be used in the console too afaik.
  5. Why don't you use the console to give yourself the blood pool talent you want? Much quicker for this game; next play through, you'll do the real deal
  6. Imho the launcher is pretty great. Lets me switch between modded and unmodded real smooth and doesn't require moving or overwriting files. Snazzy.
  7. Fairly sure I've seen this reported and acknowledged in the tech forum last week.
  8. I must stress this; when you pack many damage modifiers (as is definitely the case with Rogues), achieving 0 recovery is the ultimate DPS driver.
  9. The cost increase was a design decision and is working as intended.
  10. ^ I suggest using spoiler brackets for the code; it's very long
  11. ^ Watch out because there's a fair chance you won't be able to make BotEP Legendary. You need to have a full 8 "anvil points" available for it even if you're upgrading from a lesser quality enchantment (basically, the 6 points you're "freeing up" by overwriting Superb don't really count as "free" before you overwrite.) That said, an elemental lash is going to add quite a bit more DPS to the blade compared to an upgrade to Legendary (that's 25% of the total damage vs. 10% additive extra damage.) I'll do some tests on Tidefall when time allows and report any bugs to the tech forums if I find any (Raw damage being higher than the tooltip says is definitely issue, whether with the damage itself or with the tooltip requiring an update.)
  12. The new dagger is great but you can't clone it because it's soulbound. To clone items you need the Helwax Mold which is obtained from a Stronghold quest. I'll let other people answer about Rogues as I never play them.
  13. Hi orillah, glad you're enjoying the build DPS calculation in this game is tricky business, as so many things come into it (attack speed, damage per swing, DR bypass, enemy's DR, accuracy vs. deflection, lashes, other abilities, ...) and there's a point past which making comparisons becomes very hard. This is one of those cases, as we're way past the point where differences ... well, make a difference. I mean, reaching 0 recovery while packing damage bonuses looks and feels cool, but you can easily beat the game with a lot less firepower—and this gives you ample room to tailor equipment choices to your preferences and play style. Tidefall is (has always been) an impressively good weapon and is definitely still a good choice for this build, even though I didn't personally go for it. Running a quick DPS comparison for the sake of argument: Attack speed at 24 frames for both weapons; recovery is 0 for the BotEP, (135% - 72.5% = 62.5% * 50 = 31 / (1.36)) = 23 frames for Tidefall. Both have a 4-frame animation delay, so total attack time is 28 frames for BotEP, 51 frames for Tidefall. Both can be enchanted with an elemental lash, which adds +25% of the total damage against 25% of the relevant elemental DR (but with Vulnerable Attack, both have a higher DR bypass than 25% of the target DR we're using in this example.) Average DR against Pierce is 9.5; against Slash/Crush is 8 (source) so I'll use these values. Both weapons using Vulnerable Attack. Tidefall has the Raw DoT lash as well, which I'll try to take into account. Average damage per swing when fully buffed (MIG 37) should be as follows: Min = 14 * (1 + 0.81 + 0.15 + 0.15 + 0.1 + 0.2 + 0.45) = 40 Max = 20 * (1 + 0.81 + 0.15 + 0.15 + 0.1 + 0.2 + 0.45) = 57 (40 + 57) / 2 = 48.5 DPS calculation assuming Accuracy = Deflection and all hits (no misses, grazes, or crits): BotEP (10 DR Bypass) 1 attack every (28 / 30) = 0.93 seconds Swings in 10 seconds = 10.71 (let's round it down to 10 for the sake of simplicity) Pierce damage = 48.5 - (9.5 - 10) = 48.5 Lash damage = 48.5 * 25% = 12.1 Total = 48.5 + 12.1 = 60.6 damage per swing DPS = 60.6 * 10 = 606 Tidefall (5 DR Bypass) 1 attack every (51 / 30) = 1.7 seconds Swings in 10 seconds = 5.8 (let's round it up to 6 for the sake of simplicity) Slash/Crush damage = 48.5 - (8 - 5) = 45.5 Lash damage = 45.5 * 25% = 11.4 Total = 45.5 + 11.4 = 56.9 damage per swing DPS = 56.9 * 6 = 341.4 + Raw lash Raw damage = 11.4 over 5 seconds This is harder to calculate, but over 10 seconds you should be able to put through 4 full Raw lashes and two partial ones (to simplify, I'll count the latter two as 1 full Raw lash). That's 57 damage. DPS = 341.4 + 57 = 398.4 BotEP is the clear winner, but Tidefall also heals you by 20% of the damage you deal which is pretty neat.
  14. Taking a wild guess here, but if the fix was not retroactive, you would probably still get it by retraining your character. BMac will be able to confirm or deny.
  15. Additionally, when you solve the ogre problem (I went for the diplomatic solution), speaking to Renengild's son still offers you the same dialog options as before dealing with the ogres. There is at least one that should be removed. Not sure I still have the saved game, though
  16. wildstrike affecting spells is a bug; I saw it reported and avknowledged by QA last week, then forgot until I read Boeroer's post. When I get to Elmshore in my current playthough I'll run a few tests with the LoP and post numbers.
  17. DEX is subject to diminishing returns and DPS loss from DR, though.
  18. ^ do the gloves carry over to your spiritshifted form? Also, new ability as in "unique to Zahua"?
  19. I doubt it. Already at level 14 unarmed attacks like Monk fists and Spiritshift natural weapons got +16 Accuracy; Legendary is +15. Will test Spiritshift too as I'm curious how it behaves now.
  20. It isn't. If you don't take Vulnerable Attack, you can sip a potion of DAOM and sum the talent for a total of -70% recovery. That's the best you can do with Spiritshift—30% recovery before DEX. Sure, if you have a high DEX score you get pretty fast—and with high MIG and the wildstrike talents you can do some fairly high damage. It's very good but to the best of my knowledge, it is 1/encounter as you said (not playing a Druid at present though; if it got changed, I wouldn't notice.)
  21. This is a problem with the game not being balanced for completionist runs, and having a wide gap in power level between completionists and non-completionists. The game was designed to be beatable by people who only do the critical path with no side quests. The level scaling options roughly take the expansions into account, but no more. "Hard" difficulty was always a steamroll for completionists and, at high levels, PotD is too. That's not the powers' fault. The game needs a scaling option for completionists.
  22. My thanks are boundless! Gonna test some EDIT: One tooltip at a time: Works. Disable engagement: Works. Fix movement recovery: Works. Characters appear to move slower when playing with the mod, though.
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