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AndreaColombo

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Everything posted by AndreaColombo

  1. Unity is not a DSR-friendly engine, unfortunately. You need to set your desktop to the target resolution in order for it to work in PoE.
  2. ^ That I know of, none except resolution. You can go to your graphics card's control panel and create a custom profile for PoE that turns down as much stuff as possible, such as Anisotropic Filtering. PoE is generally poorly optimized anyway. In larger battles with several VFX going on at once my machine goes as low as 40 FPS, and it's an i7 4790K with 16Gb DDR3 2400Mhz and a GTX 970 (I can run The Witcher 3 with almost everything on Ultra at 2560x1440 staying between 40 and 60 FPS 90% of the time.)
  3. In answer to your question in the thread title, all companion quests can be completed before jumping the pit and none continues after defeating the main antagonist.
  4. Under Graphics there's a slider called "Graphics Quality". It governs anti-aliasing. The leftmost setting turns it off, the rightmost setting is 8X. The one in the middle I guess is 4X.
  5. After patching to 2.02, I've found all soulbound weapons to register kills correctly.
  6. Bring up the console and type SetZoomRange minValue maxValue It might work without the IE Mod too. I think I use 0.7 as minValue and 150 as maxValue, or something like that. 0.1 gets REALLY close to your character, and 200 gets you VERY far zoomed out.
  7. As a matter of fact, UI elements won't be perfectly sharp at any resolution beyond 1080p (though you'll only ever notice if you try playing 1080p windowed and see how much of a difference it makes. If you love yourself, don't do it.) That said, there is a console command that governs zoom level, but I'm afraid it's IE Mod only so you'll need the mod to use it.
  8. ^ my bad, you mentioned "before starting WM" which for some reason I didn't pick up.
  9. ^ I didn't really find the story to be poorly told, but I guess that boils down to personal taste. Regardless, the only way you could max out at level 13 before jumping in the pit - besides using the IE Mod - would be to ignore the bounties entirely. I have lots of content still to go in my current play through (including most of the bounties) and I'm already level 13.
  10. I agree. It sure is possible that the Leaden Key had an interest in the White Forge for purposes that may or may not be related to the main plot (and probably aren't), but if this isn't expanded in part II, it will remain but a weak, shoehorned plot hook. Frankly, I didn't need the Leaden Key's involvement as a motive to go visit Stalwart. They sent a plea for help to my keep; I can decide to shrug it off and focus on the issues at hand, or be kind-hearted and go help my fellows even if that's not directly related to my own predicament. ... aaand the critical path in PoE could really use bracketed scaling. I'm all in favor of side, optional content having no scaling but the critical path should not become trivial for completionists. (That said, Act IV does have an option to scale up the fights if you're level 14; I just don't see Part II's adding two more levels without bracketed scaling as being mechanically viable.)
  11. Thank you, Eric! Could you name a few errors that are by design, that we may stop reporting them? I sure hope "I" used as an object isn't part of those: It really drives me up the wall EDIT: a few more while we're at it Missing comma after "room" to close the aside Screenshot Missing "the" (reads, "but way leads down"; should be, "but the way leads down") Screenshot The sentence underlined shows up twice (I suggest removing the second one, since it's shorter.) Screenshot
  12. That's intended: Lilith's Shawl's stealth bonus is actually an aura (the item description used to say it, but not anymore since 2.0)
  13. Afraid not, but we could ask the IE Mod guys if they can do it. For now, I simply unequip Spelltongue before fights where enemies can mentally control you.
  14. The comma underlined should be removed. Screenshot These sentences from Zahua are both missing the final quotation mark. Screenshot 1 - Screenshot 2 The sentence underlined has inconsistent verb tenses. Based on the context, it should be "If they noticed me [...] we'd be overrun." Screenshot
  15. SAVED GAME: link OUTPUT LOG: link REPRO STEPS: Load the attached saved game. Head to the Hearthsong district in Twin Elms and enter The Passage of the Six. Talk to Ridai and follow the dialog that leads to your getting the "Hunter, Brother" quest. Observe that when you ask Ridai why Arthwn would lie about his brother, the Huntress will interject with a line that belongs to the story/quest of the Endless Paths of Od Nua:
  16. I feel stupid for not thinking of this. Now I won't have to wait for the effect to wear off every time!
  17. According to Josh, critical damage multiplier should apply to the total damage dealt by the attack, and the 30% bonus to crit damage granted by Durgan Steel should stack with the Annihilation weapon enchantment, which grants another 50% bonus damage to crits: However, my test conducted on a Durgan-refined, Superb "Hours of St. Rumbald" Great Sword seems to indicate that either crit damage multipliers do not apply to the total damage of the attack, or Annihilation and Durgan Steel simply do not work. SAVED GAME: link OUTPUT LOG: link REPRO STEPS: Load the attached saved game. Select the protagonist and activate Savage Attack. Go to the character record screen and observe her damage output is 35 - 51 : Quickly calculate what the damage range should be for a regular crit (+50%), a crit with Annihilation (+100%), and a crit with Annihilation and Durgan Steel (+130%). Unless my math is beyond terribad, it should look like this: Crit: 52.5 - 76.5 Crit + Annihilation: 70 - 102 Crit + Annihilation + Durgan Steel: 80.5 - 117.3 Go to the inventory and observe the protagonist is wielding a Durgan-enhanced Hours of St. Rumbald great sword, which has the Annihilation enchant. According to Josh's tweet, Durgan Steel should stack with it, so the total bonus damage for critical hits should be 130%. Summon a hostile creature close to Zahua so that he, Grieving Mother, and Devil of Caroc can keep it busy while you use the combat state to run your test (you could probably test outside of combat too, but Accuracy buffs make you crit a lot more often.) Select Aloth and have him use a Scroll of Valor; make Durance cast Devotions for the Faithful on the protagonist. This should ensure that you crit almost 100% of the times when attacking Durance. Select the protagonist and attack Durance; keep track of the damage output of critical hits. Observe the damage from critical hits (before applying DR) falls within the 52.5 - 76.5 range, indicating a 50% bonus. Here are some crits from my testing session: Please check with designers/programmers if this is working as intended. If it is, please clarify how the mechanics work
  18. I'm not familiar with Chrono Trigger, but in POE you can simply start over and cheat to get end-game equipment from the get-go as well as XP. Game will be terribly easy though.
  19. Indeed. Lash damage only goes against 25% of the target's elemental DR. Should be fairly easy to test in-game if you want to see it with your own eyes.
  20. I could never play Trial of Iron. The thought of losing all my progress and having to start all over again because I made one poor strategical choice in a fight irks me to no end; I would end up punching my screen with some fury. I usually start out my games on Normal, up the ante to Hard when I hit level 5-6, and crank it up to PotD (using the IE Mod) when I hit level 10-11. It's my way to simulate some degree of level scaling in order to keep stuff challenging.
  21. I beg to differ; on the contrary, it would make very little sense. By design, specific armors are particularly good against specific damage types, and weak against others. It is another means of differentiating armors in order to make armor selection a strategic decision. If elemental damage targeted base DR instead of elemental DR every time the former was higher than the latter, the penalty that was given to an armor's elemental DR by design would be rendered meaningless. Then why put it there at all? (It would also make no roleplaying sense for elemental damage not to target its relative elemental DR.)
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