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Everything posted by AndreaColombo
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white march news
AndreaColombo replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think soulbound weapons definitely qualify as "new content" that will only be available through the expansion. It wouldn't super make sense otherwise. Besides, I take it they're supposed to be kinda rare and prized; suddenly scattering them across the whole world would run counter that notion. -
@Durlachion - They never told me anything about that, but the way quotation marks are currently used within the game text is the standard practice for the English language. Source Of course different languages would abide by different rules; in Italian, for example, I would put closing quotation marks at the end of every paragraph. So it totally makes sense for you to do so in the German game text if that's how German grammar works.
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So, I've been doing some more testing. What happens if you take the Wildstrike talent and wear the Wildstrike belt (which, per its description, grants Wildstrike Burn)? The talent adds 30% elemental damage to your attacks. The belt tops that with an additional 10% of the same elemental kind (if you have Wildstrike Burn, the belt will make you deal 10% more burn damage; if you have Wildstrike Corrode, the belt will make you deal 10% more corrode damage; and so forth.) The way it is calculated is 30% of your non elemental damage (Wildstrike) + 10% of your non-elemental damage (Wildstrike Belt.) For example: 17.1 Slash 30% corrode = 5.13 10% corrode = 1.71 Total corrode (before DR) = 6.84 DR = 14 * 0.25 = 3.5 6.84 - 3.5 = 3.34 corrode damage dealt (Unfortunately I didn't take a screenshot of this.) In theory, the same should happen with Greater Wildstrike (which gives you 45% elemental damage) except if I apply the same logic, I don't get the actual number I see in-game. This was done with Greater Wildstrike Corrode + Wildstrike Belt. My math based on the example with Wildstrike: 20.7 * 45% = 9.315 20.7 * 10% = 2.07 Total corrode (before DR) = 11.385 11.385 - 14 * 0.25 = 7.885 which is clearly too much. If I take the Wildstrike Belt's 10% out of the equation, however: 20.7 * 45% = 9.315 - 14 * 0.25 = 5.815 which is too little. Any insights?
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Two-handed weapons with a listed speed of "Slow" actually attack at the same speed as one-handed weapons with a listed speed of "Average." SAVED GAME: link REPRO STEPS: Load the attached saved game. Select the two naked women (named "Druid 1" and "Druid 2"), go to their character sheet, and observe they both have the same DEX score. Go to their inventory and observe that one of them is wielding a Great Sword (two handed, "Slow" speed.); the other, a Sword (one handed; "Average" speed.) Back to the game, pause, and order the two naked women to attack the character in the middle (the death godlike wearing the Sanguine Plate) so that when you unpause the game, they'll start attacking simultaneously. Observe that the women's attacks are perfectly synchronized even though the Great Sword is supposed to be slower.
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Exchanging PMs with BMac, I learned that their work on party A.I. highlighted a number of subtle bugs in enemy A.I. that patch 2.0 is going to address. For example, enemy A.I. was never making use of modal abilities, but with patch 2.0 it will. For part II of the expansion I hope they'll bring deeper improvements to enemy A.I. like: Stealthing and backstabbing Drinking potions Better targeting(no more passing by an unengaged squishy and ignoring them to keep pursuing a tank that's already been engaged by a thousand other enemies.) Smarter spell casting(right now it's something like "Cast X, then Y, then Z. Rinse and repeat."; should be more like, "If AoE hits my allies and my allies can take the hit, use damage types against which enemies aren't well protected; if my allies are below X endurance, only use damage types they're well protected against or single target spells" and so on.) Using items' spellbinding abilities if/when it makes sense Making intelligent decisions on whether to disengage and pursue a different target Helping allies to disengage(e.g. Mark wants to disengage 'cause it makes sense to maim your dying squishy; Stephan knocks down whomever is engaging Mark to free him.) You know, the SCS kind of stuff :D
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A few random thoughts: - Weapon Focus: Peasant applies to Spiritshift attacks as well, and so does Two Weapon Fighting. - Elemental talents apply to both Wildstrike and druidic spells. So those are all talents worth considering for your druid.
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The armor is Sanguine Plate. Its base DR is 14 and it doesn't list any specific modifiers against Corrode, so I simply assumed DR vs. Corrode would also be 14. As for weapon speed, I think it's a bug. Would be good to raise it to devs with a saved game and repro steps (perhaps I can assist with that over the weekend.) EDIT: bug reported.
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PrimeJunta: That I can agree with it. Having to go out of your way to retrieve specific ingredients and/or recipes would be pretty good (and I hope they're doing something similar with soulbound weapons in the expansion—i.e. to make them really powerful you need to go the extra mile and accomplish some pretty tricky/tough stuff). I wouldn't mind having to put in some extra effort in order to obtain something cool. But that wouldn't have to prevent being able to upgrade existing weapons and armors in order to be interesting, would it? Gunnar.Maluf: As far as I'm concerned, aesthetics is but a part of it. A part that I care about more than most, I'll give you that, but still not the whole. Take once again the example of the Sanguine Plate. I like its looks and I like its Spellholding: Frenzy ability. I want to be able to keep it throughout the whole game but if I can't enchant it to Exceptional or Superb, I would be willingly shooting myself in the foot by not swapping it with, say, Argwes Adra. And changing the latter to look like Sanguine Plate wouldn't cut it, as Argwes Adra doesn't have Spellholding: Frenzy either. See what I mean?
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Hello, I was running some tests to verify whether elemental talents affect a druid's Wildstrike ability, which I now believe they do, but something about my damage calculation is off and I don't understand why. Example: Scarel is wearing an armor whose DR vs. Corrode is 14. Here's my math: Wildstrike damage = 21.9 * 30% = 6.57 DR vs. Wildstrike = 14 * 25% = 3.5 Total elemental damage from Wildstrike = 6.57 - 3.5 = 3.07 Spirit of Decay damage = 21.9 * 20% = 4.38 DR vs. Spirit of Decay = 14 * 25% = 3.5 Total elemental damage from Spirit of Decay = 0.88 3.07 + 0.88 = 3.96 (rounded up to 4). But the actual damage dealt was 4.4. What am I doing wrong?
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Why can't we have both? I like my characters to look good while they kick ass EDIT: to clarify, I like the enchantment system as is. I wouldn't mind being able to overwrite enchantments, but I won't be particularly bothered if that's not implemented. Being able to make an item viable throughout the whole game is a very dear feature to me.
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That would be too limiting. If I like a weapon aesthetically, for example, I want it to be viable for the whole game even if it starts out as "Fine" or even with no quality enchantment. If I can't make it "Exceptional" or "Superb", I will eventually be forced to stop using it even if I'd like it better than another weapon. Same goes with Armor (cough cough Sanguine Plate cough cough).
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Multi-Classing talents!?
AndreaColombo replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I wear it because it looks good (and does constant recovery really make a difference in combat? I can barely tell it's even there.) -
Multi-Classing talents!?
AndreaColombo replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Fighter's is constant recovery? What a wasted opportunity. I wanted Armored Grace; the very reason why my every protagonist is a Fighter. -
white march news
AndreaColombo replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Very interesting! -
About splitting the expansion in twain. One thing to consider is that today's world is much more fast paced than what it used to be back when TotSC and ToB were released. Nowadays it is imperative to strike the iron while it's hot as people won't wait long after beating a game before they uninstall it and move on. For the expansion to sell well (seeing as expansions typically sell less than the base game to begin with) it is critical for it to hit the (virtual) shelves as early as possible. From a commercial standpoint, it makes sense for Obsidian to split it in twain if they want to offer more content—the alternative would be to rush a smaller expansion, which would definitely run counter all they promised. We have no way to confirm whether price will indeed be cut in half to reflect the fact that it is a single product, but I'll give them the benefit of doubt on that. Let's see how the expansion comes along