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I'd like to point out a potential issue with power level with respect to power source progression. One of the design goals of multiclassing is, to have multiclass characters at 75%-85% class efficacy of pure characters at the same level. In today's presentation Sawyer has shown the current tables and values, which give pure characters 3 power source points per level and multiclass characters 4 points, that are split between the two classes (3 in currently leveled up class and 1 in the other class). This gives a multiclass character an average power source point gain per level of 2 (i.e.: if class levels are split evenly between the classes, each class would receive an average of 2 points per level), which results in a multiclass character having an average power source point progression at 67% for each class, compared to a pure character. Assuming, that power level progression is linear (i.e.: character at power level 4 is at 80% efficacy of a character at power level 5), which seems to be an assumption also taken by designers (I'm basing this on the shown power level vs level table), this would mean, that given a linear relation between power level and power source would mean, that a multiclass character would be approximately at 66% efficacy. Of course, relation between power level and power source is not linear, as shown in the following table: Points Power Level 0-2 0 3 1 8 2 14 3 20 4 26 5 32 6 BUT! As it looks like, nonlinearity exists only for the first 3 power levels (~ 3 character levels) and is then linear up to at least power level 6 (~ character level 11). If it remains linear the character efficacy will inevitably limit towards 67%, which is well below the intended 'sweet spot' range. For curiosity's sake, I've made comparison of pure (PC) vs average multiclass character (MC) power levels (PL) and their ratio with respect to character level (CL): CL PC PL MC PL MC/PC 1 1 1 100% 2 1 1 100% 3 2 1 50% 4 2 2 100% 5 3 2 67% 6 3 2 67% 7 4 3 75% 8 4 3 75% 9 5 3 60% 10 5 4 80% 11 6 4 67% -linear assumption from here on- 12 6 4 67% 13 7 5 71% 14 7 5 71% 15 8 5 63% 16 8 6 75% 17 9 6 67% 18 9 6 67% Since I do not have the tables, I've assumed linear progression for pure character power level with respect to character level progression, as was indicated by Sawyer in the presentational video. My interpretation is, that the trend is already showing. Multiclassed character would also spend only 6 out of 17 levels not being worse than the intended efficacy (level 1 being exempt, because all characters are equal at level 1). TL;DR: Power level with respect to character level or power level with respect to power source progressions should most probably be tweaked to be more non-linear.
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Josh Sawyer plans to develop a historical RPG after Project Louisiana
Jajo replied to Infinitron's topic in Obsidian General
Taking into account Sawyer's background in history and fondness for Darklands - colour me hyped. -
Update 3.02 Beta is Live
Jajo replied to BAdler's topic in Pillars of Eternity: Announcements & News
Is there an ETA on when this patch hits GOG, or is that purely up to GOG? -
There are some keys to successful dragon hunting. (Some might say cheese.) 1. Learn the dragon hunting skill from Falanroed as part of the Adra Dragon "hunt". It reduces any dragon's defenses for a shortish but useful period of time. 2. Paralyze spell scrolls. It may seem cheesy, but dragons are so incredibly powerful with their breath attacks that can just about nuke an entire party, I'd call it the proverbial case of "fighting fire with fire". 2a. If you have a high enough level wizzy, Gaze of the Adragan for more paralyzing. A paralyzed dragon hurts no one. 3. Watch the dragon's DR's and immunities closely and use weapons, spells, chants, whatever that target the weak areas. Paralyze scrolls didn't work well for me even before the dragons were buffed, but I agree that, sadly, immobilizing them is the (only) way to go. I just don't know how to deal with 300 non-crit semi-ranged butt attacks otherwise. The tools now have to be tailored somewhat to the dragon, because of the immunities, but not the process itself. I find it, that despite them being resistant to prone, Concelhaut's Crushing Doom is still invaluable in these encounters, since it gives you multiple prone checks for the price of one spell (and damage's a nice bonus too). Dexterity's usually one of the lowest resistances on the dragons to begin with. The downside is, that you have to have already beaten Concelhaut to get it. Stun weapons are a good choice too. Stunned affliction also suspends prone lengthening the effect.
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Too much text ......
Jajo replied to Brimsurfer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
But for nostalgia glasses, PS:T is greater 'offender', in my opinion. If, unlike me, you don't read every book, item description and backer NPC soul, then I don't find it text heavy at all. Compared to IWD, yes; compared to BG2, no. Also, if PoE has too much text for You, I'd steer clear of Shadowrun: Hong Kong, if I were You Too bad, though, since being a BIG PoE fan, I still deem it better than PoE. -
I didn't even know you could split the Concelhaut's group. I fought the whole group at the same time, but I did it like why said - I sent my main character in alone while leaving the others in a more favourable position. @Teioh_White were these new fights added with WMp2? I've only come across one new encounter (the one near Magran's shrine in Dyrford crossing, I believe), which resulted in me taking an emo godlike prisoner. I sadly lacked the will to comb through all the maps again and since I was there on a quest, I figured, that the encounter could just as well have been quest triggered anyway.
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For all the game design nitpicking*, why do you still insist, that having no chance to save between the full-exposition-dump-15min-dialogues and consequential boss fights is a good, favorable or even likable idea? Of course, the toughest fights are going to wipe people's parties, especially if they stumble upon them unprepared - they are meant to. But making them then navigate through the winding dialogue again after they've just done it? Why? It sucked in IE games, it sucks now. Just create an autosave after the dialogue... Despite the appearance, this is not a rage/vent thread, but an actual suggestion, I've had for a while. I've never remembered to post this before, but right now I've had one such fight. I didn't wipe, but I find it sad, that nearly doing so, I was more dreading going through the dialogue again, than the possible failure. * in my opinion, this word does not really give the mentioned process justice
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Everythings gone pink!
Jajo replied to Charly030's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
My game was patched with the DLC patch while the issue was present, so I'm not convinced. -
Everythings gone pink!
Jajo replied to Charly030's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I've had the same problem. Since I've chosen GoG, I redownloaded version 2.0 and am continuing with playing on that version. It looked to me, like some effect sprites were rendered as pink squares (missing texture?). -
Its totaly impossible to kill
Jajo replied to brabe's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Adra dragon is the toughest fight in the game, if you ask me. As with all fights where opponent deals ridiculous spike damage, the key is to completely disable the opponent (prone/paralyze). Paralyze scrolls, gaze of adragan, call to slumber and pillar of faith work for me. Make sure that you position your disablers somewhere to the side - away from other party members, so they don't get hit by arbitrarily sized and directed AoEs too much. I also usually send the toughest or at least most expandable companion in first to direct the initial attack away from the rest of the party. I find it funny, how Sawyer has been so vocal against having save or die attacks in the game, yet here we are. -
Pillars of Eternity: White Marchmallows
Jajo replied to Jajo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's out on GOG as well. Go rural internet, go! -
Pillars of Eternity: White Marchmallows
Jajo replied to Jajo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Had a search: looks like the expected release time on Steam is at 7AM PST, which is 2PM UTC. Releases on GOG are usually a bit later, unfortunately, but it's not like I'm going to be back from work before 4PM UTC. -
Pillars of Eternity: White Marchmallows
Jajo replied to Jajo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
So... anybody knows an ETA? I only know it's coming out today. -
Pillars of Eternity: White Marchmallows
Jajo replied to Jajo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The beetroot diet was the hardest part. -
Aren't all their name plaques color coded? They are all yellow-ish - at least the ones that I've encountered so far. Tombstones are the same - they have their own special icon. Granted, I haven't finished the game yet, let alone completely explored it, so I may me wrong on both accounts, but I find both to be perfectly fine and unintrusive solutions.
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Update 91: Closing in on March 26th!
Jajo replied to BAdler's topic in Pillars of Eternity: Announcements & News
I wish I had Your sh00p skillz. Edit: Can we get a HR version for wallpaper? -
So the build, that's finally going to be available for all three operating systems will also be the last build.
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Update #88: Final Sprint and... Release Date!
Jajo replied to BAdler's topic in Pillars of Eternity: Announcements & News
It should be available at the same time (barring unforeseen problems). It is running pretty well right now. Any ETA on the beta? -
Update #88: Final Sprint and... Release Date!
Jajo replied to BAdler's topic in Pillars of Eternity: Announcements & News
Why do you have liquid soap int he middle of the table? Or is it goblin moisturizer? :S -
Today Senski used double negative. Intentionally? *Updated my journal.*