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thelee

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Everything posted by thelee

  1. you're implying that your current health is set to equal whatever is the same relative % health level as before the health adjustment (that would be a logical thing to do), but boeroer's data shows that that is not the case. (boeroer - i have to assume that you have something that grants you +15 health and that you are a cipher or wizard at level 10 because that's the main way i can make sense that you have an odd amount of health at 10 con) i still can't really make sense of the data (and haven't had time to do tests myself) because boeroer is getting back the full +29 health that a +5 CON boost implies the first time the con affliction wears off (i think there's some rounding involved), despite being at less than full health. At some point he starts getting back less and less. edit - the only thing i can really figure out is that the lower your current health, the lower your health back. but it's not in a way that keeps your current health % at the same proportional level, as maxquest implies. example - when enfeeble wears off the first time in boeroer's first post, current health goes from 72/104 to 101/133 - if it was purely proportional it should be 92/133 (i tried permuting the implied +15 health in some way but can't get a satisfactory equation). my best guess is that there's some linear relationship between current health to max health and how much of the maximum health gain you get to your current health, and there's a threshold where you still get the full max health, and a minimum where you always get a small amount of current health gain.
  2. it really depends on the ability (unfortunately). deep wounds i'm pretty sure is the total damage you dealt spread out over the default duration (so intellect bonus and malus can improve or worsen it appropriately). meanwhile, while not a dot, carnage is raw damage that is % of your main hand weapon's base damage. i seem to recall that wounding shot is something super crappy. disintegrate is some funky formula that does damage over duration, but isn't correctly adjusted by might (though it is correctly adjusted by PL and intellect). cleansing flame uses this same formula, though isn't raw damage. (you can tell if it uses this weird formula if instead of telling you damage per tick it gives you a huge number and a duration). none of this is in the combat log unfortunatley, you just have to look at the red numbers appearing over head regularly.
  3. Could you elaborate? actually I don't know how to make sense of dunehunter's equation. also it's slightly wrong: constitution grants 5% health/point, not 3%. boeroer's in-game example just raises questions that I don't know how to answer with just a few minutes of thinking. Judging from boeroer's empirical example, what appears to be happening is that when you lose CON the game reduces your current health by the ratio of your new max health to your old max health. But when you gain CON, the game is doing something else; it works correctly after the first hit (giving boeroer's char 29 current health, the exact amount of max health being restored), but does something weird after the second hit (only giving him 18 current health). there must be some arithmetic error somewhere in-game where the health gain you get from CON gains is not being calculated correctly at lower health levels. this has important ramifications for con inspirations, which up to this point I had thought could make for potentially semi-decent instant heals late game (since the "healing" scales with your base health, which goes up every level), because if you're getting less than you're owed at lower health then it screws that over. maybe if i knew how much con boeroer's health had that could clarify some things.
  4. i'm not sure i'm understanding how the math is being done in-game, based on what you and dunehunter are saying. how much con does this character have? dunehunter's equation implies that enemies with high con (s.t. they still have a bonus even after the affliction) which actually take less damage than stated
  5. i forget - didn't dominate/charm effects eventually get special treatment in PoE1 so that you could use prayer against treachery and suppress affliction to get rid of it?
  6. I did some testing a while ago and I'm pretty sure might adjustments are dynamic to basically everything that is affected by might. Intellect is a harder pickle and one I haven't tested thoroughly. I believe durations and aoe are set in stone at cast-resolution-time for persistent hazards and most other effects. Paladin auras do dynamically adjust to intellect. Do note that they are not technically "passive," they are active. Call them persistent or something if you will, but active vs passive has specific meaning w.r.t to stacking rules and they are all definitely active for that purpose. The remaining slice that I'm unsure about are the chant and aura-equivalents (e.g. Spark the Souls of the Righteous, Nature's Terror) as you mention. I'm 90% sure that their AoEs are set-in-stone at cast time so later intellect adjustments will do nothing. I'm 90% sure that chant aoes are set-in-stone at chant time. Testing with chant would be easy - have an ally stand right outside the chant radius, then buff the chanter with an intellect inspiration and see if the party member gets the chant immediately or upon the next song - I'm fairly positive you have to wait for the next song. I vaguely suspect that effects like Spark the Souls, Nature's Terror, and Relentless Storm are similar in that they are set at cast-time, even though they follow you around. In this respect I think auras are "special" in having their radius checked repeatedly.
  7. ah dang, i'll have to try to see if i still have some old ones. the old city is an example of a case i'm concerned about and should be 100% reproducible for one specific case. weaknesses normally worked right (albeit with a display error with no duration listed), but it demonstrated that if you have an effect that combines something with an affliction, the weakness doesn't apply right. i'd be worried that most cases with afflictions were fixed but that something like this was not. how to reproduce: 1. fight giant cave grub at end of old city (who has weakness: intellect) 2. apply fugue spores poison (which does damage over time nad has confuse effect) 3. attack with poison on giant cave grub. 4. confusion gets resisted down to nothing instead of weakness-ed up to a charm. damage over time still works. if anyone is good with a console, you could probably summon the creature directly and use that as a save. i don't know really how to use the console.
  8. As title says. See screenshot. Dropbox link to output_log and save: https://www.dropbox.com/sh/x5xoanzhup40ubq/AADyoVQ9xhewNtY2BkuRNjmda?dl=0
  9. Most of the habit-forming substances I've come across have as one of their properties that a dose will relieve the withdrawal syndrome from a prior dose. Ekkevit didn't have this, which is one reason it caught me by surprise. Another frustrating problem is that taking further doses doesn't seem to alleviate the debuff. I'm getting ready to fight the darned dragon, having leveled several times since my last, ill-fated attempt. Guess I need to experiment with multiple resting sessions to see if I can break the curse. So how would you suggest this discussion be titled? Strangely, I couldn't find any similar discussion on the Net. Addendum: MaxQuest's idea helped! By resting twice... first time with a random food and second time with Glacial Ysae, I got rid of the hangover. Put me down as just an inexperienced tripper... but I still think somebody might have warned me the stuff was habit-forming. Ekkevit, after all, sounds a lot like "Aqua vitae /ˌækwə ˈvaɪtiː/ (Latin for "water of life") or aqua vita is an archaic name for a concentrated aqueous solution of ethanol. The term was in wide use during the Middle Ages and the Renaissance, although its origin is likely much earlier." And alcohol I've always been able to control. experienced drinkers will know that a hangover is not a withdrawal symptom that is cured by drinking more alcohol (Boeroer is slightly wrong on this point - after you rest with alcohol any future rest will grant you the hangover effect of that drink; drinking more alcohol will just set in place what hangover you get the next time you rest, instead of doing anything to treat the current hangover) notably, mariner's porridge has the special property that if you eat it during rest after you've drunk alcohol you will not get a hangover. it's really unobvious, it's only mentioned in passing in the description ("A remedy for both hunger and hangovers." [emphasis added]) The only downside is you're stuck with a food rest bonus that is not great, but if you're time (eothas) or resource (rymrgand, woedica) constrained it's better than nothing. there's also drunkard's regret, which you get from oathbinder's sanctum, which if you wear it while resting with alcohol will block the effects of the hangover from that drink the next time you rest.
  10. yes, they do. (haven't verified specifically in-game, but the +5 PL from empowering is a static effect that works with other PL bonuses active or passive, so there's no reason why it wouldn't work with ascendant) side note: ascendant itself doesn't benefit from +PL though, only intellect.
  11. I usually use PotD + upscaling only and sometimes it feels too-o-o much. I think, if i change PotD bonus to +1, then, combined with +2 from level scaling, it should be a "Goldilocks recipe". is the scaling amount of PEN/AR adjustable? because I could see either +1 with current scaling or +2 with 1/2 scaling could work.
  12. lololol i dunno, vela being lured by your own sparkcrackers and similar skills seems definitely in theme with having to escort a young kid around.
  13. i don't completely buy this - I find that with the +2 AR (and upscaling) on POTD is the only way I actually care about AR/PEN. Maybe Veteran's +1 is a better "balance" (can't say for sure), but basically it seems like it amounts to a non-factor on normal or less - the balance between you and the enemy is such that it's either literally not relevant or you can just brute force your way because maybe you're just only -1 behind (whereas before you might be -2 or -3, which is actually severe). edit - Ensign's post went through before I clicked "post" on my message, but I think I agree with Ensign. With the current balance of AR/PEN I would argue that the +2 flat AR on PotD is fine (though I can be persuaded that Veteran's flat +1 is a better target), but the upscaling of AR/PEN is really what helps add to that arms race feel in a way that +3 acc/defense per level doesn't. So you probably should only have one or the other.
  14. I've seen people suggested to add some sort of scaling(e.g. 2-3% damage per bonus penetration) and the other way around.In theory it would give lighter armors some purpose even if you get penetrated anyway.What do you think about it? i think one of the goals of AR vs PEN was to make each point potentially really meaningful and so I don't like the idea of adding tiny percentages of something. i think what might be a better idea is to give lighter armors more of a niche. Like, give them all blanket defense against spell PEN or something. i don't know how to solve medium armor - they sit in a kind of a weird zone, in my experience they are only really useful extremely late game where you're overleveled and they can actually provide meaningful damage reduction, or against enemy spell casters who don't have as good PEN scaling, but adjusting light armor to have bonus defense against spells would negate this. These are all half-baked ideas of mine, so I dunno.
  15. I wouldn't change the PEN/AR system so much as add more variety to the ranges and damage types for enemies. My main complaint (in contrast to some other people here I generally like the PEN/AR system) is that on PoTD with upscaling it's a little bit of an arms race that can become an all-or-nothing proposition with AR for your characters (to the point where medium or light armor may not even be worth the recovery time because either way you might be overpenetrated by enemy anyway). Greater variety of enemy PEN ranges and making damage types a bit more rationalized would help.
  16. I've played as soon as the game came out.Are Kraken Eyes still used to upgrade gear? yes
  17. Depending on when you first played, I think high-level enchants got more expensive. So it might be that you used to have been able to upgrade with just 1 Kraken's Eye, but now you need 2.
  18. one suggestion - instead of a generic chanter, you use a troubadour. with brisk recitation, you can get 2x skeletons out of many lives pass by with that (and summon more faster). because you only care about the skeleton chant, it doesn't matter that you lose linger (which doesn't apply to the skeleton chant).
  19. Oh, my bad then Here's a good example by baldurs_gate2 regarding buying time For 30s straight Nery can't cast that Entropic Shield because is being continuously interrupted and can't get out of previous recovery. yeah the big advantage of mule kick is that it also disorients, which also adds a similar recovery penalty as the blind in that video. add maia with her chance of interrupt + red hand for 2x shots, a fighter/barb with intuitive+interrupting blows, and the fact that even when disorient/blind wears off the current recovery is still slowed down (doesn't speed back up), one mule kick bought a lot of time in similar fashion mule kick is awesome (would be better if it didn't have that weird untargetability when knocking up)
  20. crit duration +25% is multiplicative with int/resolve adjustments, even though crit damage is additive. ah, probably i was just doing a knockup and that was just buying me more time, and i interpreted that as an interrupt.
  21. i think not giving an out for these kinds of fights is the right move, actually. petrify is already exploitable in boss/megaboss fights where they merely have dexterity resistance as opposed to dexterity immunity. maybe for the non-hard CC options.
  22. IIRC, one of neryscirlas's attacks is the one that grants concentration, it looks like an arm flexing. you can interrupt that one, too. i don't think the fight "cheats" in just randomly restoring concentration, ner can only do it a few times. though personally i've also gotten used to either having a chanter with the "thick grew their tongues" chant or having some source of insect swarm/plague of insects for the concentration immunity. edit - alternate suggestion: knock up effects (fighter mule kick and monk skyward kick). even if enemy has concentration, the actual knock-up part of the effect will still work and disrupt their cast. The way the enemy AI works, even though they didn't lose their resource, they might move on to do something else temporarily which gives you time to get rid of the concentration. as a plus, both those effects are also interrupts, so if the enemy does have layers of concentration, you are getting rid of them while buying yourself time to do the same.
  23. Have you ever needed an antidote, though? It's the potion that I tend to collect huge amounts of but that I have never once drunk either in PoE1 or Deadfire. The reason for this is that although some afflictions are troublesome, none of them last for very long, and they are all therefore mere nuisances instead of severe problems, even in the heat of battle. This, for me, is one of the main reasons why battle in PoE or Deadfire is never actually scary -- to the extent that it can be in RPGs -- because you know that all effects are temporary. (The system itself, I think, is fairly well balanced, it has to be said.) on potd early-mid game poison is scary to me because of hte frequency with which that poison is a paralyze effect, which is pretty much lethal for a front-liner. i also use it in oathbinder's sanctum because i tend to do it early and i have few other options against dank spores charm at that level. though beyond that, the only other time i use antidote is against belranga. part of the lack of use is murk - like, i'm still not sure what dominating spores is, because sporelings give that to me a lot.... and it sounds scary, but i'm not actually sure what it does and why i should care. the fact that i don't know what it does and i seem to end fights just fine though suggests to me i don't really need to use antidote. objectively we should all be using antidotes more, because against things like plague of insects it's effectively a ton of healing. but eh, like you say the effects are temporary and they're rarely ever that scary. meanwhile, a poison in BG could literally kill you in a couple rounds.
  24. the scroll issue also happens in RtWP (i reported and it got documented quite a while ago). it's quite an annoying bug. obsidian, please fix for both rtwp and turn-based!
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