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Patch 1.2.0 Updates Thread
thelee replied to David Benefield's question in Patch Beta Bugs and Support
I don't know if this is fixed already and just not mentioned, but this is also a problem with Skaen's Faith Attuned proc (which produces a club and stiletto) -- currently, only the stiletto (the main hand weapon) has the faith attuned piercing damage lash, and the club doesn't do anything. In case it's not known yet I'll file a bug in the main tech support forum. -
well now that i'm paying attention, it looks in deadfire minor blights is on some sort of timer where the weapon gets swapped out every few seconds (whereas in pillars 1 it got swapped out with each attack). I noticed this because I would do several attacks with the same blight before getting a new one. I wonder if for some reason the timer to switch out to a blight isn't firing immediately? So I got stuck with a pistol for a while until the timer fired and replaced it with a blight.
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well, hang on, after some time in combat, all of a sudden my pistol disappeared and i now have some minor blights action happening. ??? so i guess this bug is "why does it take some time for minor blights to appear?" wasn't an issue in a previous run where I had fassina use minor blights alot and it would appear asap.
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As subject says. See below screenshot where I used Kalakoth's Minor Blights from a scroll and nothing happened, despite everything looking fine in combat log: I am able to consistently reproduce this. Dropbox link to save and output_log: https://www.dropbox.com/sh/8lk431crcrwngwd/AAD9cB2ZcqvvDVusdofgqbrIa?dl=0 To reproduce: run up the ramp to enter combat against the lagufeth. Select Crios (party member #4) and use the scroll. Note that it finishes casting but no minor blights appear.
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Been an issue since 1.0, but wanted to report this in case it wasn't widely known. If you go to an inn and get some resting bonus, if you then go to a burial site or shipwreck or any of those map encounters where you can "search" repeatedly and time passes, after you do that, you'll find that those resting bonuses have disappeared. It's as if the game "forces" a plain rest to cause the passage of time, even though the game also has a "wait" feature. Here's a dropbox link to a save where everyone has the "Private Dance" resting bonus from The Wild Mare, right before searching a shipwreck. To reproduce, search the shipwreck and notice that the Private Dance resting bonus disappears. https://www.dropbox.com/sh/3sw82tsgjxd3iki/AAAID-RKxR0calCczeUiJUbza?dl=0
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You can use literally anyone on your ship. I always have people in reserve and just use them. I notice no difference between them and using actual deckhands. The only difference I've noticed is if I have a boatswain, the botswain gives me a bonus on my progress bar (again, regardless of whether I use a deckhand or not).
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Never happened before and I have like 200 hours already. Here's a dropbox link that is to the crash dump folder the game created on the most recent attempt: https://www.dropbox.com/sh/2jjdf34v2zqq3gy/AACqiYfZ-9lzpZquqb6gsWrCa?dl=0 It also contains the most recent that I use right before going to The Gullet.
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yeah, i don't think there's a way other than "try to shoot again", which means telling your character to attack someone at range. what you would do in this situation is. 1. blunderbuss. 2. run into melee for a a bit 3. either escape or run away 4. immediately tell your character to attack a target 5. hopefully you are already in range to start shooting again. your character will instead start reloading. rinse and repeat. once you get the hang of it, you can eyeball the appropriate distance to trigger a ranged attack at step #4 and you can position yourself correctly at #3.
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Cyclopedia explains some of the crew positions, but is a bit vague: OUT OF COMBAT captain: ??? (I think a map encounter or two checks your captain skill?) navigator: higher ranks = faster travel time cook: reduces food use surgeon: speeds up healing (kind of a moot point because most of the time I am able to return to a port to heal up instantly) boatswain: ??? helmsman: ??? (I think some map encounters check your total helmsman skill?) cannoneer: ??? (I think a couple of map encounters check your total cannoneer skill?) deckhand: ??? IN COMBAT captain: whether or not you have advantage each round below-deck navigator: nothing cook: nothing surgeon: speeds up healing cannoneer: fires cannons, determines accuracy above-deck boatswain: slight bonus to completing special events (such as repairing your hull or putting out a fire) helmsman: ships have a minimum helmsman requirement for cannoneer accuracy; according to cyclopedia also increases your ship evasion after a turn or jibe; you need a helmsman to be able to turn or jibe in the first place. deckhand: ??? The big mystery to me is what on earth deckhands do? The cyclopedia says they make your ship faster in combat. Anecdotally, if I use grapeshot and wipe out the entire enemy above-deck crew, it does appear that the enemy ship moves slower (and sometimes they just get stuck holding position). However, my own combat speed (at least according to the ship management UI) appears not to change one bit based on my # of deckhands or their skill level. Anyone know for sure?
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See attached screenshot: Note that the lightning explosive damage in combat log is annotated with "(Deathblows)" but upon holding shift to expand the details, there is no application of deathblows damage at all. Here's a dropbox link to a save, along with an output_log (in the save you'll have to craft some lightning bombs first): https://www.dropbox.com/sh/dcuepdin32awmfb/AACdgXzDgoPD8MU12plqWtE9a?dl=0
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So I did these test and can verify that this is actually just a display bug in the combat log. Even though explosives damage is marked as "(Deathblows)" in the combat log, there is no extra damage from Deathblows, whether applied invisibly to the base damage (like power level/explosives skill scaling) or as a hidden extra effect not in the combat log (like Recall Agony). On the plus side, while testing this, I did discover that weapon procs are buffed by sneak attack/deathblows. I updated the guide to reflect these changes. Thanks for drawing attention to the explosives/deathblows interaction to me! I tried to make sure everything I wrote in the guide was backed up by real-world tests, and the explosives/deathblows was one of those things where I just saw it in the combat log and assumed it was working the way it said. Oh well, you know what they say when you assume...
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Are you sure that it's not capped? Even in PoE you couldn't reduce armor penalty below zero so that it (theoretically) would become a speed bonus. Arddv got to the answer before me. AFAICT anything that actually reduces armor penalty itself actually modifies the armor recovery time penalty you see on recovery time tooltips. For Miscreant's Leather (and DoC iirc, and there's another light armor that has a -5% recovery time bonus iirc) the recovery time bonus is a separate adjustment. You could also verify this by equipping Miscreants Leather with a cosmo and then comparing with like a Robe. Your recovery time is definitely lower with the miscreants+cosmo than with simple robe.
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When I started writing this and was trying to find a picture of Umezawa's Jitte, what made me feel old was realizing that a set that still felt relatively recent to me was actually literally more than a decade old. It's a bit off topic, but I started playing with Unlimited edition. Most of my time was spend with revised. I played a little with 4th edition, but stopped before 5th. I still have all my cards, also got some beta cards. So I'm guessing at this point your cards are like your retirement plan?
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See screenshots. Even though the description says it is "faith attuned" and has a lash damage, when I actually attack with the sword part of magran's spiritual weapon, I do no bonus lash damage. (It still looks super cool in the inventory though) Dropbox link to save before an encounter, along with output_log: https://www.dropbox.com/sh/a5i40l6qhouyc0y/AADPx8MTBD5t4gbCIQx94WZVa?dl=0
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When I started writing this and was trying to find a picture of Umezawa's Jitte, what made me feel old was realizing that a set that still felt relatively recent to me was actually literally more than a decade old.
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Does this mean that light armor goes from a .83 coefficient to a 1.03 with both armored grace and cutthroat cosmo???
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Something I forgot to mention in the guide but is really relevant: if you do a Riposte while holding a Blunderbuss(Powder Burns)/melee, you will actually trigger the Powder Burns modal effect (both the aoe burn damage and the distraction on yourself) as part of the full attack Riposte, even though you don't appear to trigger the actual base blunderbuss attack. This is probably a bug that will one day get fixed, but it does mean if for some reason you're surrounded but not getting flanked (can happen in odd situations), giving yourself a high deflection and equipping your blunderbuss/melee (with powder burns) is another way to get near-100% uptime on your streetfighter special. In general though I would still prefer equipping two real melee weapons if you don't need the additional help with uptime because the Powder Burns damage tends to be really really crappy (mostly due to perpetual underpenetration) compared to a riposte with two great melee weapons.
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Yeah, by increasing returns I mean that every point of deflection you gives you progressively better results. I have an example somewhere in the big guide (do a ctrl-f for "Defenses offer increasing returns"). The catch is that resolve is sort of garbage for most characters. The increasing returns means that if you invest heavily into it, you eventually go from it being garbage to it being incredible. If you only do a modest investment (a low deflection character with ~14 resolve wearing a shield and not much more investment) in it then while it won't be crappy, it might not be as good as points you put elsewhere. So depending on the types of characters you are making, you might be perfectly optimized in dumping resolve in favor of dex/per/int. Also, re: cutthroat cosmo, looks like console commands won't work, however someone found a hack for GOG: https://forums.obsidian.net/topic/96805-introducing-the-seafarers-scavenger-hunt/page-2?do=findComment&comment=2027320 Kind of lame that it was a steam-only official promotion, considering how good of a pet it can be.
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Problem with the potion is that even if every ranged enemy attacking you has 25% under penetration, if there's enough of them you'll still die pretty quickly I definitely drank some potions because it helped, but sometimes I needed both the potion and the large shield modal to survive Deadfire AI sending every ranged attacker against my streetfighter for some reason. Also you need a pretty decent alchemy to get up to that much of an armor rating boost, so it's not an option for early game IIRC.
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noooooooooooooooooooooooooooooooooooooooooooooooo *head pop*
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Thanks for looking at this, definitely worth further testing.
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What ability affects just attack speed? Most everything I can think of off the top of my head affects action speed.
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The damage numbers I saw were annotated with (Deathblows). I assumed this meant they were also boosted by Sneak Attack, but it's possible that the way Deathblows is implemented it just skips past sneak attack and applies the Deathblows boost directly. I'll edit and remove the sneak attack until I can confirm one way or the other (it might also be a specific subset of explosives).
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