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Everything posted by sunburnedcrow

  1. Does anyone know a workaround for this? Agile Retreat seems to be Itumaak's Deflection bonus when calculating against disengagement attacks, worst of all, the multiple instances of Agile Retreat seems to be stacking.
  2. Chant cooldown? What are you talking about, I don't see this being mentioned in the patch notes.
  3. Patch 1.05 claims that the UI for showing Chanter duration has been fixed. However, this screenshot here: http://imgur.com/SMZcuwG, shows me different durations. Which should I believe to be true?
  4. Interrupt mechanics were changed a few times. The developers may have forgotten to change some of the Interrupt/Concentration related talents amd abilities, similar to the case of Interrupting Blows being broken
  5. There is a work-around for this. Turn off the modals, save the game then load the new save. Particle effects and sound effects for turning on the modals should work now.
  6. Here is another one.The Interrupting Blows Talent does nothing. The confirmed post by Obsidian is here: http://forums.obsidian.net/topic/75038-taking-interrupting-blows-breaks-interruption/?p=1641641
  7. I am currently experiencing some minor bugs. 1) Envenomed Strike tooltip implies that the damage is affected by both Might and Intellect. However the combat log reflects that damage is only affected by Intellect, more ticks due to higher duration from the intellect bonus? Are the tool-tip and/or Combat Log wrong or does Envenomed Strike just work in a weird way? 2) Modals (Fighter's Defender modal at least) sound effect and animation do not play if you load a saved game with the modal turned on. Turn on Eder's Defender's modal for the first time and a sound effect and animation should play, you can turn it off and on again, and the animation + sound effect would play normally. However, once you save the game with the modal turned on and load the same save again, the animation + sound effect would not play when the modal is turned off then on again. Edit: I realised that I have posted this in the wrong sub-forum. Would a moderator kindly move the topic to the Technical Support Sub-forum? Thank you.
  8. Is this summary correct? There are, potentially, six parts to each ranged attack 1) Attack delay 2) Attack Animation 3) Recovery delay 4) Recovery Animation 5) Reload delay (?) 6) Reload Animation Dexterity bonus/malus affects Attack Animation, Recovery Animation and Reload Animation by the formula (No. of frames divided by (1+ Dexterity bonus/malus) The other bonus/malus to attack speed in game only affects Recovery Animation, or Reload Animation if stated. These bonuses are additive, i.e. if you have a -50% attack speed and a +20% attack speed bonus, the multiplier would be (1+0.5-0.2)=1.3 If the above is correct, I have some questions: 1) Are the frame delays the same throughout all weapons? 2) Do the dexterity bonus affect the frame delays. Personally, I think the frame delays are a quirk of the engine or just error when measuring. OR We could just ask the developers once they are less busy with fixing bugs (which should be the priority now)
  9. Hi, I was just wondering whether there is a way to change the default save directory? I am on a windows 7 system.
  10. Not sure about the deflection but the others are correct. Except for Deflection, everyone has a base of 20 for Fortitude , Reflex and Will. Eder has +24 Fort, +2 Reflex, +10 Will bonus from his attributes, add the bonus of 3 to all defenses for each level beyond level 1 (15 in your case). The total should add up to 59 Fort 37 Reflex and 45 Will.
  11. I am getting this too, the buff from Defender doesn't disappear even when I deactivate. I am also getting the same issue with Kana's Int, it is 22 instead of (base 17 +1 from the turban).
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