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Everything posted by Matt516
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Animal companion fatigue
Matt516 posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Any way to set the animal companion's athletics skill to match the Ranger's at any given time? Right now, animal companions (Itumaak particularly) get fatigued extremely quickly, and there's literally no way to mitigate it. -
Itumaak Health Pool
Matt516 replied to don Zappo's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
That's been removed AFAIK. -
No, the effect is not being suppressed in some way (not that that would make sense with the numbers I'm getting, but still). The +2 Dex does appear and update on my character sheet, but my Reflex only goes up by +3. However... I'm not sure this is actually the Belt's fault. I've read about a bug that causes negative save modifiers from stats to have 1 less point applied. My barbarian has 8 Per and 10 Dex, so she's usually rolling with a -4 to Reflex. However, without any boosting items of any kind, she has 35 Reflex at level 7... when she should have (20 + 3*6 - 4 = 34). So only a -3 to Reflex is being applied. It seems as though the +2 Dex is actually canceling this bug out by adding 4, which cancels out the penalty of 4 and allows the whole penalty to be applied because.. reasons? This situation is kind of hard to explain. Does what I said make sense? Normally I have 1 more Reflex than I should, but when I equip the +2 Dex item this cancels out and I end up with the correct amount, even though it looks as though the belt is only providing 3. Weird stuff. Y'all should probably fix it or something. ;P
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buffed health still bugged...
Matt516 replied to McPartyson's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Bump. My Barbarian is up to 1076 health with 149 base endurance. This is silly. Needs to be in 1.05, if not in 1.04. -
Monks and lightning strike bug?
Matt516 replied to James Harrison's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Yep, this talent is borked at the moment. The way it should work is that you get 10% extra shock damage from whatever your damage roll was (before DR), and then that shock damage goes up against 1/10 of the enemy's shock DR. That would put it in line with the lash enchantments, which do the same thing except they go up against 1/4 of the relevant DR (being 25% extra damage, it makes sense). I think I remember reading that this talent's extra damage goes up against 1/4 of their shock DR instead of the proper 1/10. That would help explain the low numbers. So you might watch for that if you're in a testing mood. Either way, this needs to be fixed. I used IE mod to remove this talent and give my monk a different one for now. Don't even feel bad about it neither. -
That would actually make the game deceptively harder in some ways, as you aren't getting health back by doing that. Could end up running out of health extremely quickly by relying on this "cheat". The IE mod will let you change your characters' stats to whatever you want, so if you want to give everyone Might 35 or something (+75% damage on everything), you could do that.
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Hard mode is too easy.
Matt516 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm the opposite. I hate it when the enemy has to cheat to make a game harder. Blanket increases in stats is a broken way to increase difficulty and plays with the assumptions of the game. Difficulty should be about encounter design, what kind of opponents you face, the amount, the placement, and their intelligence, not just whether you increase the difficulty by 10%, 20%, 30% and so on. Coincidentally, I'd like to have a difficulty between Hard and Path of the Damned, without the blanket increases the enemies get, but with the same encounter design (that is to say, maximum amount of enemies, and the hardest encounters, just without the cheating). Same here. Boosting all resistances and accuracy by 50% is a lazy way to balance difficulty. I'm not against it persay for the hardest of the hardest difficulty levels (as in Galactic Civilizations 2, where the AI does not cheat at all (an uncommon thing for that genre) unless you specifically tell the game to let it to make the game harder)... but since Hard isn't Hard, PotD has no business screwing with the balance. Just add more and more varied enemies. Mix up the resistances a bit so I can't just derpcast everything and expect to succeed. Maybe have an "extra hard" mode (checkbox, maybe) that adds stats to the enemies to add some difficulty (like the no-maim checkbox does), but let's have all the difficulty levels use the same (or similar) stats on enemies, just with more challenging encounter design. -
Heh. Hehe. Nope. The wiki is a mite bit unfinished. It has very little information and most of the information it does have is out of date. As for your conclusions about bounty XP after looking at the numbers... holy crap. Hell yes that's too much XP in bounties. Hopefully they will tone that down. I don't think Od Nua is really a problem as it has very few quests associated with it... the bounties though. Dayum. Who thought that was a good idea? I wonder if they misplaced a decimal somewhere?
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I really with the Estoc weren't such a no brained choice... The ludicrous DR pen combined with the Poleaxe in the weapon focus means the Greatsword really gets shafted. Estoc needs to be toned down so players who want to play reasonably optimally have at least some choice in which 2H weapon to take. :/
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No way to display the radius, but with 18 int you should be making Carnage attacks against all enemies adjacent to or a wee bit further from your target. The range is measured from your target, not you - so it should still trigger off the back line. I use a quarterstaff sometimes on my barb and haven't noticed issues - though I can check later tonight to make sure. As for pathing issues, use command queueing. Shift click frenzy, then a move order right behind your tank, then an attack order on the enemy you want to hit. You have to do that kind of micromanagement with reach weapons sometimes, but with command queuing it's no problem.. EDIT: Also, by default Carnage has a -10 accuracy modifier (it has to roll individually for every enemy it affects). You might check the log to see if maybe you're making Carnage attacks but just rolling unluckily.
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3 things: Fists scale very well - they will outdamage even superb fast weapons by the time you get to high levels (transc suffering 4 is +8 damage and accuracy). They're (right now) the best DW weapons in the game right now, raw stat-wise. INT does decrease or increase DoT damage. The tooltip is usually wrong - in reality a DoT will do the same damage per tick and INT just makes it tick more or less. I don't know that it's really fair to call a build OP that includes Moon Godlike - Moon Godlikes are just OP. No way of knowing if it's the build or the race in this case (though I agree the build and monks in general are very good).
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So is this game actually good?
Matt516 replied to rkade8583's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's good. Forums are always full of negativity - partly from malcontents and partly from people who love the game but would love it even more if x y and z were better. But the game is fantastic, and that's not really in serious contention (as you see from your poll). -
Except that much information wasn't at all necessary to be "complete" for the purpose of answering OP's question. You're just being an inconsiderate @sshole. I'm not saying that as a personal attack so please don't take it as such - just saying that to state "I would also spoil on a spoiler free forum" is an @ssholeish thing to say. Like I said - please have some consideration for others. If you can answer a question without spoiling, do so.
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Howdy, Every time there's a lightning effect onscreen, I get incredible amounts of slowdown temporarily until the effect is off the screen. We're talking about 5 fps for the duration. This only happens with "palpatine lightning" like the chanter cone invocation or the adra beetle attack. Doesn't happen with "bolt from the blue" lightning like.. Returning Storm, I think it's called? Anyway, I'm running an Nvidia GTX 760 and the game runs smooth as butter otherwise. Just grinds to a halt when lightning is onscreen. I'm not certain, but it may be related to pausing while the FX is on screen. If you're looking to reproduce, try inducing one of those attacks and then pausing in the middle of it. Slowdown occurs upon unpause.