-
Posts
1161 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
Everything posted by Matt516
-
My info comes from this post in this thread (I've seen similar information elsewhere). https://forums.obsidian.net/topic/72272-combat-mechanics-attack-speed-recovery/?p=1627132 2-mins testing suggests that it does behave that way. My rogue does not have its damage multiplied by 0.5/2.0 when it grazes/crits. That said, no, I'm not absolutely certain. It would be multiplied by 0.5/1.5, not 0.5/2.0. But anyway... That still seems awfully odd to me. Given that durations are multiplied by 0.5/1.5 (which means the total damage of any DoTs is multiplied by 0.5/1.5), I find it hard to believe that they'd treat normal attacks differently. If this is true, it greatly reduces the importance of accuracy. But it does look like there's been a lot of testing done. Looked at the spreadsheet and it's... interesting. Don't think they're doing accuracy modifier correctly - I can help with that over the weekend if it's still not sorted out. Would be great to have dev word on how attack resolution affects damage though. All information I've seen literally everywhere except this thread suggests that it works multiplicatively with the total damage multiplier, not additively.
-
Are you absolutely sure about this? I knew most modifiers were additive, but I've never seen anything to suggest that grazes and crits were treated this way. Are you 100% sure that this is how it works? I thought you had your DamageMod (with all the additive boni), and that was then multiplied by 1.5 or 0.5 if you grazed or critted. Then again, they changed the damage calculation completely a few times in Beta, so my info may be obsolete. Where did you get your info from? If that's really how it works, my old spreadsheet for calculating effective damage multiplier from accuracy is completely worthless now.
-
2 things: 1) PoE takes place during the very beginning of Eora's industrial revolution - it fits just fine. Not every fantasy world is set in the equivalent of the middle ages. 2) The bit about untrained peasants making archers and spell casters obsolete is true, and is a major plot point in the recent history of Eora. Durance will tell you all about it.
-
Changing difficulty.
Matt516 replied to Detrimental2's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
PotD doesn't add more enemies from Hard, IIRC - it just ups most of their stats by 50%. -
Ah, must be another one of those abilities where they forgot to flesh out the details. It took me a really long time to realize that some spells have details you need to know in the "flavor" text at the top. The effect description is NOT complete for a lot of stuff. I really wish they had done a sanity check on this stuff. For example there are a couple spells that say they deal 1000+ damage but don't qualify in the effect description that it only applies to enemies with low endurance, and even where it mentions this in the flavor text it still doesn't DEFINE "low endurance". These kinds of mistakes are frustrating when trying to learn the strategy of a game. Honestly I haven't even tried either of those two spells referenced because I have just assumed that there is more wrong with their descriptions that I haven't caught yet. Yup. Tooltips are super helpful when they appear (really, Obsi did a good job here on most of them) but incredibly frustrating when they don't. "This shield grants 'Bashing 2'. I wonder what that means. Let me hover over - oh. Nevermind..." - That happens all too often. The unofficial wiki on orcz.com has a lot more information in many cases, though is still very incomplete and still rife with errors. It's still better than the official wiki, though. I've just been making edits as I play and notice things are wrong.
-
*I* think *I* know better what *I* mean. That is how *I* perceive these classes lore-wise, and that is why *I* discard monks. You're free to perceive things however you want, but the fact remains that Eora's monks are not the Eastern-influenced monks that D&D uses. If you dislike the monk because you can't get past the mental image of the Eastern martial artist, that's fine - but it's not a problem with PoE. I agree with Ganrich that they're a sleeper class. Fists are ridiculously powerful. If you play monks correctly, they wreak havoc. If you don't, you perceive them as weak and pointless. It's a higher skillcap class.
-
That's what I would expect... but then again apparently there's a high-level Chanter chant that grants AoE +25 fire damage to everyone, which would be ridiculously more powerful since you A) don't have to put yourself in a risky situation to make it happen and B) it affects everyone, not just one character... so who knows?
-
Is this new? As of last night the description for this ability in my game did NOT say anything about bonus damage, only that you cannot be flanked unless there are 3 or more enemies. Where is the bonus damage from? Is it just missing from the in-game description for this ability? It should mention bonus damage in the description, just without any specifics as to how much. You might check again? Perhaps it's been changed if that isn't in there anymore - but it was last night when I checked.
-
This is (possibly) straight-up incorrect. The amount of additional protection you get from one additional point in Deflection is dependent on which regime of "Accuracy minus Deflection" you are in. There are 2 significant "break points" for this value - when ACC-DEF equals 15 and when it equals 0. +/-50 are also break points, but less important since that's not super likely. Anyway. The important thing is that within the range where ACC-DEF is between 15 and 0, each point in Deflection reduces average incoming damage by 1.5% of whatever the base damage is because it converts one roll out of 100 from a miss to a crit (or vice versa). 1/100*150%=1.5%. Outside of this range, you're converting grazes to crisis or misses to hits, so each point is only worth 1%. Now - what I said above is correct. Factually and mathematically true. The reason I said you're *possibly* straight-up incorrect is that percentage of base damage isn't necessarily the best metric for measuring this since that makes up a different relative amount of how much damage you were taking in the first place - it's usefulness is not linear. The correct metric for this sort of thing is effective HP (or effective endurance, whatever) - which is literally how much incoming damage you can take before dying. The usefulness of 1 effective HP is the same no matter how much you had in the first place. I know the equation for eHP in this case (worked it out during a class because.. yup), but I don't have the chance to put it into a spreadsheet until tonight. I'll do that and throw some graphs up here later tonight, and then we'll see what we see. *yes, I know DR changes things. I also know exactly how it affects the eHP equation - it adds an additional (additive) term that results in a recursive equation due to the eHP from DR depending not only on enemy weapon attack speed but also your survival time (which is tied in turn to eHP). So my first graphs won't take that into account, but that's the price of easy algebraic answers. Might take it into account later. **yes, I know that the minimum damage from DR changes things as well. For now I won't worry about that, because this discussion is about a tanky dps class that will be wearing Medium armor (and thus will hardly if ever actually reduce damage to minimum). ***fun fact, as your Deflection goes up the eHP you get from your DR decreases because enemies will be hitting you less often and therefore your DR won't absorb damage as much. ****that said, the above may be untrue because due to enemies hitting you less often your eHP (and survival time) goes up, meaning more chances to hit you and therefore let DR absorb damage. This is why recursive equations make things complicated. *****last edit, I promise. I said "recursive" before - I misspoke. Just looked at the equation again and I'm pretty sure it just ends up being a quadratic equation in eHP. We'll see. Might be solvable analytically, though. This will be fun. It feels good to be doing PoE spreadsheets again.
-
This game is so, so gorgeous
Matt516 replied to sparklecat's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Prerendered and painted-over backgrounds are great, huh? :D So glad someone's brought this style of game back. 3d is overrated. -
Hour One
Matt516 replied to Lord Flash's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Enemies can have a variable number of "engagement slots".Move your cursor over an enemy and you'll be able to see red lines going from him to your characters. Those indicate the characters that are engaged. Also note: RED line means the enemy is engaging you. GREEN line means you are engaging the enemy. The two can (and often do) happen at the same time, but don't have to. Each character can only engage one foe at a time without special talents or abilities. No red line means you can move away without eating a disengagement attack. -
Hour One
Matt516 replied to Lord Flash's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Your rogue stops because he got engaged once he ran next to enemy and by default it is turned on that AI stops anyone that gets engaged so they don't suffer disengagement attacks automatically. You can turn it off but I would not advise it because characters love to chase others around and with it off they will get hit a lot from disengagement attacks. There is a "hidden" queue system in the game but only for using special abilities. I would love a waypoint system for movement to be implemented, with engagement mechanics (and flanking mechanics) it is a must have. You CAN q movement, same way as abilities. Hold shift and click everywhere you want to move in order. The waypoints don't show up, but they're there. -
Most useful and least useful Stats
Matt516 replied to mforww's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Just think if it as spells being cast partly from the caster's physical strength. Quite a common trope in fantasy settings, actually (just not D&D). If you're miffed that big tough guys can be simultaneously weak (maxing Con and dumping Might), well.. fair enough. But that's not unique to PoE, it's a possibility in any RPG system that separates an attack-y strength from a toughness strength. It's weird, but meh. -
Most useful and least useful Stats
Matt516 replied to mforww's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Con needs to be changed to 4% or 5% to reflect its status as a purely defensive stat - having it grant the same percentage bonus as the offensive stat (Might) doesn't work. Dex is fine because, as you said, it helps EVERYTHING. So it's going to have to be a bit weaker - it's the jack-of-all-trades stat. Haven't found as much use for Per as you have but I'll take your word for it. I agree Res could use a bit of a boost. Might and Int are both very strong. Too strong? Probably not. -
Hard mode is too easy.
Matt516 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yup. Lock/trap xp, while insignificant in the grander scheme of things, is still completely unnecessary and should be removed. And bounty xp needs to be toned waay down. No one's posting this information so it's hard to tell, but I'd bet that the difference between the people who say "yeah, I did most of the sidequests and didn't hit the cap til the middle of act 3" and the people who say "I hit the cap in the middle of act 2 obsidian nerf xp pls" boils down to one main thing: bounties. -
Animancer's boots, whoa, seriously?
Matt516 replied to Manator's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Certainly sounds like a bug...