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Matt516

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Everything posted by Matt516

  1. All the damage calcs in the log seem a bit off. Posted a few examples in my bug report thread here: http://forums.obsidian.net/topic/68220-bug-combat-log-does-not-show-correct-calculations/?p=1501618
  2. Related: http://forums.obsidian.net/topic/68209-pathfinding-messes-up-in-close-formations/?p=1501586 Same bug, different way of reproducing.
  3. All in all, the UI has been made much more responsive. Still some improvement to be done, but great work so far! There's a problem with the combat log. I'm not sure it it's displaying the incorrect damage calculations, or if it's displaying the correct calculation but the damage is being calculated incorrectly. Either way, it needs to be fixed. [To reproduce] Use any damaging ability or attack on a valid target Manage to hit, crit, or graze Mouse over the appropriate entry in the combat log Note that the damage calculation doesn't appear to add up. It'll say (for example) 40.3 - 10.0 = 27.4 or something similarly not correct. [Expected behavior] Damage calculation in combat log should add up. I've attached a few screenshots to demonstrate:
  4. [To reproduce]: Start a game Go into BB Priest's inventory Switch to weapon set 2 (hammer/shield) Observe that Deflection does not go up by 20 Close and reopen inventory Observe that Deflection has now gone up by 20 [Expected behavior]: Changes to stats from equipment changes should update immediately in the UI. As a sidenote, it'd be nice to have a tooltip when hovering over those stats to see the breakdown of how they are calculated, but that's neither here nor there at the moment.
  5. I bound my scrolling to WASD and my speed controls to the following keys: Left arrow = slow speed Down arrow = normal speed Right arrow = fast speed Left and Right arrows work properly. Down arrow doesn't seem to work (normal speed) [To reproduce] Enter a game, and rebind "normal speed" to a key. Turn slow or fast speed on. Press normal speed. Nothing will happen. Expected behavior: Down arrow (or whatever key bound to "normal mode") should return speed to normal when pressed.
  6. Pathfinding seems improved, but still needs some work. A specific problem I've noticed is that due to the "no selection circles overlapping" change, characters moving in close formations will tend to get stuck running against each other (instead of going around each other). To reproduce: Start a game Create a very tight formation (close rectangle) Move party to a location with said formation Click directly behind the party (ordering them to turn the formation 180 degrees and move) Observe as party members sometimes get stuck on each other, running towards each other in a fruitless dance of futility If it doesn't happen, keep giving move orders with various rotations. Eventually you'll see it. Expected behavior: Party members who collide in movement should go around each other, both going to their left or both going to their right (instead of trying to move directly forward towards the other character). Thanks for the new build! Looks like a lot has been fixed! Keep it up!
  7. That accuracy bonus best be balls hard and have me critting every 3-5 attacks. I guess I could still see it being viable for a Rogue or maybe a Cipher.... but for Fighter, Barbarian, and Paladin? Not seeing it. I dunno about critting every 3-5 attacks - as I said, it depends on the current value of your enemy's deflection. If you're fighting an enemy with higher deflection than your accuracy, it'll decrease your chance of missing. If you're fighting an enemy with lower deflection than your accuracy though, you'll get +15% to crit - which is quite significant. IMO though, 1H with no shield is plenty strong.
  8. This is also a great idea, and one that would be much easier to implement (and probably make OE more likely to implement since it keeps the health system in place) than the one I praised above. They're both great, but I really hope OE sees this suggestion - right here, this is the way to fix it. Because a system in which you're incentivized to send your wizard in to tank for your fighter is unintuitive and (IMO) bad game design. This suggestion would fix all that while preserving the (admittedly interesting and unique) health system OE has designed.
  9. This is actually really nice. Couple that with a serious injury every time a character goes down in a fight (a la Dragon Age) and I'm sold!
  10. Deflection: Barbarian-5 Chanter-20 Cipher-10 Druid-10 Fighter-25 Monk-15 Paladin-20 Priest-15 Ranger-10 Rogue-15 Wizard-10 Melee Accuracy: Barbarian-20 Chanter-20 Cipher-15 Druid-20 Fighter-25 Monk-25 Paladin-25 Priest-15 Ranger-10 Rogue-20 Wizard-10 Ranged Accuracy: Barbarian-15 Chanter-15 Cipher-20 Druid-15 Fighter-10 Monk-10 Paladin-10 Priest-10 Ranger-25 Rogue-15 Wizard-15
  11. Right. Basically you look at the 1 hand + shield lines and just drop the off third block that is in dark red. That is the one that represents your speed loss due to having a shield. So for example a 1 hand weapon in light armor with no off hand item would have a speed of 2.4s. At least that appears to be the implication. I think 1H weapons have the penalty regardless of whether or not you're using a shield, actually.
  12. I dunno about that... Dexterity's about on par with MIG as far as increasing dps goes. I personally think the starting values are pretty well balanced (though I'd like a character with 25 ranged ACC who isn't the Ranger). EDIT: To elaborate, there aren't diminishing returns persay on Accuracy... it all depends on what the enemy's Deflection value is (as per that chart). In general though, for a character with reasonable MIG, +15 ACC (the difference between 3 and 18 DEX) will still give you a significant amount of damage bonus - 15-25% depending on enemy Deflection and your MIG. It's all about marginal gains. A Fighter might start out with a very good ACC value, but increasing DEX will still get him about as much dps as increasing MIG.
  13. Yeah they are pretty beastly. What I find curious is he never includes an example of just a "One hand Weapon / Nothing in off hand" set up. I can only assume this means there is no reason in game you would not use something in both hands and there is no meta game/mechanical reason to use only a single one handed weapon. Woops! I see on page 3 he addresses this! Serves me right for not reading that last page. That said... I hope it is a noticeable accuracy bonus because the damage and deflection loss are noticeable. I believe the accuracy bonus is +15 - which is reasonably noticeable. See my post here: http://forums.obsidian.net/topic/68044-heres-the-maths-enjoy-dps-spreadsheet-version-2-calculate-dps-based-on-17-different-variables-also-mig-vs-dex-revisited/?p=1496416 for how notiiceable it is, but TL;DR is that it's worth 15 points in DEX and about as many (depending on enemy DEF) in MIG. Roughly (very roughly, since the actual bonus depends on MIG and enemy DEF), that +15 accuracy will net you about 15-25% increased dps. Fairly significant. EDIT: And actually, this recent edit to the picture (with the extra 1s penalty on recovery time for 2H weapons) means that they probably won't be OP. In fact, they could end up being UP if the enchantment stacking on dual-wield previously mentioned ends up outweighing the increased damage of 2H weapons. But that's all balanceable by tweaking numbers - very doable.
  14. Re-upload of that plot since the forum appears to have lost it. O_o Also, new version of the spreadsheet coming soon with the attack speed stuff updated to reflect what we learned today from Josh Sawyer.
  15. Why is this thread still going? It's placeholder audio, end of story. There is no point in complaining any further. Geez....
  16. If I had a gun, with two bullets, and was in a room with Hitler, bin Laden, and whoever made the BGII portraits, I would shoot whoever made the BGII portraits twice. Don't know if I'd go that far, but I thought the BGII portraits were pretty rubbish as well.
  17. Awesome, thanks! That's what I figured, but wanted to make sure. Since I've been trying to keep a spreadsheet going that lets people see how tweaking different parameters would affect damage, I want to make sure I'm getting the mechanics right. EDIT: Though I do need to update that given this new information.
  18. Also, is that Acc bonus present when using a shield, or only without a shield? The single weapon recovery penalty is present either way, correct?
  19. Given that your accuracy is greater than -5 of the target's deflection, that is. If their deflection is too high, you're just less likely to miss (right?).
  20. I made an Aumaua Death Godlike monk. He hasn't done anything yet because I haven't gotten past the first quest (waiting until combat is improved a bit).
  21. Anyone following this thread use twitter? Maybe someone can retweet it or reply to it (whatever passes for a response in the twitterverse) to ask him if the 2H values are really correct?
  22. Something to remember before crying "imbalance!" - numbers can be tuned. If the damage ranges for 2H weapons are adjusted properly, they won't necessarily be OP. Even if they do more damage, if the benefits from having a shield or a second weapon (more defense/more enchantments/etc) outweigh the damage increase from 2H weapons in some cases, there could be a place for them both. That said, I did think that was a bit strange - I could've sworn 2H weapons had a slower attack speed than that (thought it was 1s attack, 1.5s recovery base or something like that). I've also heard that fighting with only a single 1H weapon actually gives a +15 accuracy bonus in addition to the slowdown. So I guess what I'm saying is.. this is a great visual infographic, but I highly doubt that 2H weapons doing more damage would be a surprise to OE if it is true. All these values are subject to change. What we need now is the next patch so we can test the combat out and see for ourselves.
  23. Mutonizer, you keep excusing the existence of exploits because "players don't have to use them". That is true, but a player choosing not to use an exploit is doing so to mitigate a problem with the game design. The better designed a game is, the less artificial limitations a player has to enforce to have a rewarding experience. The goal should always be not to have exploits in the first place. Those who want to play to win and use every tool at their disposal while still having a challenging experience (like myself) get left out in the cold when games are designed with easily exploitable mechanics (like rest-spamming). Obviously it's impossible to completely remove all exploits from even the best game system - but the ability of a player to limit themselves is not a valid excuse for exploitable mechanics. It's not part of the ideal that a designer should be striving towards.
  24. Here's a permalink to that post (and site of continuing discussion re: dps, stat balance, spreadsheets, etc): http://forums.obsidian.net/topic/68044-heres-the-maths-enjoy-dps-spreadsheet-version-2-calculate-dps-based-on-17-different-variables-also-mig-vs-dex-revisited/?p=1496416
  25. I love everything about this except the last one - I like the "temporarily KO'd but can get back up without insane wounds" thing they've got going on right now. But everything else is fantastic. A nonlinear scale really brings the system more in line with what (as I understand it) they were trying to accomplish in the first place. Good work.
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