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Matt516

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Posts posted by Matt516

  1. Haha! Fantastic :p

     

    3-6 MIG = Enemies will laugh at you (If they are of the intimidating Might type, having between 15-18 Might), loving the idea of them helping you hold the sword too xD

    3-6 CON = Quick and nimble enemies might start combat by tripping you (You start in Prone, they have 15-18 Dexterity)

    3-6 DEX = Your fingers are like rubber, so you have a risk of dropping a weapon right before combat begins (Enemies will laugh at you)

    3-6 PER = You're BLIND! Or, well, almost... that's why you won't see the ambush (More enemies after dialogue)

    3-6 INT = You don't know anything, about anything, enemies/characters/NPC's will outwit YOU in dialogue and trick you to pay more than you have to.

    3-6 RES = You're a coward, you'll run away before the action even has a chance to begin, with enemies behind awkwardly behind your tail.

     

    Although, perhaps it should be "If NPC/Enemy/XTarget has +5 [Attribute] they will do a Turnover" :p

     

    This would be hilarious.

  2.  

    The DR a Lash goes against *should* be proportional to the Lash damage, but isn't (it's always 25% DR no matter what the Lash is).

    Yess nerf the uber op classes, Paladin, Ranger, Monk !! Nerf them to the ground .. Wait ... what ?! 

     

     

    I fail to see how this nerfs Monk... seeing as Lightning Strikes is useless right now and would get better if this were fixed. As for Pally and Ranger... arguing to keep a highly unintuitive bug in the game mechanics is a strange way to balance classes at best and nonsensical at worst. As Elerond said, better to fix all the bugs, then balance the game.

  3. The DR a lash goes against *should* be proportional to the lash damage, but isn't (it's always 25% DR no matter what the lash is). This is probably a bug and should be reported and complained about on the tech support Forum until they fix it. Right now lashes lower than 25% (like Monk's lightning strikes) are almost useless, while lashes higher than 25% are more useful than they should be.

    • Like 2
  4. on the Might vs  Attack speed (..DEX ..) balance .. (obvious stuff )

     

    -might bonus (damage bonuses) is(are) additive - but does NOT increase damage lost to DR (by weapon damage AND lash effects), on the contrary

    -attack speed bonuses "multiplicative"  (not truly since they speed up only parts of the animation chain) BUT also increases amount of damage lost to DR .. (by weapon damage and lash effects ) so gain from them rarely as high as expected with weak hitting weapons..

     

    And for all people dissing accuracy - there might be an insignificant gap between graze,hit and crit damage with high sum of damage modifiers - there is still an ENORMOUS GAP between graze & MISS (* 0 damage) .. Enemy Accuracy debuffs can easily bring your hard hitters hit resolution into a place where they can roll miss vs high DR foes on POTD ..

     

    Attack speed boni are still multiplicative no matter what parts of the animation chain they speed up - it's still increasing your total attacks per second, which effectively scales multiplicatively with all other damage modifiers. It just may not scale as much as the displayed numbers would indicate.. but it's still multiplicative.

  5. Well again - if it reduces recovery by the proper amount to increase total attack speed by the amount stated then there's no issue unless you're somehow reducing recovery to 0 and there's then no more improvement possible. But I'm not sure if that's even possible due to how attack speed modifiers work. 

     

    Haven't heard anything about fists having longer recovery than other fast weapons. Don't know why that would be.

  6. I must be in the minority - I tend to hate the big cities in those games. :p

    I'd be ok if there wasn't even a Defiance Bay in the game. That said, given that there was one... there could certainly have been more content. I think they did what they could with the time and budget they had, though. Hopefully PoE is successful enough that they'll have plenty of funding and motivation to make many, many more. :)

  7.  

    In the first Act, playing on Hard, I would agree with you. I did everything I could do before Caed Nua (including Raedric), and then did about 5 levels of Caed Nua, and then did everything in and around Dyrford. Difficulty was great.

     

    Now that I've gone into Act II... it's started to get easier. And I expect it to continue to do so. Especially considering that Dyrford is really intended to be done during the later parts of Act II (as opposed to before Act II) and that I found its difficulty to be perfect when played it (instead of when I was supposed to play it).... yeah. I've had some wonderful fights, mostly in Caed Nua and around Dyrford when I did it early. But in general, I would say that the game's difficulty could be a bit higher on Hard. I'd classify my experience in Act I as Hard-ish, and then Act II so far as Normal-ish.

     

    I like engagement too. And I do like the idea behind the difficulty levels (more/different enemies instead of just pumping up stats). But I would like to see the latter half of the game get a bit of a buff and to see leveling be a little slower. If Obsidian doesn't change anything significant about the balance in 1.05 (here's hoping they will), I'll probably do my second playthrough with 50% more XP required for each level. Should make the game a bit more rewarding and challenging.

     

    Act 2 is a cakewalk but Act 3 brings the sauce. Prepare to battle your own teammates with new and improved Dominated party members!

     

     

    Good to hear. I'll probably be there in a few weeks or so. :p

    • Like 1
  8.  

    I agree with everything Sensuki said about the game. I'm playing through it but feel it's not as good as the previous IE games. Combat is copy paste and if you send a tank up front and have a firing squad of 5 party members some distance away shooting everything, it's all very easy. So much so that I don't have my firing squad wear any armour. The A.I is exploitable even if you try not to exploit it. The A.I. is just plain dumb.

     

    One of the things I do miss is the town/city life of the BG games, the banter and chatter, the hawkers trying to sell their wares, the voices that carry from out of nowhere that make the towns and cities feel alive. Just the hustle and bustle of life. This is missing in PoE. It's just music and rarely I hear someone speak. Most of town/city NPCs just stand there and pretty much do nothing. And most don't even walk or turn around when you click on them. And some areas of Defiance Bay feel deserted.

     

    I find all the kickstarter NPCs kind of annoying.

     

    I can forgive most as replacements for crowd NPCs, but I find it very odd that so many are godlike. You'd expect such beings to be pretty rare and in-game dialogue (when it does pop up) about godlike make it seem that way, but kickstarter NPCs with flaming or blue heads litter the place ruining the feel of the race.

     

     

    This is the biggest problem IMO. They really should've either closed godlikes off to the backer NPCs, or maybe had a random drawing for 3 possible backer NPC godlikes. The amount currently within the game ruins verisimilitude completely.

    • Like 1
  9. I've run a Monk with some success. Fists are amazing - they're actually considerably better than Superb weapons by the end of the game - they gain up to +8 damage by the end, which is a lot more than 45% of their base damage. 4 less Accuracy than Superb, but it's whatever. :p

     

    You don't want to use them as straight-up tanks, they aren't built for that. Better to use a Fighter or Paladin. Monks are strictly tanky dps - you'll have to experiment to find the best armor for your playstyle, but with Monks you basically want to use the lightest armor you can wear while remaining alive. I use Hide, personally.

  10. Rumor has it Field Triage and Wound Binding was backers' idea, and added against designers' wishes.

     

    I mean... nothing in the game was added against the designers' wishes - they added what they felt like adding. :p

     

    But they did originally not plan to have any permanent health healing in the game, and they did add it in response to the whining feedback of some backers. ;)

     

    IMO they should've ignored that bit of feedback like they ignored the people asking for lock/trap XP... should've stuck to their guns on design decisions like that. But it is what it is. Whatever. :p

  11. My script actually works differently than your formulas. See below.

     

     

    Random_base_dmg = Min_Damage(Weapon_Loop) + Delta_Base_Dmg*Damage_Roll;

                Modified_base_dmg = Random_base_dmg * (1 + Might*0.03 + Weapon_Damage_Quality_Mod + Savage_Attack*0.2 + Two_handed_Style*0.15 + Sworn_Enemy*0.2);

                Modified_fire_dmg = Modified_base_dmg * Fire_Weapon_Mod*0.25 ;

               

                Effective_DR = max(Effective_Foe_DR_Melee(Foe_Loop) - Weapon_Base_DR_Bypass(Weapon_Loop) - Weapon_DR_Penetration_Mod - Vulnerable_Attack*5 , 0);

               

                DR_Modified_base_dmg = max(Modified_base_dmg - Effective_DR,0.2*Modified_base_dmg);

                DR_Modified_fire_dmg = max(Modified_fire_dmg - Foe_Burn(Foe_Loop),0.2*Modified_fire_dmg);

               

                Avg_DR_Modified_base_dmg = sum(DR_Modified_base_dmg)/Dice_Faces;

                Avg_DR_Modified_fire_dmg = sum(DR_Modified_fire_dmg)/Dice_Faces;

               

                Hit_to_Chance_Code %This is another piece of code.

               

                Graze_Damage = Grazes * 0.5 * ( Avg_DR_Modified_base_dmg + Avg_DR_Modified_fire_dmg )/ 100;

                Hit_Damage = Hits * 1 * ( Avg_DR_Modified_base_dmg + Avg_DR_Modified_fire_dmg ) / 100;

                Crit_Damage = Crits * ( 1.5 + Weapon_Base_Crit(Weapon_Loop) + Critical_Multipler_Mod ) * ( Avg_DR_Modified_base_dmg + Avg_DR_Modified_fire_dmg ) / 100;

               

                Total_Damage=Graze_Damage+Hit_Damage+Crit_Damage;

               

                Attack_Time_Code

               

                DPS(Weapon_Loop,Attribute_loop,Foe_Loop)=Total_Damage/Attack_Time;

     

     

    Please, if you could give me some feedback. I am still looking for someone to review my scripts in MATLAB.

     

    For one, you've got Grazes and Crits coded as multiplicative. They're not AFAIK. Just another +0.5 or -0.5 modifier to the attack.

  12.  

     

    Thank you. Luckily it's very close to what we had. Will revise.

     

    Here's a formula to calculate the average damage mod based on your accuracy:

     

    =IF(Acc+WAcc>=100;1+DmgMod+CD+WCD;

    IF(Acc+WAcc>49;1+DmgMod+(CD+WCD)*(Acc+WAcc)/100;

    IF(Acc+WAcc>14;0.75+DmgMod+(0.5+CD+WCD)*(Acc+WAcc)/100

    IF(Acc+WAcc>0;0.675+0.85*DmgMod+(1+DmgMod+CD+WCD)*(Acc+WAcc)/100;

    IF(Acc+WAcc>-50;0.675+0.85*DmgMod+(1+DmgMod)*(Acc+WAcc)/100;

    IF(Acc+WAcc>-85;(0,5+DmgMod)*(.85+(Acc+WAcc)/100);0))))))

     

    where

     

    Acc = player accuracy - monster deflection

    WAcc = base accuracy of the weapon (-5, -10 etc. for firearms)

    DmgMod = damage bonus you have

    CD = critical damage mod (0.5+any bonuses you have)

    WCD = base weapon critical damage mod (-.3 for firearms)

     

    Maybe you could use it on your sheet to calculate the average damage based on a distribution around a targeted accuracy value, like for the damage reduction.

     

    PS. In your sheet I think you can't go over 20DR, maybe your tables should go until 28DR (for people to be able to see what are the best weapons against the adra dragon).

     

     

    This... is why I like the game less every time I play it. The mechanics are convoluted, over imagined and they've thrown in everything they can think of, along with the kitchen sink. There's no room for subtlety or simple mastery, and you spend too much time looking at numbers. That isn't difficulty, it's technicality and I don't much care for it. A simple, home-grown version of d20, ala 2nd Edition would have made the experience far more enjoyable to me. (Yes, they could do it. Game mechanics aren't subject to copyright, only the names and descriptions.)

     

    At this point I am convinced that Torment is going to be the better game since it runs on a system of which the formulas do not look like electrical engineering.

     

     

    It's really... not that complicated. You attack, you take your Accuracy minus their Defense, then you roll a d100 and add that to it. If it's between 1-15, miss and no damage, 16-50, graze and -50% base damage, 51-100, hit, 100+, crit and +50% base damage. That's it.

     

    Boiling that down to formulas can make the formulas look daunting, sure... but it's really not that complicated, and nothing like the convoluted mess that was THAC0.

    • Like 1
  13.  

    Are we the right people to judge the difficulty of this game though ?

    Just by being active in the forum makes you a niche of a niche market. Or to puff up ourselves, we could say we represent the best of the best of all Pillars of Eternity players.

     

    Many in this forum are IE veterans, some even did so with mods that made the game more difficult.

    Some have tried the game in Beta.

    Some have deep knowledge of the game mechanics having backed it in Kickstarter and reading the update.

    Some have read character builds, combat tips and tricks in the forum even before installing the game.

    We represent years of accumulated game knowledge.

     

    If Obsidian were to cater to this super-niche player segment then they'd be just killing themselves. Many reviews have stated that even in Normal difficulty the game is rather difficult for the reviewers. Imagine if the difficulty is raised (way) higher as some in this forum would like it to be: It'd be lucky to break 100k in sales.

     

    Mod the game yourself. Wait for a mod. Restrict yourself from using the more powerful combat techniques. Whatever suits you except whining about it.

    And this would make perfect sense. If they hadn't included a mode called path of the Damned. Which could never have been targeted at anyone other than veterans of this kind of game. Even the description of hard mode suggests this. But path is far too easy, so no, it's not just right at least for that mode imo.

     

     

    That's just the thing - we're not the ones saying that Hard and PotD should be challenging for IE veterans, Obsidian is. If you look at the difficulty descriptions, they very clearly intended Hard and PotD to be A) targeted at IE veterans and B) very difficult to complete. So it's not ridiculous at all for people to complain the game is too easy on those game modes. No one is asking Normal or Easy to be made easier - just Hard and PotD, the difficulties that warn you before selecting them. Obsidian didn't fully achieve the clearly stated goal for those game modes, so we, the intended audience for those difficulty modes (ugh that sounds so pretentious, but I'm not the one who decided to draw that line :p), are providing feedback to improve that. The bulk of the complaints aren't whining, but feedback. Feedback from the people those game modes were ostensibly designed to challenge.

    • Like 1
  14.  

    While the talent is meh, Battleaxes are good fit for one-handed fighting style. They get increased critical damage, and with the bonus to accuracy you are likely to get more criticals.

    Rapiers and Spears are also very good, because they add +5 Accuracy, helping you to really push Accuracy.

     

    Battle Axes (+0.5% Crit.Dmg), Maces (Pen 3) and Flails (30% Graze-to-Hit) are all potentially really good, but they don't really feel very... duelist-y, I think.

     

    Until they fix the One-Handed Style Talent working with shields, Flails are really good for sword-and-board Fighters, I think. They're going to have pretty low Accuracy, so they're going to Graze a lot, and converting 60% of those is quite powerful.

     

     

    Wait, does One-Handed Style work with shields? No way... if so that's got to be a bug (and should be reported).

  15. Not a fan of altering the drop rules. Right now PoE uses a WYSIWYG loot system - What You See Is What You Get, which means that enemies drop everything they're wearing. This is a good thing.

     

    The issue comes with having an infinite stash to then be able to carry all of that... but ultimately, I don't think it's that big a deal. You don't make enough money to buy all the unique items in the game, not even close - so those act as an efficient cash sink. If you don't care for enchanted items, well... then you'll have tons of money. Meh. There are bigger issues with the game right now IMO.

     

    Just my $0.02.

    • Like 1
  16. In the first Act, playing on Hard, I would agree with you. I did everything I could do before Caed Nua (including Raedric), and then did about 5 levels of Caed Nua, and then did everything in and around Dyrford. Difficulty was great.

     

    Now that I've gone into Act II... it's started to get easier. And I expect it to continue to do so. Especially considering that Dyrford is really intended to be done during the later parts of Act II (as opposed to before Act II) and that I found its difficulty to be perfect when played it (instead of when I was supposed to play it).... yeah. I've had some wonderful fights, mostly in Caed Nua and around Dyrford when I did it early. But in general, I would say that the game's difficulty could be a bit higher on Hard. I'd classify my experience in Act I as Hard-ish, and then Act II so far as Normal-ish.

     

    I like engagement too. And I do like the idea behind the difficulty levels (more/different enemies instead of just pumping up stats). But I would like to see the latter half of the game get a bit of a buff and to see leveling be a little slower. If Obsidian doesn't change anything significant about the balance in 1.05 (here's hoping they will), I'll probably do my second playthrough with 50% more XP required for each level. Should make the game a bit more rewarding and challenging.

    • Like 5
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