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Bazy

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Posts posted by Bazy

  1. I will try and check then. I should see it in the combat roll right, if I hover over? (Deflection that is)

     

    Edit: guess what, now its working. I do not understand how or why. I did reload a few times since, and I did do a lot of other enchanting. But it clearly now affects my attributes. 

     

     

    Edit again: It even works properly now when I cast the same enchantment from my earlier save. So, I do not know what caused it to not work. But, I did in fact triple check when I had the issue...

    I reported a bug last patch where defenses didn't update properly depending on how you equipped your gear. Not sure if related

     

    http://forums.obsidian.net/topic/70358-435-inventory-stat-update-inconsistency/?hl=deflection

  2.  

     

    wildstrike proc has been increased from 10% to 30%. greater wildstrike from 10% to 15%

     

    - JE Sawyer's twitter.

    This is odd. That means greater wildstrike is only half of an effective increase as the base wildstrike.

     

    Just for sanity sake would prefer something like a +20% increase for wild and +25% for greater and keep the +45%  total the same. Psychologically sucks that the "greater" version is only have as good. 

     

    Regardless, still don't see why anyone would pick up wildstrike unless they are RPing a melee druid. 

  3. Hermit and Sensuki are right about everything. This is not turning out to be the game that some of us thought it will be. 

     

    This is not a tactical game. The fights are 90% positioning... rinse and repeat. I'm baffled as to why it's still like this. 

     

    All the jazz about different armor types vs different damage types, attack speed differences, attributes, classes. None of it really matters as long as your tank is in front. 

     

     

     

     

     

    And the best party is still 1 Tank and 5 naked ranged. And good luck building a tank that doesn't use a shield. 

    • Like 1
  4.  

    I got a ring of +10 Deflection.

     

    My tank has 99 deflection at the moment.

    In other words, you've got 99 problems but a Crit ain't one? 6_u

    If the opponent has 94 accuracy he is still getting crit.

    • Like 1
  5. Keep in mind that with the vast number of unique weapons in the game it's going to be pretty rare for someone to carry a "normal" weapon for too long. It may be the case that the unique effects of faster weapons may make them better than a number of slow weapons. 

  6. TL:DR The belt works as intended. I don't think it reduces all damage by .73. I think it only reduces bonus critical damage by .73. Thus 1.365 v 1.095 total damage reduction

     

    1. The standard crit range of that weapon is: 22(1.5) to 32(1.5) thus 33 to 48. Which obviously is not accurate considering you got a crit for 50 without the belt. So there must be some rounding going on which would mean the actual damage range is ~35-50

     

    2. The crit range with the belt on assuming 1.095 is 24 to 35. (~26-37 with rounding) If this were the case then your video shows the belt is broken.

     

    3. However, I think the belt only reduces the bonus critical damage by .73 instead of all damage. Thus .5(.73) = .365. Thus total crit damage = 1.365. Accordingly the damage range with the belt on for that weapon would be 22(1.365) to 32(1.365) or 30 to 43. With rounding errors = ~32-45 Which fits in the range seen in the video. 

     

    If that is the case I think your video shows the belt is working as intended. And makes more sense because 1.095 reduction from 1.5 seems a bit strong. 

     

     

     

     

     

    On a sidenote the numbers that popped up on screen were always 1 less than the combat log. 

  7. I've found in many games that a balanced party typically ends up being be a distraction from the real cheese. Ultimately, the most foolproof tactic is bound to be some goofy edge case the dev team couldn't get around to addressing, like a buttload of tanky chanters who kite things to death and win ranged battles with Sure Handed Ila and lightning spam. 

    I would say right now 1 tank with 5 chanters would be ultimate cheese. Or maybe 2 tanks with 4 chanters to be safe. All you have to do it wait until 3 songs then annihilate everything with "thrice." We'll see after the nerf. 

  8. 1. As your comp highlights anything that is in melee that is not a tank = liability. They can be viable, but you have be be very careful with them. 

     

    2. Casters are in a strange spot. With the "per rest'' spells either you do TONS OF DAMAGE, or stand around autoattacking. Addtionally, I rarely cast most of my spells. For example, I would never cast a level 3 druid spell that wasn't beetle shell or storm. I really wish everything would be per encounter, cooldown based, or resource based. 

     

    3. Tanks literally do nothing except soak damage and knock people down. 90% of combat is proper positioning. Two tanks does seem to be better. Getting your main tank flanked can be absolutely brutal. 

     

    4. Attribute wise All of my builds seem to be the same... 1) Max might and 2) Max intellect or attack speed depending on class. Tanks = Max Resolve, Perception and Con. Everything else is a dump. Though it would be hard to make a "bad" build. 

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