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kmbogd

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Everything posted by kmbogd

  1. I think there are way more than these, but good initiative.
  2. Thank you ushas for your very detailed explanation. Makes sense what you say, the source being the same, affliction/debuff, only the worst attribute penalty should be taken into account. The only note is, like you mentioned yourself, there is indeed a bug with the negative defense attribute that makes it higher by 1 than the expected value. One other note that is important for the mechanics is that afflictions that have also a direct impact on particular defense (for example stunned -30 ref ) will make use of both the direct defense penalty and the indirect defense penalty (via attribute penalty: - 4 dex => - 8 ref) if the attribute penalty is the highest among the penalties for that particular attribute. Still, with respect to buffs, I don't understand why they are not stacking, especially when they are direct defense buffs and with different sources. Direct defense afflictions/debuffs are stacking even if they come from the same source: -10 def from flanking and -30 def from stunned give -40 def overall.
  3. For buffs they don't and they should. For debuffs they do, but the stacking calculation is not really ok.
  4. I've tested some more and actually there is no rule to what the miscalculations are. I've added stunned to the list of afflictions that have weird results: for example once it removed 31 reflex defense, other time it removed 42 reflex defense (I can provide examples like above if it is required). Normally it should remove 46: -30, -8 from dexterity reduction, -8 from perception reduction. I believe that developers should look very carefully on how they stack afflictions because right now there are extremely weird results. Only flanked seems to be working properly.
  5. Hi ushas, I agree with what you said. One of the bugs is that the damage range displayed in the character sheet does not take into account all abilities. Like in the example I provided with confident aim. You provided some more information which I did not test. I am not sure if this bug affects also the in-battle damage range. So to sum up, what I think that is still bugged: damage range not taking into account all abilities (at least in the character sheet) the 5 DR bypass for estoc is not always taken into consideration: I provided an example above min dmg (20% of the rolled dmg) that is applied to swamp slime is wrong (I still have to reach that location to see if this has been solved or not) What seems to have been solved since my original notes(it might also be that the issues are intermittent and do not occur often): saint's war armor provides the correct piercing DR spear spider now displays the 15 DR bypass in the damage logs graze damage miscalculation (this was an error on my part)
  6. We have a forest troll which starts with the following defenses: deflection 31, resolve 66, reflex 26 and will 13. We hit him hard and the following afflictions are applied in parallel: dazed, frightened, flanked and prone (see image below). As you can see from above, its defenses have become 8(def), 66 (for), 9 (ref) and 5 (will). However this is not correct, they should be 7(def),66(for),4(ref) and 5(will). We will identify where points have been lost by seeing how defenses are modified once these afflictions disappear one by one. The first that is over is the prone affliction. Theoretically, its effects are the following: -10 def, -10 ref, -2 dexterity => -4 ref. There is ambiguity in the description since we don't know if only the -10 ref is applied or also the additional -4 ref (that results from -2 dexterity) is applied as well. In-battle result is the following when prone is over: We see that after prone is over, deflection has increased by 10 and reflex has increased also by 10. This should clarify the fact that -2 dexterity from prone affliction has no additional impact on reflexes. The description of this affliction should be changed to be more clear: one suggestion would be to use -6 additional reflex reduction, which added to the -4 reflex reduction from dexterity will result in an overall -10 reflex reduction. Next dazed is over. Dazed should theoretically have the following impacts: -2 dexterity=>-4 ref; -2 perception=>-2 def, -4 ref; -2 intellect=>-4 will. So, overall is should have: -8 ref, -2 def, -4 will. The in-battle result is the following: We see that after dazed is over, deflection has increased by 2, reflex has increased by 4 and will has increased by 4. This means that only half of the expected reflex reduction was applied: 4 instead of 8. Next frightened is over. Frightened should have the following impact: -2 dexterity => -4 ref; -2 resolve => -2 def, -4 will. The in-battle result is the following: We see that after frightened is over, deflection has increased by 1, reflex has increased by 3 and will has increased by 4. This means that there is a difference of 1 def and 1 ref from the expected result. From the image above we can also conclude that flanked works properly since there is only a 10 def deviation from the standard forest troll defenses. To sum up, all the above conclusions: prone description is ambiguous with respect to reflex defense impact: -10 overall or -10 + (-4) (from -2 dexterity); the in-battle implementation is -10 overall dazed reduces with 4 instead of 8 the reflex defenses frightened reduces deflection with 1 instead of 2; reduces reflex defenses with 3 instead of 4
  7. The graze bugs that I've mentioned above are indeed a mistake from my end. However, the others are still valid and pretty important. It would be nice if a developer would provide any feedback on this.
  8. Can you paste an image with Eder's stats as well?
  9. Another bug with DR bypass for estoc which is sometimes not taken into account. Please see the incorrect calculatoin below (no 5 DR bypass): In the same fight, the damage was calculated fine (5 DR bypass is present) on other hits:
  10. Bug reported, thanks everyone for clarifying this.
  11. I started a new play-through in version 1.03 and I'm double checking every battle. I've observed a weird behavior regarding deflection stacking which seems to be a bug (in the main section I asked, and people that replied agreed that it seems to be a bug). Please look at the reflex deflection of my character below (32 base + 5 from Fulvano's Glove): During a fight, the following status effects were active on Eder: Notice the +10 reflex deflection from "Blessed was Wengridth..." chant. I would expect Eder to have 32+5+10=47 reflex deflection since the sources are different: +5 from item, +10 from chant. But the resulting reflex deflection is only 32+10=42: I am aware that deflections from the same source do not stack: +5 from one item and + 7 from another item gives only +7 total deflection. However, the sources of bonus deflection are different in the situation above: one comes from an item, while the other comes from a chant. This should be stacking. Here is the save just before the fight.
  12. @Atheosis, you misunderstood the question. @Hebruixe, I'm not sure if you referred to the same situation like Atheosis which is not what I asked. In case you didn't, this is weird behavior isn't it? I mean I understand that they shouldn't stack if from the same source (like several items providing the same type of deflection, only the best should be taken into account), but from different sources (items, spells, chants etc) it does not make much sense.
  13. Is the bonus deflection from items (for example +5 Reflex glove ) stacking with bonus deflection from abilities (for example +10 reflex from chant "Blessed was wengridth")? I am asking because I would have expected that deflection from different sources should stack... However, In-game tests showed that they don't, so I'm not sure if it's a bug or a normal behavior.
  14. Please find below damage calculation for a graze: This equates to a damage roll of 18.8, however my character is not capable of this: I've observed the same type of errors in the same fight for other members of my party as well. Durance grazed for 9.5 pierce dmg (dmg roll of 19) when he can do only slightly below 18 max dmg. Not sure if a save is helpful since this can be probably reproduced by anyone, but here it is.
  15. This occurs in version 1.03 Immediately after you recruit Eder, his piercing deflection is negative: Even the calculation after the armor is added is not correct since for piercing deflection istead of having -2 + 8 = 6, we have just 5 piercing deflection. If I remove the armor and save & load the issue is resolved.
  16. Sounds as a great idea. It will also provide a good message to the community.
  17. nemesis205bw, you should follow these steps and post at least some screenshots of the bug. I'd say that a save would also be beneficial.
  18. I stated this several times, but I think you overlooked it: dual wielding does not use 20 24 20 24 or 30 36 30 36 at 10 Dex with no armor. It's more like 20 20 20 20 or 30 30 30 30 according to my tests.
  19. I think that there are still a lot of bugs that can affect the flow of the game. I don't want to call them "game-breaking" since everyone has a different interpretation of this.
  20. If I remember correctly, they mentioned that there is an error of the description and not of the in-battle implementation. Basically, these spells are doing a fixed damage per "tick" and if the duration is increased so is the total damage.
  21. The DR mentioned on the armor is a bit confusing: there is a general DR plus some specific DR's. The general DR applies to all types of damage apart from the ones that have a specific DR mentioned.
  22. Yep, several other people are affected by this (including myself).
  23. @Luckmann The way you phrased your sentence "if you wear armour of practically any kind, Dexterity is terrible" doesn't make much sense to me. The explanation in your post above makes sense if you think at the extreme cases. But you might want to consider some armors that provide some interesting abilities, however are somewhere in the middle of the spectrum (Aloth's armor comes to mind). At least in the early phases of the game (I didn't play that much through the story due to bugs), it's a decent armor which provides nice buffs at a cost of a bigger penalty to the recovery time. I believe that dexterity would be even more beneficial in this case than if he went for the weakest type of armor possible.
  24. I am not really sure that I understand this. 10% percent of a longer recovery period provides a better absolute value than 10% percent of a shorter recovery period. In my opinion, dexterity is even more relevant when you plan to use higher level types of armor for your wizard.
  25. This was reported previously by someone else. Check post #206 from here.
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