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kmbogd

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Everything posted by kmbogd

  1. High dex is the build for DPS type of melee warrior. You need high might and high dex, that's the only way to go. Also maybe it's worth not using the strongest armor, and thus the slowest, depending on your play-style and specific context. For the tank type of melee warrior you don't have to think of any damage (might) or frequency of attacks (dex). You just need high deflection (perception & resolve) to be able to withstand a huge amount of attacks. The strongest armor is a requirement in this case. 50% increase in recovery time is not only suffered by 2H style but also by SS and 1H. Only 2W style doesn't suffer from this.
  2. Here is a link to a very detailed thread on this issue from the "Characters builds, Strategies & the Unity Engine" section. Although I don't remember any spoiler in the thread, please note that it's part of a section that allows spoilers.
  3. As I mentioned before, during my tests for dual wielding I did not get the recovery duration being 1.2*attack duration. It was mostly being equal to the attack duration.
  4. These bugs were present also in the release version (1.02). So definitely there is no question of incompatibility...
  5. Patch 1.03 does not seem to have fixed any damage calculation bugs. Please see what happens with attacks against swamp slimes: I should have grazed the creature for 4.1 slash dmg but I did 14.2 slash dmg. Also please check the difference in DR against slash of the creature: in the picture above it states 22 DR, while in the picture below we have 8 DR. Did I say that for crush damage we have the same issue?! I think I will stop again because it seems that these bug have a rely negative impact on the flow of the game. I have level 6 party and these 8th level poor creatures have fallen like flies... And if I am talking about damage calculation, let's look at that other end of the stick. My PC has Saint's War Armor (DR 9) which also has a +3 pierce DR. However, I've also acquired blunting belt which provides another +5 DR against both slash and pierce. The +5 for slash adds correctly, but the +5 for pierce doesn't: as you can see below my overall DR against pierce dmg is 9+3 instead of 9+5:
  6. The information sheets round to the nearest integer, they don't display only the integer value as I thought they would. So AlphaMagnum is right, the weapon quality modifier is also applied like the rest.
  7. Unfortunately my tests contradict what you said. It's true that weapon tooltips suggest that you're right, but the damage range displayed in the character sheet proves that the weapon tooltip is just misleading. If you look in game, the character sheet displays 25-35, showing that Case 2 is how the game handles these calculations. Well I actually looked at the character sheet and derived what I said. By the way, I believe that the tool tip is not actually rounding but it's displaying only the integer value. If it was rounding to the nearest integer than there are some serious bugs in there according to what I've seen. So let me provide you with the full example of how I arrived to my conclusion. From the picture below you can see that my character has 21 Might which equates to 33% damage. I also have a fine estoc equiped which has a 1.15 dmg increase with respect to the standard 14-20 dmg range: As you can see above both the character sheet and the equipped weapon sheet display a 21 - 30 range. Let's apply the 2 rules: 1) weapon modifier applied separately to provide base dmg: [14-20]*1.15=[16.1 - 23]; this actually corresponds to the base dmg of the equipped weapon sheet. Now I apply my 33% might modfier and I get [16.1 - 23]* (1 + 0.33)=[21.413 - 30.59] The integer parts correspond exactly to the damage range displayed in either of the sheets. 2) weapon modifier applied additively like the other modifiers [14-20]*(1+0.15+0.33)= [20.72 - 29.6] The integer parts don't correspond to the damage range displayed. The only point of arguing is whether the tooltip rounds to the nearest integer or displays only the integer part. I am almost sure that it displays the integer part but if you want I could start working on doing tests on that. Btw did you double check the numbers in your example, do you have a screenshot of that?
  8. I think that someone mentioned that all modifiers for damage are first added together and then multiplied by the base damage. This is not true for weapon quality modifier. The modifier of the weapon quality is applied to the damage of the basic weapon and this becomes the base damage. Now you use the everything additive then multiplicative rule. This is based on the damage information provided in the character information sheet (hopefully the in battle implementation is not different). ps: did you manage to test the findings of my previous post?
  9. Could you guys tell me if during your tests dual wielding recovery was performing as expected? I have quite a large deviation from the expected value: 2W Fast&Fast: expected 24, observed 19. 2W Fast&Average: expected 24 & 36, observed 19 & 28 2W Average&Average: expected 36, observed 28. For other styles (2H and S&S) I was able to be close to the expect value (as mentioned before around 2 frames below expectation). But for 2W I think the deviation is too high. Could you reproduce the above results? If my results are correct and applying the 1-2 frame error that I observed for other styles, I would say that in 2W mode the recovery for fast weapons is 20 frames and for average/slow weapons the recovery is 30 frames. Thus recovery animation length is the same as attack animation length, which might be a bug or feature .
  10. For sure the minimum damage increase is not reflected in the character sheet. I've mentioned it in http://forums.obsidian.net/topic/74167-damage-calculation-bug/. However, I did not yet reach a conclusion on whether, during combat, min dmg or graze/hit conversion is implemented correctly or not.
  11. Another issue regarding damage calculation this time with graze As you can see above, I've rolled 19 pierce damage in a graze (50% of a normal damage). This means that a normal hit could be: 2*19=38. This is not the case as my max damage is displayed as 29 (it's actually higher as you can see in the second bug but still not close to 38): One other bug is that it seems that the min damage information is not computed correctly in the character sheet (maybe even during the fights?). It includes only the bonus received from strength. I have a fine estoc which has a base damage range of 16-23. The character's 20 might provides another 30% increase, confident aim provide an extra 20% to the min dmg only. Taking into account all this, the min dmg should be 16*(1+0.3+0.2)=24. The max damage should be 23*(1+0.3)=29.9.
  12. I've done some tests myself using Fraps and VLC for manual frame by frame inspection. I've observed that it is difficult to understand when the transition between recovery phase (yellow bar is already empty) and attack phase occurs. On the other hand, it is very easy to spot when the transition between attack phase and recovery phase occurs: first frame when you notice the full yellow bar. Therefore, instead of counting frames for attack phase and recovery phase, I'm counting the number of frames between 2 full yellow bars. During my tests, with this approach I've noticed very little variance (at most 1 frame). Of course, cases when interrupts occur are excluded. The interval that I indicated above equates to 1*recovery + 1*attack (for melee weapons). If considering that the attack phase is pretty clear, subtracting 20 or 30 from the result will provide the recovery time. With this approach I tend to get a bit lower than expected recovery times (1-2 frames below). However this might be attributed to the sampling from Fraps. I've also spotted a quite relevant bug related to interrupts during attack animation. If you already dealt the damage (first part of the attack animation) and then the interrupt occurs, you transition directly to recovery phase (of normal length) without completing the attack animation anymore. This results in a buff instead of a penalty. The correct approach would be to transition to a recovery phase of longer length: normal recovery phase length + remaining length from attack phase + interrupt time.
  13. I discovered a bug which I would qualify as medium in terms of impact: apparently when the character is interupted during the attack animation instead of resulting a penalty, it actually stops the animation and goes directly into recovery animation. If during the attack animation, the interrupt occurs before hit takes place, this is fine. However, if the interrupt occurs after damage takes place then the attack animation stops and goes immediately to recovery animation. This results in a "buff" instead of a penalty. This is the image with the hit taking place just before the opponent interupting it(10th frame during attack animation) This is the next frame showing the interrupt and the immediate transition to recovery animation The fighter has 17 dexterity. I was able to reproduce this but the video captures are quite large to be uploaded.
  14. There is a bug with the speed of the torch. The description says average speed, however in my tests (counting frames for attack and recovery), it resulted being a fast weapon: 20 frames attack animation.
  15. If my understanding is correct, the base value of recovery speed is 1.2*attack speed. So, if we have an attack animation that takes 30 frames, it would have a recovery of 30*1.2=36 frames. Now if you use the +20% attack speed talent then your attack would have 30 (1-0.2)= 24 frames. Consequently, the recovery will be performed in 1.2*24=28.8 frames. Thus changing the attack speed also has an impact on the recovery speed.
  16. I would say that the paladin won't make the best DPS or even the best tank but it's definitely a strong option for either of these. As someone suggested, going for might and dex would be the proper way of building a DPS paladin. Alternatively, focusing on resolve and perception would make a good tank.
  17. Could a moderator please move this thread from the backer support thread to the released game support thread. Many thanks.
  18. I've noticed that party get unexpected high damage from sper spider during a fight. Upon cheking the calculations, I've observed some inconsistencies. Check the computation below. Other members of my party were affected as well. Other types of spiders (ivory spiner, spear spiderling) did not react like this.
  19. What worked for me on hard (level 4, temple area) was to refocus my approach by going first for the shadows (weaker opponent). I quickly kill all the shadows (they go down pretty fast) and then refocus on the shades. Shades can summon other shadows (I think there is a limit though), but with this approach my caster did not get overwhelmed. The first shadow falls down almost instantly. Other things: - they do freeze damage, so make sure to equip the cape that provides protection against freezing and transforms 20% percent of the freeze damage in stamina to the appropriate party member - they have weak DR against fire, so enchant your weapon(s) with fire - use crafting level 2 speed potion on your DPS guy, it helped to kill shadows faster in the beggining
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