Jump to content

kmbogd

Members
  • Posts

    272
  • Joined

  • Last visited

Everything posted by kmbogd

  1. There are a few bugs that I noticed with this weapon: +3% action speed from Shank is not worded as having a time limit but in-game you see that the effect is limited to 20s. The wording of the feature should be updated to reflect the 20s limit Like so many weapon features, Shank seems to affect not only Rust's Poignard but also the weapon in the other hand when dual wielding finally the feature "Bring Low" is displayed on the affected target as a beneficial effect instead of a hostile effect
  2. The ability "Wrong place, wrong time" is worded differently than "Mob rule" and "Cloak and dagger" in the sense that in contrast to the other two it has this phrasing "+ something with melee attacks". Thus this is one of those features that should apply to both weapons when dual wielding. However the implementation is ambiguous in the sense that the +10 accuracy part affects only the Azure Blade but the Interrupt on hit part applies also to the other weapon. In the picture below my character is dual wielding the Azure Blade with a Dagger. When hitting with the dagger, notice the slash damage confirming that it was from the dagger and not from the Azure Blade, we get the Interrupt feature but not the bonus accuracy. So either this feature should affect only the Azure Blade (in this case remove the "with melee attacks" from wording and make sure that the Interrupt feature is not inherited to the other weapon) or should affect both melee weapons (in this case +10 accuracy should be inherited as well).
  3. Not sure if this intended but this spear does not benefit from +5 accuracy that spears have as standard benefit.
  4. When dual wielding, the bonus penetration from the ability affects the weapon in the other hand as well. Also, patch 1.1.0.0035 states that the bonus penetration from harpooning doesn't scale anymore with Survival skill but my tests show that it still does: +0.2 per Survival skill point.
  5. There are 2 things I wanted to point out about this spear: The first is that it does not have the +5 accuracy that spears have; not sure if this is intended The enchantment "Glass Walker" does not substitute "Feather Light". Thus you can end up with two +10% action speed features
  6. Also note that Modwyr's lash is possibly bugged and if you dual wield the weapon, the lash is inherited to the other weapon as well.
  7. When dual wielding Squid's Grasp, the +20% action speed ability (attempted parley) applies to both weapons: to itself and to the weapon in the other hand. Not sure if this intended as for example another weapon with a similar feature, Duskfall with Feather light (+10% action speed), does not exhibit the same behavior: If this is intended, the descriptions should be updated to distinguish between the 2 cases.
  8. This bug still happens, I've seen damage rolls as low as 5.3 while the minimum should be 9. Also the AoE dmg is not limited to just up to 3 other targets, I was hitting 4 other targets besides the initial target.
  9. Carnage seem to not be a fixed 33% but to scale with PL. There was another thread discussing carnage in which I pointed out that as per my tests a Lvl1 and a LvL20 character with identical dmg modifiers and weapons dealt noticeably different amounts of carnage dmg.
  10. As far as I can tell, in 1.1.0.0035 there is only 1 attack on each target inside the cone, I've never seen 2 attacks on the same target. Also Offensive Parry riposte does not seem to be an AoE attack but it affects only the opponent that missed you.
  11. The feature Blade Form should reduce the recovery time by 2% with each hit (stacks up to 10 times). Thus we should be able to achieve a maximum of -20% recovery time. Unfortunately it seems that the max we can achieve is -17% recovery time, somewhere after the 5th hit we get only about -1.5% recovery time per hit.
  12. It seems that when Necrotic Lance procs (from necrotic blade/heart feature) the spell is affected by the 2 lashes of the sword (10% raw and 10% corrode). I don't know if this is intended. If this is intended then why doesn't the 10% raw dmg to self get applied as well?
  13. Yep, they do but not additively, rather the first ability is checked initially, if that fails the second is checked and so on. The formula that results for the final hit to crit chance is 1-(1-p1)*(1-p2)*...*(1-pn). In your example it would be 1-(1-0.1)*(1-0.15)*(1-0.1)=1-0.69=0.31, so 31% chance for hit to crit.
  14. I've made some tests with a lvl 1 character and a lvl 20 character. Even though they had the same dmg modifiers and the same weapon, the difference in carnage dmg was noticeable. Thus, I've reached the conclusion that this ability scales with power lvl. Unfortunately the description gives us the information of a static 33% dmg. Either the ability is erroneously implemented or the description should be updated in the same way as sneak attack is done (so that the correct percentage is displayed based on the power level).
  15. Yes, seems like it, I've made a lvl 1 character with the same dmg modifiers as my lvl 20. The result is that carnage dmg with the same weapon is definitely different. I wonder how exactly does power lvl affect this ability, maybe the developers could provide more information in the description (like they do for sneak attack for instance).
  16. Yea. The topic doesn't state this, but after opening the logfile I saw it was about mac. It affects mine and I have a Windows PC.
  17. Ok, so as I was saying today, here are some examples of some weird numbers I was seeing in my tests: 1. First Example As can be seen from the base attack I have the following dmg bonuses: 0.36 from Might, 0.45 from Superb, 0.03 from Cruelty and Curious, 0.2 from One Stands Alone. There are other bonuses associated with the crit resolution that sum up to another 0.45 but I will not take that into account as both of my carnage attacks are hits (in fact only hit is possible as you will see in the second example). The weapon is a sword so its base dmg is [13-19]. There two ways I can think of the carnage formula in this case: a) Carnage percentage is applied multiplicatively and we have: CarnageDmg= RolledDmg*0.333*(1+Sum_StepsExcludingCarnage) This potentially generates a spectrum of values for carnage of [13-19]*0.333*(1+0.36+0.45+0.03+0.2)=[13-19]*0.333*2.04=[8.83-12.91] While the first carnage attack (12.2) falls in this range, the second carnage attack (14.6) doesn't. Hence this is not the formula b) Carnage percentage is applied additively like the other modifiers In this case the step of carnage is 1-1/0.333=-2. The Step_SUM=-2+0.36+0.45+0.03+0.2=-0.96 Since the Step_SUM is negative, the range for carnage damage is [13-19]/(1-Step_SUM)=[13-19]/1.96=[6.63-9.69] This is obviously even worse than the first formula as neither of my carnage attacks fall in this range. 2 Second Example As can be seen from the base attack I have the following dmg bonuses: 0.36 from Might, 0.45 from Superb, 0.03 from Cruelty and Curious, 0.2 from One Stands Alone. The weapon is again a sword so its base dmg is [13-19]. Btw ignore the bug where Watcher's Blade has inherited the fire lash dmg from Modwyr (already reported). Also please note that the first carnage attack has an attack value of 144 but the hit resolution is just a hit, not a crit. Again I'm passing through the calculation from before a) Carnage percentage is applied multiplicatively Calculation is identical, so the spectrum is the same: [8.83-12.91] Again the first carnage attack (12.5) falls in this range, the second carnage attack (13.2) doesn't. Hence this is not the formula b) Carnage percentage is applied additively like the other modifiers Calculation is identical, so the spectrum is the same: [6.63-9.69] Again neither of my carnage attacks fall in this range. So, do you guys have an explanation to the above? I'm thinking of trying a weapon without lash to see if it changes anything.
  18. Yes, they are the same. There is also a fighter ability that is called "Knocked Down" (https://pillarsofeternity2.wiki.fextralife.com/Knock+Down) but that's something else.
  19. Health regeneration can occur from active sources or passive sources. I believe they should follow the same logic as for other concepts: only best active source (suppress the others) + all the other passives sources. Can't tell if it's harder for them to implement, off the top of my head I don't see it too different from other cases if having to implement a suppression mechanism on each character. On the other hand, yeah we could treat it as reverse DoT, then everything should stack... All in all I would say that looking at them as reverse DoT is more logical.
  20. I don't have access to my computer at the moment but the damage I've seen from carnage on a 20th lvl character was way above the 33% that is mentioned in the tooltip. I will post some examples later, maybe we can understand them together. Also one thing that I noted was that even though there is a roll for attack resolution, crits don't exist. I've had a case with way above 100 hit resolution but it was considered just a hit. Based on what Dr <3 said about grazes, it looks like carnage attacks don't take into account grazes or crits.
  21. In PoE's terminology we have: Injuries : are the negative effects that occur when falling unconscious in battle or when stepping into traps; they heal only after resting; a character can have at most 3 active injuries, acquiring a 4th one permanently kills that particular character Wounds : is a mechanic of the monk class, while it gets damaged during a fight it gains wounds
  22. Yes, that is definitely wrong. Btw I think you meant that the definition in the "Tutorials" tab is wrong, the definition in the "Cyclopedia" tab looks fine to me. You should file a bug report with this finding.
  23. Near Death tag occurs when below 25% HP. When a character has 3 injuries and receives a 4th one, he/she is killed (attention it does not mean unconscious as in reaching 0 HP, but killed as in removed from game).
  24. Hey Khagmas, Give them some time, it's Sunday for them as well . edit: I've seen what you mean about Feather Light, when you equip both of these weapons only one of them gets the ability (the main-hand one) the other seems to have this ability disabled. Good find.
  25. Do we know how the carnage formula works? I've got some really weird numbers and I don't know how to derive them.
×
×
  • Create New...