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kmbogd

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Everything posted by kmbogd

  1. This 1% after pre-load is damn long, 10 min into it and it looks only 1/4 done....
  2. When you see an ability that changes the action speed or the recovery time it affects only the recovery time (or the reload time). As far as I know only DEX affects attack time/cast time. edit: my bad recovery time abilities affect only recovery/reload time. DEX and action speed abilities (rapid casting, arquebus modal etc) affect both recovery/reload time and attack/casting time. During recovery/reload phase, action speed and recovery time are inversely proportional: that is the higher the first the lower the second and vice versa. Behind the hood the game operates with action speed, even though many abilities speak of recovery time. You can determine one from another by taking into account that their product should be 1. Below are some example: medium armor: +35% recovery time => 1/1.35=0.74 action speed. Although you have an increase in recovery time, you have a decrease in action speed. heavy armor: +55% recovery time => 1/1.55=0.645 action speed. Although you have an increase in recovery time , you have a decrease in action speed. two weapon style: -20% recovery time => 1/0.8=1.25 action speed. Although you have a decrease in recovery time , you have an increase in action speed. That being said the formula for adding all the bonuses/maluses is quite complex and works in steps (penalties have higher weight than bonuses). You could check MaxQuest's post for a detailed explanation: https://forums.obsidian.net/topic/95847-attackaction-speed-thread/
  3. I am happy with his reply, it sounds that this will be mitigated in one of the earlier patches. In any case I didn't expect to see the best "facet" of Deadfire at release, but after at least several balancing patches.
  4. Don't want to sound negative as I'm still waiting impatiently for May 8th, but one thing that I noticed in the video above is that they are actually reusing icons for abilities like in beta... In some cases you have the same icon used twice in the same row. Don't like this thing one bit, it's not a major thing but definitely gives the impression of cutting corners.
  5. No need as the UI has been also fixed in Beta 4 (see picture attached). The combat log shows only the outcome: "no penetration", "penetration", "over-penetration". If you press shift to get more info, you get the detailed list of bonuses/maluses including the one from penetrating or not.
  6. I think that in beta 2 there were some bugs and that's why graze and under-penetration appeared in the same group as might. Probably they fixed this in Beta4. Now it seems that only might has a group of its own, everything else is added in the other group.
  7. Every dmg bonus/malus has an actual "step" associated to it. Since damage bonuses are positive in nature their step is positive and equal to the percentage damage increase. Some examples of steps of dmg bonuses: Weapon specialization bonus(+10% dmg) => step=0.1 Crit damage bonus (+25% dmg) => step=0.25 Sneak attack bonus (+50% dmg) => step=0.5 In the case of maluses the formula for the step is a bit different: 1-1/(1-malus). Here are some examples of steps of dmg maluses: Graze malus (-50%) => step=1-1/(1-0.5)=1-1/0.5=1-2=-1 Light under-penetration (-25%) => step=1-1/(1-0.25)=1-1/0.75=1-4/3=-0.333 Severe under-penetration (-75%) => step=1-1/(1-0.75)=1-1/0.25=1-4=-3 Now, all the steps of the dmg bonus and maluses (except might) are summed up together. If the sum is >=0 you have the formula that you mentioned: rolled_dmg * (Step_SUM + 1) * MightModifier. For example if the sum steps turns out to be 0.75 then your damage would be rolled_dmg (0.75+1) * MightModifier. If the sum is <0 you have the following formula: rolled_dmg/(1-Step_SuM) * MightModifier. For example if the sum of the steps turns out to be -0.75 then yout damage would be rolled_dmg/(1-(-0.75)) * MightModifier = rolled_dmg/1.75 * MightModifier Might has a step of it's own computed in the same way as for the other bonuses/maluses. If the the step is positive (at least 10 might): MightModifier=1+MightStep. If the step is negative (below 10 Might): MightModifier=1/(1-MightStep).
  8. Post #56 from this link: https://forums.obsidian.net/topic/96636-two-handed-style-seems-weak/page-3?do=findComment&comment=1996688
  9. In another thread I posted an excel file which works as DPS calculator. It has quite a few abilities added, weapon modals, attributes, weapon styles etc. It's a work in progress but it is functional. You could also give me the particular scenario you had in mind and I could provide you with an answer.
  10. Well it's really more complicated than this. It's true that in the current formula maluses have a bigger weight than the bonuses no matter the spectrum of the sums of the steps. However, if you had only a graze, the actual result is just a -50% dmg: as you have only one modifier with step value -1 this constitutes a negative sum, thus we apply the second form of the dmg formula which is rolled_damage*1/(1-(-1))=rolled_damage*1/2=0.5 *rolled dmg. Now imagine that besides graze you also have under-pentration with another 25% malus. The sum of the steps is (1-1/0.5)+(1-1/0.75)=-1-0.33=-1.33. Since this is a negative value we have the dmg formula rolled_dmage*1/(1-(-1.33))=rolled_damage*1/2.33=0.43 * rolled dmg. As you see this is much better than a 75% malus (25%+50%). The point is that there is a diminishing returns aspect to the formula. But it's equally valid the fact that maluses have a bigger weight in the formula than bonuses have.
  11. Ok, so I just confirmed in-game that grazes start at 25. Which is actually a bug since 25 should be the last value for a miss (1-25) equating to a 25% default chance. A graze should happen between 26 and 50 equating to another 25%. With grazes happening between 25-50, we have a 26% default chance for this attack resolution, while misses have a 24% default chance (1-24). In any case the cyclopedia descriptions are bugged as they kept the old system with 30 in place for some pages (attack resolution,graze) and updated it to 25 for other pages (miss).
  12. In the latest beta, apart from might I don't think there is any other "PostAdditiveDamageMultiplier", everything else (graze malus, under penetration malus, modal malus) has been put into "DamageMultiplier" area. You can see an example of this change in post #10 from the below link where I exemplified how the graze damage was obtained: https://forums.obsidian.net/topic/97058-backstab-175-instead-of-150/
  13. I know that in the game's cyclopedia a miss is reflected in separate pages as being either <=30 or <=25. I haven't had the chance of seeing which is the correct version, but I am inclined to say 25 not 30. Also the malus of 50% or the bonus of 25% are not multiplicative but additive. This means for instance that a graze is not actually half of the damage resulted from a hit resolution. A very simplified model of the dmg formula is something like: base_weapon_dmg *(modifier1 + modifier2+....+modifierN + 1)*MightModifier. This is an oversimplification and is not really the precise formula (you can read MaxQuest's post for that). Contrary to what one would believe, the modifier for a graze is not really -0.5 but 1-1/0.5=-1. The formula above is good if the sum all modifiers is above 0, otherwise even the whole formula is a bit different.
  14. I think that resting is indeed 8 hours. However the day duration in Eora is something like 26 hours. So you would be able to rest 3 times before payments are triggered.
  15. Since you are speaking of the two handed weapon style, this applies to both melee and ranged weapons. In fact all weapon styles apply to both melee and ranged weapons, and for this reason there isn't a generic ranged weapon style (ranger has an extra passive ability that gives you +5 accuracy with ranged weapons). Coming back to the two handed style, it's just a +15% (of the base weapon) increase in dmg, which in my opinion is just disappointing.
  16. +85% recovery speed modifier seems to be fixed and does not depend on the amount of stealth a character has. On the other hand, high stealth characters can approach their targets with higher success (and benefit from this +85% recovery speed) than lower stealth characters. So this might be fine. From a logical perspective I think it makes more sense to affect the attack time instead of the the recovery time, but for me it's also fine the way it is implemented now (since attack times are pretty low anyway, maybe the developers considered that it was not a good enough bonus).
  17. This is not bugged, here is the explanation: For graze hit: all the "positive" (actually the correct term is supra-unitary) modifiers have a step equal to the surplus percentage damage. Thus over-penetration has a step of 0.3, sneak-attack has a step of 0.5 etc. The only "negative" (actually sub-unitary is more appropriate term) is the graze modifier. The step in this case is 1-1/value=1-1/0.5=-1. Now all the steps are summed up: -1+0.15+1.5+0.5+0.15+0.3=1.6 Since this sum is bigger than 1 we have a damage of 22.7*(1+sum)=22.7*2.6=59.02, which the UI rounded to 59.1 (the correct rounding should have been 59 but probably there are some rounding errors in the intermediary results, in any case the difference is minimal). Now we apply the might modifier so we have final damage 59.02*(1+0.15)=67.873 (rounded by the UI to 67.9) For the crit this is much simpler as we have only positive modifiers. So we sum up all the individual steps and we get: 0.25+0.5+0.15+1.5+0.5+0.15+0.3=3.35. Since this sum is bigger than 1 we have a damage of 24.9*(1+sum)=24.9*4.35=108.315, which the UI interface rounded to 108.4 (the correct rounding should have been 108.3 but maybe this is explained by rounding errors in the intermediary results, in any case the difference is minimal). Now we apply the might modifier so we have final damage: 108.315*(1+0.15)=124.56 (rounded by the UI to 124.6).
  18. I think that DOS and PoE are competing but not directly, rather Larian and Obsidian are. What are they competing for? Well, they are competing for having the upper hand in getting their name visible to publishers in the RPG genre. Remember the Larian Kickstarter update with Wizards of the Coasts (or something like that)? The "between the lines message" that I got was that they were looking for a potential future cooperation. I bet that Obsidian would have been interested as well. Among other things, a major point of impressing a publisher/IP owner is how well your latest games sold. From this point of view it looks like Larian definitely did some things right (right in the sense that they took decisions that brought them more copies sold). I believe that Obsidian is looking at what Larian did and tries to replicate those decisions which also make sense for them.
  19. Yes, but if there is only 1 enemy the concept of bouncing into itself does not make much sense to me. They should at least try to word the ability differently so that it makes sense with their implementation (in case this is not a bug)
  20. Yes, recovery time is reduced by 85% or something like that (I don't have access to the game right now). It can be seen if you look at your equipped weapon recovery time: the tooltip shows all the modifiers to the base recovery time. Therefore, this seems to be intended. On the other hand, I don't know if this feature is mentioned anywhere.
  21. If there is only one enemy, driving flight shot bounces on the original target. This does not make sense.
  22. This is still present in BB4, which is weird since you said that it was fixed.
  23. In a very simplified form, yes. But note that this simplified way of looking at it is not exactly identical to the above: the game uses additive modifiers, not multiplicative. Only might modifier is multiplicative.
  24. Not sure if bugged or intended, either way IMO this feature should be modified. For details please look here: https://forums.obsidian.net/topic/96942-blunted-criticals-is-weird/
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