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Everything posted by kmbogd
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Not sure if this is working as intended but the stacking penalty on enemy's deflection is not bounded. For example, in the attached image, the enemy reached negative deflection, which to me does not make sense.
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The point I wanted to make is not the fact that one cannot reach big amounts of damage with certain setups but the fact that when compared to the dual wield version of the setup, two-handers seem to be outmatched in terms of DPS more often than not. So choosing a two-handed weapon looks sub-optimal in the general case. The way I see it, I would like two-handers to be particularly better DPS wise against high enemy AR, with dual welding being better DPS wise against low/medium AR.
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I've started making some computations with respect to how efficient different melee weapons and weapon styles are. I've taken into account the theoretical attack times and recovery times (the base values mentioned in the GUI) and not actual empirical determinations based on counting frames (I believe that MaxQuest has determined that the theoretical base values are not exactly what he tested directly, I'm not sure if this has been rectified in beta version 4). In any case, in my model it looks like two-handed weapons are severely lacking when compared to dual welding. Here is a result of my findings based on a character with 10 Dex and 10 Might that is equipped with heavy armor (+55% recovery time). When using a two-handed weapon the two-handed style was assumed, similarly when using two weapons the two-weapon style was assumed. This table considers only hits (no other attack resolution option) and the weapon damage assumes the average of the min and max value. No other abilities have been considered (weapon specialization, soul whip etc.). I should mention that the quality of the weapons is "fine", which seems to be the standard setup in this beta build. It looks like dual welding sabre wins at most enemy AR's, dual welding stiletto's looks optimal at 10-12 enemy AR's. In my opinion the damage output of the two-handed weapons should be increased to make it on par with dual welding. Also the quarterstaff seems to be particularly good with respect to some other two-handed weapons as it's the only one for which the GUI states that it has an attack time of 0.5s instead of 0.7s like the others. The green lines represent the damage. For the one-hand weapons, the yellow line represents the DPS when dual welding. The white lines represent the DPS for the case when a single weapon is used (only possibility for two-handed weapons). In some other comparisons that I performed, it looks like might is slightly more beneficial than dexterity in terms of melee DPS: 20 Might,10Dex is looking a bit better than 10Might,20Dex. There were some situations where something in the middle was optimal but still more might than dex: for example in the case of sabres with heavy armor I think the optimal is 17 might and 13 dex.
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With the recent beta update, beta version 4, there has been a nerf with respect to dual welding: the recovery time is no longer reduced by 50% but by 30%. This means that the new dual welding recovery step is no longer 1/0.5 - 1 = 2 - 1 = 1. Its value is now 1/0.7 - 1 = 1.428 - 1 = 0.428 Also I think that the two weapon style step is not 1.2 - 1 = 0.2 (as I've seen in some examples) but 1/0.8 - 1 = 0.25. Or am I misunderstanding something?
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1. Baldur's Gate 2 2. Dragon Age: Origins 3. Pillars of Eternity Honorable mention would be Divinity: Original Sin and Icewind Dale 2.
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Please note that not all money comes from backers, there are also the fig funds. Therefore the average spend per backer is off. Another point is that the fig funds are apparently capped at 2.25 million. 2.06 million are already used (at this moment) so don't expect an increase of more than 190k from the investors if they don't decide to increase the maximum limit. Fig funds are also the cause of Wellspring's observation.
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Stop being coy!
kmbogd replied to teenparty's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
If I understood correctly, among the companion relationships implemented in the game there will be some romantic in nature. -
Yeah 3/8 seems indeed too much. I personally hope it's either an initial iteration of the companion that latter developed into the moon godlike that we saw in today's update or it's the player character. But who knows, on the other hand it might be funny to have 2 godlikes in the party (one moon/water, the other fire).
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Congratulations Obsidian, you've laid out a great foundation for what I hope to become a classic series of this genre!
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While I believe that PoE is a success and I was thoroughly entertained by it, I think that from a game mechanics point of view some things need to be changed (on few issues quite a lot). With this kind of view, it doesn't really make much sense to start PoE2 from lvl 16. Even from a purely story-driven type of argumentation, I'm one of those guys that favor a new protagonist. This doesn't mean that I wouldn't like some cameo or even to renew the companion role for some PoE1 characters (if it would make sense and doesn't look forced).
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There is a PDF floating around the net authored by Sawyer where his answer to "would you do it again" -- in regards to the development of PoE -- is no. His primary reason listed is because he dislikes class based systems. I don't have the link handy, though. Sorry. That document is about attribute design. So, I'm pretty sure he was referring to using again the same ideology, not if he should do a sequel.
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Without having a link at hand, I seem to remember the fact that someone from Obsidian said that they are interested in a sequel that will explore other regions. I would assume regions of the Eastern Reach like Vailian Republics or Readceras are more probable than more distant lands. Regarding the story, I would like to see one with a new protagonist. If the sequel happens in Readceras I believe that there are quite interesting ways to tie the story to the events in PoE1: like to find out more information regarding the story of St. Waidwen and what happened after his demise (possibly clarify Eothas whereabouts) . Also given the economic collapse in which this state seems to be in, it could be interesting to find out if any new armed clashes with Dyrwood happen, especially after reopening the White Forge. Vailian republics sequel could also be very interesting and I guess that one of the main themes of PoE1, animancy, could be further detailed given that this confederation is one of the most advanced places in this regard. Also there seems to be quite a lot of lore detailing this region, I believe more so than any other potential candidate for a sequel, so I'd say that it's quite probable that PoE2 will happen here. Other regions could be used for PoE2, but I think they will entail more or less a complete reset of the story arc. I'm not sure that I'd like this yet, maybe for PoE3 .
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The supplies mechanic is bad
kmbogd replied to Arnegar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't find the mechanics of the supplies system necessarily illogical but I'm not a fan of it. I would have preferred a system in which most of the encounters are not trash mobs and are balanced so that they really push survival to the max; health might or might not be restored at the end of the fight. Therefore I'd prefer classic health based system to this implementation of endurance+health+supplies. -
If I remember correctly, the kraken doesn't provide any loot, instead its eyes appear automatically in your stash.
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Don't send everyone at once. Usually you send your 1 or 2 tanks to initiate the combat and let them be surrounded. I usually use my DPS melee guys to go behind its tank/melee line and target the casters. Once this is done I come to clean the tank/melee line. Alternatively if your rogue is too injured, thus going behind enemy lines is too risky, I keep it near my casters as bodyguard . Rogue is an absolute beast if built properly: my Devil of Caroc (which in terms of stats is mediocre) was killing everything left and right. edit 1: I immediately have my priest/paladin remove any stun/paralyze/prone affliction on the rogue or any other melee DPS edit 2: you want your rogue to synchronize in terms of generated afflictions with your party: have at least one other member generate an affliction on the rogue's target and then I add another one with my rogue (crippling strike, blinding strike, sap). When my target is affected by 2 afflictions it's very fun to watch (sneak attack, deathblow) messages
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Before exiting the tent make sure to eat whatever you can (by now the economy of the game should be broken and you should afford to buy anything). Whenever you DPS guys are starting to really work on the eyeless, use the potion of deleterious alacrity of motion. In case your fighters are built as tanks you can use them to make 2 of the 3 eyeless to concentrate on them. You can use the other companions to kill the 3rd and then the other 2 one by one. Any scrolls, spells and abilities that stun, paralyze, petrify, prone are highly recommended. When done with those concentrate your de-buffers to apply any other forms of afflictions (daze, blind, reducing DR etc) and keep your DPS guys constantly attacking. Rogue's DPS benefits a lot if attacking a unit that is affected by 2 afflictions (easy to do) and you have Deathblows ability on them.
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610kb Steam update
kmbogd replied to phimseto's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Nope, it's an update as I had the same thing happen. Also the version of the game seems to have changed from 3.01.967 to 3.01.977 -
I've seen Steam doing a very small download, 610 KB. Is this a small quick fix? The version of the game is 3.01.977, I could swear it was .967 before. Any info on this?
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I don't think that one should take the 20 figure too seriously as I believe it's just the assumption of one of our forum colleagues and not an official information. Common sense tells that during the core period of development the team size was way larger than 20. However, after release, the team continuously shrinks and at present it's quite probable that a small team of 20-ish people is supporting the game (mainly QA team, some support programmers and whatever other critical positions are still required).