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Everything posted by kmbogd
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[1.06] Major bug - bartering is broken
kmbogd replied to Insolentius's question in Patch Beta Bugs and Support
Confirm. You can buy, but you cannot sell. -
You could try pressing the attack button and then click on them.
- 3 replies
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- crucible knights
- forge knights
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Damage calculation bug
kmbogd replied to kmbogd's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
The insane dmg dealt to higher lvl slimes/oozes (swamp slime, greater black ooze, disease pudding etc) is not fixed as of patch 1.05. I posted already an example in post #4 of this thread (it's from patch 1.03 but it's still valid). I think it's high time someone looks at the damage calculation for these creatures because it's massively bugged. I've stopped exploring endless paths at lvl 4 because of this. -
[1.0.5.0567] Character stuck in Skaen Temple
kmbogd posted a question in Patch Beta Bugs and Support
Aloth got stuck near the pool in Skaen Temple. Picture and save below. Save: https://www.dropbox.com/s/ihrfuvrjdvto68p/19763b1694ef459ab10d7c8883be9647%2011840526%20DyrfordRuins.savegame?dl=0 Also the framerate is the worst I've ever seen so far: 20 fps. -
Azureith's Stilleto - Jolting touch
kmbogd replied to kmbogd's question in Patch Beta Bugs and Support
Mid-game encounters are over pretty soon after it triggers... -
Azureith's Stilleto - Jolting touch
kmbogd replied to kmbogd's question in Patch Beta Bugs and Support
Empiric tests suggest that the triggering event is a critical hit. -
Is the jolting touch dmg from Azureith's stiletto below the expected one? To be honest I am not sure of the exact mechanics, but it seems ridiculously high for a stiletto: Just below you have for comparison the pierce crit dmg of the same weapon. Also please note that this is even stronger than above where I had only an enemy, if there were more enemies the damage will chain to them as well . If it's not a bug I believe it's kind of overpowered. For reference my 8th lvl barb has 23 might and the stiletto has been upgraded to exceptional quality.
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[1.0.5.0567] Armor DR severely bugged
kmbogd replied to kmbogd's question in Patch Beta Bugs and Support
Ups, I think you are right about #2 and very probably about #3 as well. later edit: actually I think that #3 is still a bug. Please look at a standard scale armor with exceptional quality and pierce-proof: Pierce dmg is still displayed even it after the upgrade the base DR and the pierce one is the same. So either this or the Saint's War armor is bugged. -
It seems that with the recent 1.05 beta patch the DR for armors has been severely messed up. 1. Player enchant for quality is not visible in the item's description. Notice the description and hovering info does not show fine enchantment, however the icon and the character DR information provide info to the fine quality: 2. The quality enchantments don't provide a consistent +2, +4 etc to DR. Form the picture above (notice that apart from the armor the character does not have anything else equipped) we have: slash and pierce are 18 instead of 17(15+2), shock is 7 instead of 8 (6+2). 3. Proof enchantments are no longer taken into consideration if also applying quality enchantments. We have the Saint War's armor below. Notice that compared to a standard scale armor the pierce DR is 8 instead of 5 because of the pierce proof: Now if we apply fine enchantment we have no more pierce-proof in the character's DR information and in the item's DR information even though the pierce-proof enchantment is still listed: Link to save: https://www.dropbox.com/s/fl76pqy1zz111oo/19763b1694ef459ab10d7c8883be9647%2010867471%20Copperlane.savegame?dl=0. Somehow saving and loading fixes bug #1, but as can be seen from the picture above there was something wrong. The other 2 bugs are not fixed by save/load.
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Intense flames: "Augments the power of the paladin's Flames of devotion, increasing it's dmg". So it shouldn't be separate but an improvement of the original ability. Speaking in general, not necessarily related to the example above which is a bit particular, why should lashes of the same type be calculated separately? In the end it's just one single attack animation, lashes being secondary damage types added to the original one. It makes only sense that lashes of the same type stack (I would also say that it makes sense that the DR% used for secondary dmg reflects the dmg% and it's not some weird, fixed number like 25%). There are plenty of people that find the whole lash system so convoluted and counter-intuitive... The devs should, in my opinion, come forward and explain why they made this design choice. Maybe they do have a reason but keeping the silence would not appease us. If they don't have a meaningful reason then this is pretty easy to fix.
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Yeah, it depends on what you want to rate as (in)consistent: relation between dmg % and associated DR % (not consistent at all) or, as you said, their rule of always using 25DR% (consistent in an aberrant way). Always using %25 DR makes no sense: lash that does <25% dmg is underpowered with respect to the standard DR mechanics lash that does >25% dmg is overpowerred with respect to the standard DR mechanics what about situations in which you improve a skill that does lash dmg (flames of devotion + intense flames) why does it have 50% DR as it's only one lash attack (albeit an improved one).
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[1.0.5.565] Dmg calculation and negative defense modifier bugs
kmbogd replied to kmbogd's question in Patch Beta Bugs and Support
Regarding bug #1 that I posted above, Greater Black Ooze has the same dmg calculation bug.- 2 replies
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- damage calculation
- defense
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Hi Dev team, Please help to fix the issues below: 1. Swamp slime is getting way more damage than it is supposed to. This essentially breaks the flow of the endless path exploration for me since these poor creatures fall like flies while the battles are supposed to be much more difficult: 2. When the attributes provide a negative modifier to a particular defense, the subtracted amount is X-1 instead of X. For example let's take a Dargul. By default it has 40 (Defl) 35(Fort) 35(Refl) 30(Will). Its attributes are: Per 12, Res 10 --> + 2 Defl Mig 10, Con 22 --> +24 Fort Dex 18, Per 12 --> +20 Refl Int 12, Res 10 --> + 4 Will This provides the following default defenses: 42 59 55 39 Let's apply the following afflictions: dazed, flanked, frightened, prone dazed: -2 Dex, -2Per, -2Int flanked: -10 Defl frightened: -2Res, -2Dex (suppressed) prone: -2Dex (suppressed), -10 Defl, -10 Refl Per 10, Res 8 --> - 2 Defl (bugged to -1) Mig 10, Con 22 --> +24 Fort Dex 16, Per 10 --> +12 Refl Int 10, Res 8 --> - 4 Will (bugged to -3) This provides the following defenses 19 59 37 32 instead of 18 59 37 31. And here is a picture as proof:
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- damage calculation
- defense
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I am not contradicting what you say about the current implementation, but it "technically" is one attack that does extra fire damage and not 3 attacks. Also the description of intense flames says that it "improves". In my opinion, this example contradicts the verbatim statement of the developer. In any case, I think that I'm not the only one that is saying that the current secondary damage mechanics is really weird. On the other hand, it's so easy to fix it...
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Damage calculation bug
kmbogd replied to kmbogd's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Ok, so flames of devotion is also bugged. The (tested) formula is: w/o intense flames: 0.5*rolled dmg - 0.25*fireDR w intense flames (another +25 burn dmg): 0.75 * rolled dmg - 0.5* fireDR Even the formulas themselves are wrong because the base flames of devotion does not take into account 0.5 of the fire DR but only 0.25 of the fire DR. This makes no sense whatsoever. The intense flames adds another 0.25 dmg and another 0.25 fire DR but to the wrong base. However, even the above formulas don't work 100% of time. I found few occasions where the result is not the expected one: Pallegina has intense flames talent and Eder has 14 fire DR. Applying the formula from above we should have an extra fire dmg of: 11*0.75 - 14*0.5=1.25. Which is not what happens in the game. A supposition: even if we consider that fire dmg from the ability is also subject to the minimal of 20% dmg rule, which I don't think is the case, we should have: (11*0.75)*0.2=1.65. As you can see from the picture above, I've made quite a few tests with both Pallegina and Asda. All the other calculations followed the formulas that I've mentioned above but this one. later edit: I've made some more tests and again I found one occasion when wrong calculation happened. I believe that it happens only with very low rolled dmg (min dmg with standard attack) and it might be that intenese flames have something to do with it as well since Asda paladin (which doesn't have intense flames) did not react like this no matter how low the rolled dmg was. -
That's great news KTran. Thanks. edit: Maybe you can also make an update the text of the ability. "Grants a melee damage bonus when the barbaria..." is not exactly clear with respect to the mechanics: +20% dmg.
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- One Stands Alone
- Damage
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I agree, this is a pretty important bug. It has a high impact on the flow of the game.
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- One Stands Alone
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Thanks Ineth. Dr. Hieronymous Alloy also made it quite clear. There are definitely bugs with respect to stacking buffs from different sources. Afflictions are also affected by the bug that makes a particular defense modifier increased by 1 when the sum of corresponding attributes of a character is negative.
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Damage calculation bug
kmbogd replied to kmbogd's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Thanks AlphaMagnum for pointing out the "One Stands Alone" bug that affects damage calculations. Regarding Frenzy, as you can see from the above pictures, my barbarian did not learn this ability. I can also confirm that "Combusting Wounds" was not used (actually my wizard and priest are staying idle at the time of the initial engagement, as can be seen above). So bug 2 from post #23 has a very probable cause in "One stands alone". The other 2, however, are yet to be understood. -
Damage calculation bug
kmbogd replied to kmbogd's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
In version 1.04Beta4 please look at the pictures below regarding the damage done by my barbarian PC: His damage range and active effects: There are 3 bugs in here: 1. The dmg range is not correct at all. I have Gaun's share equipped which is a fine flail: 10-15 base dmg, +15% dmg from fine. The PC has 22 Might, hence another +36% dmg. As you can see, there are no dmg increasing effects active on him. Thus, the dmg range should be 10-15 * (1+0.15+0.36)= 15.1-22.65 which should be rounded to 15-23 on the character sheet. 2. There is no way that on a hit this PC rolls 45.4 dmg. Even a crit is much lower than this 15*(1+0.15+0.36+0.5)=30.15 3. Immediately follows a "2 miss, 2 graze" information that I assume is from carnage. But there is no display on the precise graze damage and "carnage" indicator like you can see on the next, off-hand, weapon attack. -
In version 1.04Beta4, the defense stacking from multiple sources is still not working: As you can see from the picture above: +10 Will/Fortitude due to the active chant (active source) does not stack with the +5 Will/Fortitude from cloak (item source). The latter being suppressed. I believe that this is quite an important bug, not game-breaking but not minor either.