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EmilAmundsen

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Everything posted by EmilAmundsen

  1. While I haven't done these combos myself I'm fairly certain there are some powerful ones. The Wizard have som insane deflection spells with very long duration. You could use that in combination with the unbroken fighter for a kickass tank. For dps you could use the same principle with deflection-spells with the streetfighter rogue and its reposte-ability to mass-murder the opponents while tanking them. The drawback for both of these is the hassle of buffing ad nauseam. Another dps spellcaster-option is the acendant cipher and the soulblade cipher. They increase damage for weapons passively while also being able to cast spells. Ok for many dps-multiclass. And no self-buff hassle. The Trickster Rogue has some spells while still being a martial-class. I wouldn't use the other caster-classes for weapon-based dps or any melee-roles.
  2. Starting a single-class Beguiler (Cipher) It occured to me that maybe I'd be reduced to a very poor shooter for many encounters. I assume deceptions don't work on undead, constructs, and manbe others. Debuffs are notorious for not working on bosses in RPGs, do deceptions work on bosses in Deadfire? If my main venue of power is deception mind-tricks, approximately how much of the game can I expect to be a gimped fizzlebutt?
  3. I've made a thread for gathering test-results for attack-speeds under 3,6 secs: https://forums.obsidian.net/topic/98628-a-call-to-testing-actual-attack-frequency-caps/ Maybe we can catalogue what attacks are affected. Would be nice to know for my next build.
  4. Tests have yielded actual attack-frequency (attack-delay + reload = time between message pop-ups in the combat-tracker) for pistols to be capped at ~3,6 sec, even if tool-tips clam they are lower. Tested with pistols that are supposed to fire at 2,5 sec, both double and single. A bug-report has been submitted on the subject. I'm wondering if this problem just pertain to pistols, or if it is more universal. I don't have the characters to test if any other types of weapons or attacks (spells etc) are capped at a frequency of ~3,6 secs, or if it's just pistols. Nor Have I localized if it's the pistols themselves, the underlaying mechanics, or just one of the sources of speed-modifiers, that are bugged. So, I'd like to invite you to test any attack you can access that is supposed to have an attack-frequency of 3 sec or less, and report it here. Both reports of attacks that are bugged and not are usefull. It's quite relevant to determine if any speed-build is viable until it gets patched. For instance, my gunslinger is shelved for now. Please and thank you EDIT Weapons/Attack-types known to be affected: Pistol Blunderbuss (from Zzz) Weapons/Attack-types known to not be affected: "Tested on Dragon's Dowry + Blazing Fury. Works as intended, get ~3s time between attacks." (From Helar) Sabre, bow and arquebuse (from Zzz) Link to bug-report: https://forums.obsidian.net/topic/98617-bug-attack-frequency-on-guns-capped-at-36-sec/
  5. FYI pistols are currently capped at ~3,6 sec between attacks even if attack-speed + reload is supposed to be lower according to tool-tips. II haven't tested for other weapons, but it could be universial either for all weapons, all ranged weapons, all guns, or all everything. Bug-report on it has been submitted.
  6. Posted bug-report at https://forums.obsidian.net/topic/98617-attack-frequency-on-guns-capped-at-36-sec/ Feel free to add your tests, files and comments.
  7. I do not know if this bug is exclusive to guns. They are the only weapons I've been able to test for this issue. Testing on other weapons with a reload- + attack-speed of less than 3 sec would be desireable. Reproduce by: 1a. Load the attacher savegame. 1b. Create a Ranger with max dex and proficiency in pistols. Level him up enough to aquire the gunnery passive. Aquire 3 pistols, and equip 2 in one set and 1 in the other. 2. Enter combat with the 2 preloaded pistol set activated. 3. Fire the initial salvo with a total combined attack-speed of 1,3 sec (in my save, I'll be defaulting to my saved numbers from her on), and observe it working in approximated accordance with tool-tips. 4. Activate the pistol-modal for a combined attack-speed of 2,5 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips. 5. Switch to single pistol and activate the pistol-modal, for a combined attack-speed of 2,8 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips. Attached files: https://www.dropbox.com/sh/wm91ijmhuezfi62/AAAeNnz2SCTSifAFf24-hHgRa?dl=0 output.log dxdiag save EDIT I've made a thread for an attempt to gather information on what weapons or means of attack are affected by the bug: https://forums.obsidian.net/topic/98628-a-call-to-testing-actual-attack-frequency-caps/ EDIT Weapons/Attack-types known to be affected: Pistol Blunderbuss (from Zzz) Weapons/Attack-types known to not be affected: "Tested on Dragon's Dowry + Blazing Fury. Works as intended, get ~3s time between attacks." (From Helar) Sabre, bow and arquebuse (from Zzz)
  8. This bug has already been reported. https://forums.obsidian.net/topic/98130-reload-times-can-be-completely-skipped/?hl=reload Suggest you delete this thread @mengyv, and post in the original one, in accordance with bug-report guidelines.
  9. @Helar nice catch. I tested myself for the following results: 1. fireing 2 pre-loaded pistols in the initial attack works as stated, roughly ~1 sec apart. 2. fireing 2 pistols with modal (~2,5 sec attack and reload) yield ~3,6 sec between attacks 3. fireing a pistol with modal (~2,8 sec attack and reload) yield ~3,6 sec between attacks I'm gonna check if this bug has been reported. If not I'll post a bug-report and link it here. This sucks. It means my gunslinger is not viable until it's patched. :~(
  10. This bug has already been reported here: https://forums.obsidian.net/topic/97514-companions-main-char-duplicated-eder/?p=2014255 It has gotten developer response so this thread should be deleted @emeus Reply in the other thread instead.
  11. I had this issue too and wanted to add some info for clarity, and some files. The bug is not consistantly reproducable. Loading the a save immideately before leveling up Eder, and following the same procedure (incl. the same picks), does not reproduce the bug. To resolve the issue in the meanwhile, load a savegame from before the bug triggered. The really wierd thing about the bug is that Eder didn't even bother uttering "resistance is futile!" before assimilaring my character into the Borg. Funfact: even the savegame I made after the replication was renamed from my mains name into "Eder". XD output_log.txt DxDiag.txt Eder the Replicant.zip
  12. Screenshots: A. Game modes. B. Character Sheet. C. Movement in water while in combat. D. Movement in water after combat, without leaving the water. (E. Movement in water after combat, having left the water first.)* Don't have permission. Will try posting this last pic tomorrow.
  13. 1. Start a game with an Island Aumaua. 2. Out of combat, vade through the aforementioned water. The character vades just like Eder instead of running normally. Among the Waves does not seem to trigger. 3. Attack a boar in the starting area and move through the water next to the waterfall while still in combat. The character now runs normally through the water as the racial ability dictates, while combat lasts. 4. After combat, move around in the water. The character still runs normally and Aamong the Waves seem to still work bugfree. 5. Move out of the water and back again. The Among the Waves racial ability no longer works. Savegames: I. Before bug-reproduction. II. Movement through water after combat, without leaving the water. III. Movement in water after combat, having left the water first. output_log.txt DxDiag.txt Saves.zip
  14. Does anyone know what the recovery-times on a weapon-switch is? How about if I'm a Black Jacket Fighter? (Edit: I found out that the penalty-reduction of the black jacket is 1 sec)
  15. Something to cosider is using the pistol-modal with only one of them, instead of using two pistols. Also using the rifle for all but one wpn-slot if you're switching wpns. The monks flurry lower the pistol reload-times even further. The pet Cutthroat Cosmo reduces reload-penalty from armor considerably while aalso buffing gun-attacks party-wide.
  16. Edit: Nvm. You can see the resulting recovery-delay by right-clicking your equipped weapon. You can see the breakdown by hovering the mouse-pointer over the recovery-delay number. I decided to start wearing armor, so I equiipped Cutthoat Cosmo to reduce it's recovery-penaalty. But how do I determine my stuffs combined recovery-penalty, or alternatively the resulting recovery speed of my currently equipped weaapon-setup?
  17. The mayor in the first port has a dialogue-option requireing the skill History 2. My main don't have this skill, but my companion does have History 2. However the option is still greyed out. Is there a way to make use of companions skills/stats in dialogue, or is it all dependant on my mains?
  18. All systems green. Reaady for lift-off. pre-launch sequence 35% complete.
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