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Kordanor

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Everything posted by Kordanor

  1. Ok, found some kind of workaround. If you have an older save game where you didn't do the delivery yet, you can load that and kill the guys right in the tavern. It leads to almost exactly the same dialogues, just that you can say "i already took care of them". And thats it.
  2. Got the same issue. It's really bad that this is actually the quest you need to get one of the companions... Before that I managed to screw the fight by mind controlling one of the opponents I think (everyone turns hostile then)
  3. You have to go to "advanced mode" by clicking on "more reply options"
  4. They can confirm what they want. A mess is a mess. And it shouldn't be hard to get a better translation than wasteland 2. Most of the games I played so far, had a better translation (or no one at all) I just collected all the errors in manually translated texts of the last two hours. If it was a good translation I might have found one or two. (I didn't mention the incorrect coloring every time)
  5. It's not exactly the best reference there could be, but this is the best I could find, which is probably not legally binding. But until we don't have anything more official I guess this will have to do: https://youtu.be/BsX3RLUAU6Y?t=2458 However we could also assume that's in the hand of paradox. And in this case it is allowed by their policy: https://www.youtube.com/user/Paradoxplaza/about We permit third-party use & monetization of things like "Let's Play" Videos on YouTube under the restriction that it is clear that Paradox Interactive is the copyright holder of any material shown and that the following copyright notice is added to any such material: "Copyright © 2013 Paradox Interactive AB. www.paradoxplaza.com". More info: http://bit.ly/N9RVWX But I don't think that paradox is actually the License holder, so...
  6. My highlight are the specialization descriptions for now. As the item names in the description string have a completely different description than in the overview section. "Trainiert den Charakter im Einsatz von Säbel, Stilett, Knüppel, Pistole und Donnerbüchse,..." Effekte: Selbst: +6 Genauigkeit (Intellekt - 1, Stilett, Keule, Entschlossenheit +2, Donnerbüchse) Not just the obviois things like the Intellekt and Entschlossenheit translations. But also Knüppel->Keule...how can that happen?
  7. It's definitely not above average. There are several translation errors I encounter each hour. But yeah, as I mentioned before - what needs to be fixed asap is the messed up strings in some of the item names and descriptions, as well as the paladin descriptions.
  8. Yeah, for rogue and "full attack" abilities 2 x 1h weapons are most probably even more powerful.
  9. You don't need to redownload though. You can even change the language ingame without restarting it.
  10. Not sure if the beta forum is the right place, but apparently there isnt a bug forum for the release version yet. I played the first part of the prologue now and have to say that the german translation is a mess. Now there are some weird translations, like "25 haut Schaden". I found several typos and spaces where no space should be or missing spaces. "Hello! I am John." could be: "Hello!I am John." or "Hello! I am John ." I also found texts, mostly in the interface, probably added by the release patch, which were not translated at all. Like "enchantment". But while thats bad its not a game stopper. What is a game stopper are the weapon descriptions. and the paladin order descriptions. Paladin Orders show the favorite alignment, but do not show the disfavored alignment. Weapons do NOT show the weapon type. Weapons have names which do not make any sense. Like a spear called "intellekt +2" Now if I want to play the german version I constantly have to switch between German and English and back to German, to read the German text and get the english information. I attached a screenshot. But seriously you just have to start the game and errors in the translation are all over the place.
  11. Well, it's still the first 20 Minutes of the game...and I am actually glad for the "spoiler" as I am not sure whether I would have checked myself. But you mentioned that the shapeshift duration is short. Isn't it modal and doesn't end? Of course you shift back once the combat is over. But otherwise it seems like you stay in it until the end of combat. PS: The forum barely stands the load now...
  12. It is one and the same (scout mode = stealth mode). I don't know if you actually need to have any skills/attributes to detect hidden treasures. But in order to detect traps you need mechanics. Stealth is just to not get detected in this mode.
  13. And just to back that up by some math: thats 11% of the hits adding 50% to the damage multiplier. Which in a "laboratory situation" with 0 other damage multipliers, 0 DR and 0 accuracy over defense these 11% equal to 6% DPS boost. This of course will shrink massively if your accuracy is much higher than the opponents defense (also by temporary buffs).
  14. If your Deflection is already low, then no. If it's already really high, then yes. Depends on what you call low. Mathematically there is a clear breakpoint which is at 0 Deflection over accuracy. Pretty much the same way as the first 15 points of accuracy are worth the most. I did some calculations regarding that showing with more or less realistic conditions (not reflecting special encounters in the game), that the first 15 points of additional accuracy (which convert misses into crits) (so e.g. 35 accuracy vs 20 defense) increase your dps by about 10% per 5 accuracy. Once you are over these 15 points you get a dps increase of 4% per 5 acc. Of course your boost is even higher if you are fighting against opponents with higher DR as a lesser percentage is getting deducted. Now this also means that you are fine with 20 defense vs 20 accuracy. The opponent will have a 0% chance to crit you. With each of the next 15 points below the opponents accuracy, you allow him to get 1% of crit instead of 1% of miss. Past that it doesn't really matter that more. Of course I cant tell what accuracy opponents have later in the game. If they have like 60 and there is no way for you to get to 60 defense, you can as well just stop trying. As same as the damage boost, each point below that will increase the enemies dps only by 4% Now something to add to Sensukis comment about Dirty fighting (converting 10% of hits to crits). I also did some math there. And by how much do you guess it boosts your dps? Yeah...its whoppong 2.7%...which is...really nothing at all. Not in this game. Not when you can only chose 6 Abilities and this is one of them. So the one and only purpose of this ability is to focus on crit builds - which by the information I have without playing the game, does not make any sense. BUT it might make sense if there are very strong items which give you insane procs on crit or something similar (but they have to be really, really, good).
  15. Great Video about the rogue! Is there any way to see which modal abilities are exclusive and which Abilities have follow-up talents? Of course there is the wiki, but I pretty much don't trust it in such special things. ^^ And maybe one tip for you: The current level when chosing new skills is always shown on the bottom of the level up screen. Realized in the rogue video and at least in one other that you were a bit confused about the levels. ^^
  16. If you didn't finish the recording on rogue yet - would be great if you can talk a little bit about the backstab ability and how it can be used, and whether you think it's worth it in the current state.
  17. I think one mechanics thing you havent commented on so far is the reloading functionality and the ways to use it to your advantage. Maybe you can put that in one of your other videos.
  18. It's based on an older build and is listed as error on their errata page: http://eternity.obsidian.net/manual/errata
  19. The math is correct. The conclusion isn't. Average damage for a fast weapon:13.5 *1.33= 18 Average damage for a two handed weapon: 23.5 *1.33= 31 Against a DR4 enemy, 14 per hit vs 27 per hit. Against a DR 12 enemy, 6 per hit vs 19 per hit. Assume an enemy with 50 endurance. DR4: 4 hits, vs 2 hits DR12: 9 hits vs 3 hits. Might is worse on low damage hits against higher DR. This is not true due to the increased attack speed. Which should be according to a post of Sensuki: Dual with fast weapons: 20 Frames animation + 24 frames recovery per weapon. So 44 Frames per Strike vs 2H weapon: 30 frames animation + 54 frames recovery. So 84 frames per Strike. The average Damage for fast 1h weapons is: 10-15=>25/2=12.5 The average damage for a 2h weapon is: 17-24=>41/2=20.5 Now lets hit against the DR4 target: The fast weapon will hit for 8.5 The 2h weapon will hit for 16.5 Let's just assume the target has 1000 hitpoints. Thats 2X1H: 117.65 individual Strikes taking 44 frames each -> 5176,47 frames 2H: 60,61 Strikes taking 84 frames each -> 5090,91 frames So in this case the 2h weapon kills the opponent faster. Now lets increase the damage by 33% The fast weapon will hit for 12.5*1,33=16,63 The 2h weapon will hit for 20.5*1,33=27,27 Against 4 DR: Fast 1H: 12,63 2H: 23,27 Time for 1000 HP Fast 1H: 79,21 strikes - > 3485,15 frames 2H: 42,98 strikes -> 3610,57 frames So the 2 X 1h weapons outperformed the 2H weapon due to the might boost. And it should be even more extreme in the example of 12 DR, however I will take 10 DR instead as 12 DR will mess in calculations with the min damge of 1h weapons. 10 DR without Might boost: 2 X 1H Fast: 12,5 dmg -10 DR = 2,5 dmg 1000 / 2,5 = 400 strikes -> 400 x 44 = 17600 frames 1 X 2H: 20,5 dmg -10 DR = 10,5 dmg 1000 / 10,5 = 95,24 strikes -> 95,24 x 84 = 8000 frames So the 2h weapon is MUCH faster without the might boost. More than twice as fast Now add in the 33% might: 2 X 1H Fast: 16,63 dmg -10 DR = 6,63 dmg 1000 / 6,63 = 150,94 strikes -> 150,94 x 44 = 6641,51 frames 1 X 2H: 27,3 dmg -10 DR = 17,27 dmg 1000 / 17,27 = 57,92 strikes -> 57,92 x 84 = 4865,33 frames So the 2H weapon is still faster, but the might boost gave the 2X1H a huge damage boost and it become pretty close to the 2H time. So while the 2h weapon reduced the time via the boost to 61% of the original time, 2X 1H weapons reduced the time via the boost down to 38% of the original speed. And if you add in more and more damage boosts at some point the 2X 1H will surpass the 2H weapon. Which would not be the case if the 2H weapon would receive a bigger advantage by might. As in this case the gap would become bigger and bigger. One big advantage the 2H will have though, is that special abilities will do more damage as they most probably only use one of the 1h weapons. So in that case the 2H weapon will always do more damage, and of course have a bigger profit from might.
  20. You could actually do it the other way around and make a even more extreme example. 11 dmg vs 10 DT = 1 dmg Lets say he does 100 hits in a minute = 100 dmg. 20 dmg vs 10 DT = 10 dmg. Lets say he does 10 hits in a minute = 100 dmg. Increase the first dudes damage by 100% and he ends up with 22 dmg vs 10 DT = 12 dmg -> 1200 dmg in a minute while the second one: 40 dmg vs 10 DT = 30 dmg -> 300 dmg. Same goes with Damage Reduction like with Stilettos. With these weapons you do small base damage, but hit often. But that means that the damage reduction is worth a lot more than with slower weapons which have a higher base damage.
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