
Kordanor
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It basically comes down to my explanation I did before, that it is not multiplicative but additive. The problem is, that it adds on top of armor. So lets assume you have 1 second hit and 1 second Cooldown. Now go for the most extreme case, that you are wearing plate armor. This would make it a 1 second hit and 1,5 second cooldown. Now as the bonus is not multiplicative the 0,5s already added by plate armor is not affected by the boost. Instead it is 1s animation modified by 33% of the speed and 1s cooldown modified by -50%+33%=-17% True, mostly tank attributes from what I have seen so far (not played the game myself yet, so I cant say for sure how worthy concentration or will saves are, but most experienced players say it's not important. Partially true. It gives a bigger bonus there, yes. But I wouldn't go with high base HP classes, but instead go with tank classes. As DDs should not be attacked in any case. So even a barbarian who is not ideal for tanking for other reasons might not push con a lot. Simply because he is not going to be attacked if you play him "right". There is no use of high con. If you played MMX for example you might remember the Dwarf Tank class. MMX had the design flaw to design a tank class without tanking mechanic so all damage was spread equally. So while your other people were already dead, your tank happily jumped around with 50% of his hitpoints. There is no use of that. Yep. Yep. Probably not equally (like Con) but nobody will be able to say for sure until they finished the game. I think it depends on what you want to focus on. Shapeshifting already can be quite diverse. All I can say is that I'd neglect Con for sure because you will not tank, and Resolve as everyone says that you don't need a high concentration value. You will want to max out Int for sure.
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@Kingsgambit: Coming to this later if it wasnt answered till then already @Rostere: I will try to explain both things at once by giving a very extreme and unrealistic example. Lets say you have a class who by a passive ability has a 900% damage bonus, so it has a total of 1000% damage. Your weapon does 10 points of damage. After the modifier its 1,000 points of damage. Now if you add 15% by having 15 might on top of that you end up at 1015% => 1015 dmg. And not 1150% (which would have been multiplicative). Now lets assume that the speed of the class is 100%. And this class has no way to increase it by any buffs but only by dexterity. So if you have 15 dexterity, so that 15% of speed are added, you end up with 115%. Now as the base is 100% you more or less actually increase your DPS by 15%. So you increase your 1000 dmg you end up with 1150 dmg. Of course the differences in the "real world" are rather slim. But there is indeed a difference.
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That would only be the case if they were multiplicative. But they aren't. Instead they are additive. Let's just assume all your hits were normal hits = 100% dmg. Add 3% might on top, and you get your 3% damage increase. Now assume all your attacks are crits = 150% dmg. Add 3% might on top (=153%) and you get an increase of 2%. Same goes for the Speed. So It's important to have an overview about your multiplicators. If they are already high, it might make sense to focus on the other side as adding on top of it higher and higher basically comes with a diminishing returns. However all your abilities have limited use per encounter/rest. And therefore they most likely profit more from might then from speed.
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Are Crits 125% now or 150%?
Kordanor replied to Kordanor's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Your chance of getting a grace can never go up from the starting point. To visualize it a bit imagine this tapeline: ...MMMMMMMMM[MMMGGGGGGGHHHHHHHHHH]CCCCCCCCCC... M = Miss G = Graze H = Hit C = Crit ... = infinity Each letter represents 5%. The line ] between the last H and C represents the 100% mark (and the one [ between the M's the 0% mark). Now if accuracy = defense you randomly pick one letter out of the bucked in the middle [ ]. You cannot crit. As crit is beyond the line to the right. Now lets say you have 25 accuracy vs 20 defense. You move the left line [ one M (=5%) to the right and move the right Line ] one to the right as well. ...MMMMMMMMMM[MMGGGGGGGHHHHHHHHHHC]CCCCCCCCC... So now you have one M less and one C more in the bucket [ ] in the middle. If you had to pick one letter out of it, you had a 5% to pick a c - a crit. If you had 15 accuracy vs 20 defense, you would move the whole thing to the left instead. Meaning you had one additional M and one less H in your bucket in the middle. So in conclusion: with the first 15 accuracy on top of having a equal number (so up to e.g. 45 vs 30) you directly convert Misses into Crits. After that point you start converting Grazes into Crits. And it will be basically impossible I guess to have more than 71+ vs 20, at which point you would start to convert normal hits to crits. On defending you get the same: Every little bit you are on top of your enemies attack (so 21 defense vs 20 attack) you convert one of his normal hits to a miss. So the top priority stat wise should be to have around +15 attack over the enemies defense. From my calculations assuming no DR (which would actually increase it) for each 5 points accuracy your dps will increase by about 10% After that point it's only 4% per 5 points. Defense wise your priority should be to have a defense value as high as the attackers value. Every additional point is worth the same basically (until you get more than 50). You should however not get below his attack rating, as this would increase his damage drastically as he starts to convert misses to crits. -
Are Crits 125% now or 150%?
Kordanor replied to Kordanor's topic in Pillars of Eternity: Stories (Spoiler Warning!)
And found it: https://youtu.be/5PNH0Ummj_Q?t=574 -
Are Crits 125% now or 150%?
Kordanor replied to Kordanor's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The errata page is here: http://eternity.obsidian.net/manual/errata The tooltip in the video I saw in one of quill18's videos but unfortunately I can't find the exact video any position anymore... -
I always thought a critical strike would do 150% dmg. Now that is until I saw a video of the press version where the tooltip states it only does 25% extra damage (but increases time by 50%). Now the manual is available and on the errata site it reads A Crit is any attack roll over 100. Damage is increased by 50%Now is that the last word on it, or is this reversed again? What about Blunderbusses? As they do 120% crit damage, it has a big impact on them if the basic crit damage is 125% or 150%
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I like my challenges in "hour packages". Permadeath in 1-10h games are perfectly fine if they are designed around that. A permadeath in a game you played 70h in, not so much. Especially if you might face bugs or unfair game design. I played Xenonauts on hardest difficulty + ironman. And the more the game progessed the buggier it got until the final level was a buggy mess. That's an iron-man challenge nobody should need to face. So instead I will chose Path of The Damned (maybe with Expert mode, dependent on the options included, though I don't like hiding the AOE interface). In addition I will not create additional player characters which should make it harder as well.
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midnight release?
Kordanor replied to like00111's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
And in my world LOL still stands for Lands of Lore! -
Well, my perspective is the following: 1. Let the stealth guy scout. While sneaking around he is not detected by enemies but suddenly "finds" a track by stepping into it. 2. You let the mechanics guy scout: you find all the traps before you step into them. But as soon as he "finds" enemies he is screwed. So if nothing else, having both on the same character would be very convenient as you would only need one character for scouting.
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Thanks! But do you also know how much of these points are bonus points? Imho this is the most interesting. The couple of points in the beginning are rather irrelevant if the increase of 9 to 10 costs 10 points then and 55 points total, leaving 11 points for the rest. Edit: or to be more specific: I am hoping to find one character I can use for Stealth ~10 and Mechanics ~10 (+3 or so in athletics) as I don't want to cover that with my main character and want that combined on one char.
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Rogues a bit...meh?
Kordanor replied to Cronstintein's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Nice! Thats a very decent bonus then. -
Rogues a bit...meh?
Kordanor replied to Cronstintein's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Do any of you guys know whether any of the Modal abilities "Reckless Assault", "Vulnerable Attack" and "Savage Attack" are exclusive to each other? -
Do you know whether Blunderbusses trigger secondary effects like Carnage or Deep Wounds 4 times? Or is it counted as one shot in that regards? And related: If you attack an enemy with an attack like Blinding Strike and do not hit with the normal attack. Do you still have an additional roll for Blinding? Or will it always miss if the main attack wasn't successful? Does this mean that a blunderbuss attack normally has a higher chance of success as its unlikely that all 4 bullets miss?