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Everything posted by JerekKruger
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[Spoilers] Interesting Console Command Finds
JerekKruger replied to fortuntek's topic in Backer Beta Discussion
Interestingly there are two versions of the Great_Sword_Naga_Coral, one of which is one handed. If you equip it on a Stoic character they will immediately stab themselves in the chest with it. I suspect this tells us that that version is not intended as a player usable weapon, but perhaps the two handed version is. -
I just came here to report the same bug. I'm not sure if it starts off kinda dead but as soon as I summoned it a huge stream of damage numbers appeared over its head. That said, mine was quite happy walking around in spite of having in the negative billions.
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It should probably actually be: "Deadfire cancelled, Josh Sawyer's Cats in Medieval Outfits, Obscure Early Christian Saints, and Bike Simulator 2018 greenlit"
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Corrected that for you.
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The thing is, whilst true there comes a point where extra strength isn't an advantage. Someone who is weak may indeed struggle with the recoil of a gun, but Worlds Strongest Man competitors aren't at any advantage over a typical infantryman. That said, the same is true of weapons like swords, although the threshold is probably a little higher. My guess would be that the weapon in PoE for which strength is most important is the Warbow.
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Barbaric Blow can be used on ranged weapon
JerekKruger replied to dunehunter's question in Backer Beta Bugs and Support
If you thrust the firearm forwards as you fire it you increase the kinetic energy of the projectile -
I think that, to an extent, anything combined with the Helwalker is a little broken at the moment due to multiplicative Might.
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Should Might stay multiplicative or return to additive?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
Under PoE's rule set no: due to the way the old damage reduction system worked, attacking with multiple weaker attacks was not as good as attacking with fewer strong attacks hence multiplicative Might would definitely have been better there. In Deadfire it's less clear thanks to the changes to the armour/penetration system. Moreover if the action speed system is changed that might make a difference too. -
A case for not adding general abilities to Proficiencies
JerekKruger replied to KDubya's topic in Backer Beta Discussion
Thing is, you'll pretty much be forced to build an active Fighter anyway, unless you want a crapload of weapon proficiencies you're never going to use. -
There was a list of (most) Afflictions along with their tiers in another thread and the only hard crowd control ones were tier 3, and softer crowd control (things like immobilization) were tier 2. So yes, tier 1 are fairly minor.
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Should Might stay multiplicative or return to additive?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
@fiddlesticks - you're comparing the wrong values. The important value is not the Action Duration (the time it takes to perform an action), but rather the Action Rate* (number of actions performed per second). This value scales exactly as you would expect i.e. going from Dexterity 10 to Dexterity 20 increases your Action Rate by 30%, and going from Dexterity 10 to Dexterity 30 increases it by 60%. To show this let's assume, for simplicity, that an action takes 1 second. Then at Dexterity 10 you perform that action once per second. At Dexterity 20 that action takes 1/1.3 seconds and hence you perform it 1.3/1 = 1.3 times per second. At Dexterity 30 that action takes 1/1.6 seconds and hence you perform it 1.6/1 = 1.6 times per second. Thus the absolute value of each point of Dexterity is the same i.e. an increase in Action Rate of 3%. Of course the relative value of +1 Dexterity does indeed diminish e.g. 1.3 is 30% more than 1, but 1.6 is only 23.1% more than 1.3. Actually the story isn't quite that simple thanks to the delay portion of an action cycle. You see, each action cycle is made up of several parts: the action itself, the recovery, sometimes the reload, and the delay. The first three of those are affected by Dexterity exactly as described above, however the delay is always 5 frames long no matter what your Dexterity is. This does in fact cause the absolute value of additional points of Dexterity to diminish, although if you actually run the numbers for realistic PoE values (Dexterity between 2 and 30) the difference is fairly minimal. *In Pillars of Eternity this is called Attack Speed, although it applies to actions other than attacks and doesn't involve distance travelled so I prefer Action Rate. EDIT: as a side note, if the bonus to Action Duration (not Action Rate) from additional points of Dexterity didn't diminish then you would, with high enough Dexterity, reach negative Action Duration. Hopefully it should be clear that this would be unwanted behaviour. -
A case for not adding general abilities to Proficiencies
JerekKruger replied to KDubya's topic in Backer Beta Discussion
Yep. I wanted to see the old universal talents become universal again but this solution is bad. There is essentially no cost to taking these passive talents. I don't know exactly how many proficiencies characters will get in Deadfire, but based on the beta I'd say it'll be at least six and more likely eight or more. Very few characters use more than two weapons (and given the way the new weapon proficiencies work you don't even need to take them to use a weapon) so that means almost every character will take at least four of the old generic talents (more likely six or more). For a lot of characters that'll be enough to get everything they want and, perhaps, more. If, on the other hand, you simply added those talents to all classes passive ability trees and made them spend a point on acquiring them then there would be a cost. Would a Wizard really want to sacrifice a spell pick to take two-handed style? Well if they intend to focus on using summoned weapons then maybe, but it won't be a no brainer pick anymore. And, as you say, Fighters are really hurt by this change. -
Should Might stay multiplicative or return to additive?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
The same argument would apply to all other damage bonuses though, and either you make them all minuscule or you have a serious problem with damage bloat. -
Should Might stay multiplicative or return to additive?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
Yes but most spellcasters had lower base accuracy than martial classes. Now everyone has the same base accuracy. -
Should Might stay multiplicative or return to additive?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
Well we don't really know what other +Damage bonuses will be available at higher levels/with better gear. It's why I am in the "on the fence" camp. I like Might being multiplicative but could definitely see a situation where it leads to problems. -
Should Might stay multiplicative or return to additive?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
I mean, if Healing is removed from Might, Might should surely become exponential right? Otherwise it's just useless. -
Should Might stay multiplicative or return to additive?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
I'm not really sure. I like the idea that, by making Might multiplicative, it sets attributes apart from other bonuses and makes attributes a little more fundamental. That said, unlike Dexterity which has a sort of natural diminishing returns built in, Might could quickly spiral out of control if stacked on top of enough other bonuses. I'm fairly certain they were additive, but there were so few other +healing modifiers available it made very little difference. -
That's good news. I liked the graze system a lot and felt it was a shame it was removed. The idea of downgrading afflictions by one level on a graze seems like a good solution, and I'm happy for tier 1 afflictions to simply fail if they graze.
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What a hypocrite she is
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You know I'd think someone called the "Lady of Pain" would like getting hurt