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Found 5 results

  1. I was confused about this, and I couldn't find any information about this matter. It might not be a big thing, but I wish this could be a good tip for others. So Mail Armor has DR reduction calculation orders as below Normal : BASE 9×1=9 SLASH 9×1.5=14 CRUSH 9×0.5=4.5 Exceptional : BASE (9+4)×1=13 SLASH (9+4)×1.5=19.5 CRUSH (9+4)×0.5=6.5 Exceptional + Crush Proofed : BASE (9+4)×1=13 SLASH (9+4)×1.5=19.5 CRUSH (9+4+3)×0.5=8 Consequently, 'Proofing' enchants are always applied at first, so 'crush proofing' your mail armor might not be a good choice. CRUSH-Proofing on mail armor only increases 1.5 CRUSH-DR, while SLASH-Proofing increases 4.5 SLASH-DR. If you want to defend against CRUSH damage, you'd rather use other armors, like brigandine or plate. http://pillarsofeternity.gamepedia.com/Armor
  2. Does the additional damage from elemental lash enchantments (burning, corrode, etc.) ignore whatever DR an enemy has against elemental forms of damage? Looking at the way attack damage of this type is calculated, it appears as if elemental lash damage is simply 25% additional damage appended to the end of the damage calculation. What this means is that it doesn't matter at all what type of elemental lash damage you enchant a weapon with because they all apply a flat 25% additional damage regardless of an enemies elemental damage resistances. Is this correct or do I have this all wrong?
  3. I've been having a hard time deciding between dual wield and 2h for my barbarian. I've tried both and read a bit on these forums; seems to me that 2h is better when facing high DR opponents but dual wield is more effective against enemies with less DR. Basically I'm wondering if it is equally viable to get both weapon styles and switch weapons according to the situation, or to just get dual wield and vulnerable attack to deal with high DR. Does anyone have any thoughts as to which would be more effective, or if they are comparable?
  4. I have scoured the internet high and low for some answers about what Damage Reduction actually does against Combusting Wounds. I'm pretty sure that normally for other DoT effects, Damage over time just subtracts DR from the total and just retains the ratio somehow. ie: 10 damage over 20 seconds, DR is 8, so 2 damage over 4 seconds since the effect is .5 damage per second. It wouldn't be 2 damage over 20 seconds. Although I just tested Necrotic Lance and base damage for Aloth should be 17.7/6.5 seconds (2.7 dmg/sec) and it was reduced to 10.8 dmg/3.3 seconds (3.27 dmg /sec). so, idk.... it's close to being the same ratio? Not sure how it works with Combusting Wounds though, it might very well be useless if the enemy has a DR of 5 and above. These are the possibilities I can think of: 1) It could be adding damage to a total/pool to occur over the remainder of the effect, so DR would soak the first x amount of damage and the rest would get through. 2) 5 burn damage is simply stacked on top of whatever is hitting the enemy i.e. [(21 pierce dmg + 5 burn dmg) - 11 DR] = 16 total dmg 3) 5 burn dmg is just applied on it's own when the enemy is hit which would make it useless against an enemy with a DR of 5 or above. I've spent so much time figuring out how nearly most other parts of the game work but this.... this just eludes me 8/. Especially considering that the side panel just says the effect is active, but there are no ticks for damage being dealt or anything. Otherwise really enjoying hard difficulty on my first playthrough! Help me Obsidian community, you're my only hope.
  5. I, personally, find this conceit of some games to be kind of . . . annoying. Resistances? Okay. Armor that reduces damage from some sources? Okay. But needing to have: The Bludgeon weapon The Piercing weapon The Slashing weapon The Adamantine sword The Silver sword The Cold Iron sword The Lawful sword The Chaotic sword The Good sword The Evil sword The Epic sword The Wood sword The Crystal sword The Adamantine and Good sword The Silver AND Good sword . . . Just to do reasonable damage to most monsters is kind of . . . insane. Not to mention the fact that you can't REALLY build that Fire Specialist mage because, like, 1/3 of the mobs in the game are FLAT OUT IMMUNE to fire. And if you do a fire/acid specialist, there's still always gonna be some that are immune to both. And PLAYERS never get IMMUNITY gear. Let's have resistances, sure. But I'd really prefer to ditch outright immunities unless they're extremely specific or only on unique boss mobs where it's pretty dang obvious. Let certain creatures be immune to Piercing weapons (and have weapons that do 2 or more damage types), maybe or have the Fire Dragon be immune to fire. But don't let's be crazy.
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