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Showing results for tags 'Attack'.
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Hey, not really sure of the standard structure of forum posts on here. However, I saw a potentially game breaking bug. I watching a streamer play PoE 2 on turn-based mode. About half-way through the Port Maje content when he went to Gorecci street, combat initiated and enemies along with his player characters were unable to target and attack each other, instead the AI would simply just keep walking into his characters. No spells or any actions could be taken. Upon reloading the streamer encountered the same issue several times and even when attempting encounters in other areas the same issue occurred. Any time combat triggered this seemed to happen. I have not encountered this bug myself in either game mode, but it broke him being able to progress at all, as every combat encounter would be stuck. Any suggestions or idea why this is occurring? https://clips.twitch.tv/AmazonianWiseMochaDoggo I got a clip of it happening, should work but if the link doesn't I can try again.
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Is it possible to trigger disengagement attacks from push/pull abilities? For example, My tank as an enemy engaged and my cipher successfully casts Amplified Thrust, pushing the enemy away. Would this trigger a disengagement attack? Cheers.
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- Engagement
- Disengagement attack
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I can not initiate ship combat anymore. I sail up to a merchant ship, click attack, hear the battle music, and no combat happens. I keep sailing and hear the battle music. I have tried to attack multiple different ships with the same results. Seems unaffiliated ships are the main issue. I can double click on ships that are not unaffiliated and initiate attack.
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I don't know if this is a bug, or what, but when charmed enemies turn hostile from being charmed, any player controlled characters that were attacking them stop attacking them. This is a very counter-intuitive, unhelpful, and annoying behavior. It would be nice if characters never stopped attacking enemies that have turned hostile from friendly.
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Hello! I've been playing the game for a few hours now, and I have finally noticed what appears to be causing so much difficulty in combat for me after the into caravan sequence: Every battle, every time, everywhere (after the introductory caravan sequence), whenever I click/right-click/attack button + click/rebind and click/etc. to try and manually attack an enemy, it instead tries to move the character(s). It does not attack. Period. Further, characters do not auto-attack unless they are attacked by enemies first (I have tried toggling the auto-attack functionality in the game options, to no avail). The only instance where characters will auto-attack/attack on purpose is when I've used a special ability/spell; after using said ability, they will auto-attack that target, but if I tried to change their target manually after that point it defaults to not attacking, and I can't change it again without using an ability.
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The last time I played POE, I died on path of the damned difficulty. I had no idea my ranger wasn't firing her arquebus even though I queued her attacks. Had I known my ranger got interrupted, I would've won the fight by a hair. It turns out the Druid Ogres I were fighting were able to cancel all queued attacks whenever they attack with their spells. It would be great if you could add a feature that auto pauses combat when a companions queued attacks get canceled/interrupted for any reason. Thanks!
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Grazes seem to serve no real purpose and are not explained at all. Well, other than buffing the perk lists that is. Right now, they are way too common, instead of what they should be which is uncommon. A graze should be something that gives your character some breathing room in the endgame of a fight, or makes them go "oh ffff". Right now, grazes are so common that they should just be called regular damage.
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Bag/inventory attack bug
Arckin posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
So, i'm think this bug is spoiling my game, well, because i can't stop using it lol When your is battling just open the bag/inventory after a attack, monster get hited and you open bag again, close and more one attack and again, again...Well that's very unfair! My game is ver1.0.2.0508 don't know if that help but just saying. Is that, don't use this if you read, is unfair and spoils the game, just take away the desire to play of this epic rpg. And sorry for the translation... -
He replied to a tweet from someone asking a question about attack & recovery, pretty dam neat. Thanks Josh! https://twitter.com/jesawyer/status/506853358557462530
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I've noticed some people asking about how much damage increase a point of Accuracy is worth. I've also noticed some people making incorrect arguments based on incorrect information. So I figured "Hey, I'm an engineer. I'll do some maths." So I did. Here's the maths. It's a plot of your average dps (relative to the base damage) versus your accuracy. Calculated using the rules given in the wiki for combat rolls as of today. . This can be used (among other things) to tell when (if anywhere - hint, it's nowhere) DEX gives you more damage than MIG. Summary below: Accuracy/Deflection within 5 points: Marginal gain/loss for 1 Accuracy: 1.5% dps (relative to base dmg) Accuracy/Deflection within 5-45 points: Marginal gain/loss for 1 Accuracy: 1% dps (relative to base dmg) Accuracy/Deflection outside 45 points: Marginal gain/loss for 1 Accuracy: 0.5% dps (relative to base dmg) There are the numbers. All other things being equal, the Accuracy bonus from DEX always gives you less dps increase than the damage bonus from MIG. When fighting enemies with Deflection much higher or lower than your Accuracy, each 2 points of Accuracy is equivalent to 1 point of MIG (where dps is concerned, that is. dps isn't everything of course). Please take this math into account when making arguments about stats, power, the value of inherent Accuracy bonuses (boni?), the value of DEX relative to MIG, etc. I'm done mathing for tonight. Peace. PS - Source file for doing your own maths: New Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20DPS%20calc.xlsx Old Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20DPS%20calc.xls EDIT: A quick note about why DEX, while giving less damage than MIG, isn't unilaterally inferior to it. DEX affects Reflex save instead of Fort save. This lets you dodge AoE attacks. Also, the % increases in dps I've calculated also apply to spell/ability duration increases/decreases on graze/crit, which aren't affected by MIG at all as far as I know. So for scripted interactions that take DEX, characters who want to dodge AoE attacks, and characters who are more interested in getting long duration abilities/spells by critting with them, DEX is better. There may also be one-off abilities/passives that give bonuses from DEX as well - I'd imagine the rogue will have some.
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http://www.youtube.com/watch?v=DV2OAgm-IOw This free indie game is fun, fun, FUN! But brutal. You will die. A LOT! In grousome ways. LINK TO GAME: fenglee.com/game/aog TIP: Change cammera mode with C immediately. The default mode sucks. Also use Q and E 99% of the time. The hooks go for where you are targeting and is much more precise. Space is for when you want to catapult yourself in the air or are in a street between buildings.