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Well, I am not certain about this and I'd like to confirm it. I have not tested it in battle yet. I don't give a lot of chances to ranged attackers, hehe. Anyway. So, here we have Pallegina, an avian godlike, with Elusive Quarry, that gives a +10 bonus to Deflection against ranged attacks. So far so good, yes? An here comes Aru-Brekr, a pretty red armor, that also gives a +10 bonus to Deflection against ranged attacks! And, my question is, if you haven't figured it out yet, when Pallegina wears this armor, does it mean she has a total of a +20 bonus to Deflection against ranged attacks, or it will be +10? Are the two separate bonuses added or is one of them suppressed? My opinion is that they are both added and the bonus is +20, because there is no (Suppressed) tag nex to either of them, but I am not 100% sure yet. Anyone wiser?
- 16 replies
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- Deflection
- Pallegina
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In my current game,it seems like there's a whole mess regarding equipment bonuses. For example the Night-runner armor "+2 stealth" bonus don't fully apply on my main character (just+1), or the bonus stays even when the armor is taken off with Eder. So far, i noticed that a lot of hats, bracers, amulets... share the same problems. Most of the time, the buff isn't considered. I tried with several types of objects on all characters, and results may vary from one to another. In addition, there's an issue concerning hats specifically. The way it looks is always irrelevant (e.g. a mail coif that looks like a hood). Once again, it only appears with magic/special helmets, the regular ones look properly. Note: I'm writing this after the release of patch 1.04. I don't know if the problem existed before. (thanks for reading, i'm sorry for my english) https://www.dropbox.com/s/7jvfs52zff8t2sf/pillars%20files.zip?dl=0
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How does the indicated percentage change in Armored Grace, and other bonus/penalties for that matter, work? It's very unclear. Are they refering to add/subtract in Percentage Points or a percent change? Say, given armor has Recovery Speed: -40%. With Armored Grace, what would be my new Recovery Speed penalty? 24% (percentage points, 40-16 =24) OR 33.6% (40 x 0.84 = 33.6 (16% reduced from 40)? Thanks
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- percentage
- bonus
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So, each weapon got some special bonus.Things like extended reach, + accuracy or + 10 % grazes to hit range (anyone get it?). I want to know what bonus you consider most valuable and all round usable.For me its the sword/war hammer with -Uses the more advantageous of two damage types-.Somehow i feel confident, i know i will have always advantage over enemy DR. What is your favorite weapon bonus?What you think its a best down weapon?
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First I'm not a backer, but I have this game on my focus. (Buying it at release if I think it's worth it.) So my only experience is from reading the wiki and footage from the beta. At first the concept of godlikes has appealed to me, but now I think the effects are to low for "godlike". Now there are only marginal effects. Pro: - few people will love you - small attribute bonus - one unique passive ability Con: - most people will hate you - no helmet How about giving it more impact? The people thing can stay, but instead of small boni it should be big boni balanced out with big mali. So it will add choice especially in combination with the classes. (And thus diversity.) So you can choose a godlike to further increase the strength of some classes (in return to increase their weakness) or balance out weaknesses of others (in return to decrease their strenghts). Easy to add: There could be added a skill bonus/malus, like nature godlike with bonus to "survival" and mauls to "mechanical". Or the fire godlike with bonus to "athletics" and malus to "stealth". Harder to add: There could be some boni to related abilities and mali to nonrelated, like death godlike with a bonus to any debuff ability and a malus to any buff ability. Or the fire godlike with a bonus to any "fire" and "combat" ability, but a malus to any "nature" and "heal" ability that is not fire or combat. This would add to some interessting choices between godlike/nongodlike and classes. For example you can choose to be a fire godlike as druid and therfore greatly improve your capabilities with your spirtform (combat) and the few fire related abilities in extend of weakening most of your other abilities (nature). Maybe the nature godlike is the exact opposite and if you choose to be nongodlike you stay balanced in all your abilities. Maybe add some weak related abilities which the godlike gets regardless of class. So if you chose the fire godlike and mage you improve your "fire" magic but you will learn it's fire abilities anyways or you chose fire godlike and barbarian and miss the boni to "fire" magic, but that may be your only way to gain some fire magic with that class at all. (Ok, it would be OP with the boni to "combat" and the mali to "nature" and "heal" which the barbarian most likely doesn't have anyway, but that is only a suggestion to show what I mean.) TL;DR: Give the godlike more impact (positive and negative) to make it a true choice. Note: I understand why a godlike may not be able to wear "any" helmet, but since you can craft armor yourself why not adding a few non-lootable helmets specifically for crafting and godlikes? If you are allready able to craft a helmet you will have no problem making some holes in it for horns or something individual that fits your own head regardless how "special" it may be formed.