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Found 5 results

  1. Whenever I am playing Grounded, PvE has always been hard because I can never block. This is because whenever I am fighting I am spamming RT because of habit and my blocks end up not registering. I think it would be better if you could be spamming RT and just block in the middle of the attack chain so you don't instantly die. I would make fights more skill based rather than gear based which is always a welcome change in most games.
  2. In the Cave of Threshing, when using Accurate Wounding Shot on a stunned Fampyr, my Ranger/Monk gets instantly dominated. I've tried this with both a hunting bow (Frostseeker) and an arquebus (Blightheart). This seems to only happen when using Accurate Wounding Shot; normal ranged attacks and ranged Stunning Blow are both fine. I tried paralyzing the Fampyr as well and the same thing happens. Steps to reproduce the issue (using save file): - Keep everyone in stealth and send the monk (Faerrys) in to engage the Fampyr with an empowered Stunning Surge - After the Fampyr is stunned: use Accurate Wounding Shot with the Ranger/Monk (Sahuani), on Fampyr - Sahuani should be dominated Edit: No matter the status of the Fampyr, Accurate Wounding Shot will instantly trigger dominating gaze. Here's a dropbox link to a .zip file: https://www.dropbox.com/s/uvivyhfl75202a9/PoE%202%20Fampyr%20Bug.zip?dl=0
  3. "Slash" in "Combat Mechanics" in the Cyclopedia has been changed to "Stash" and the definition for "Stash" follows the link. Easy error to make! (I'm using the Mac version, but I doubt they're going to be different.)
  4. Do we know anything about Engagement mechanics in Deadfire? I've scoured the Q&A transcripts and haven't been able to dig up much in the way of mechanics design plans for anything, really. I DO hope it's a bit more refined than in the first game. I know in some discussions during that game's production, we were really hoping that engaging foes would be some kind of active-use ability, maybe that only certain classes got. It's a bit silly for everyone to just passively stick to everyone else. I love the idea of engagement and disengagement, 'cause it's equally silly to just nope your way out of active combat with someone. But... I just wish it worked a bit better. It should be a bit more intuitive. "I want to avoid that guy." Or "I want to stop this guy from getting past." Not just Katamary Damacy, "Oh no here come people towards each other! Oh no! OH NO THEY'RE ALL STUCK!"
  5. 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.
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