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Showing results for tags 'Crit'.
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Hello, It is more a proposition, not really a bug. There is a cool thing in Tyranny : you can saw the % of transformation for each step. It would be really cool if in Pillars that would be the same thing ! : For found bugs or even generally a better comprehension of stacking rules. EDIT : If there is a diminushing return, it is the good place to learn the true %. Like : 30 % + 10 % = 40 %.... or 37 % ? Quote of Boeroer in another topic.
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Crits give a +25% damage multiplier, whereas the "Blunted Criticals" effect (to find for example on pistol) gives a -25% damage multiplier to crits. However, 1.25 ist not the inverse of 0.75 (0.75!=1/1.25), which means that criticals do less damage than normal hits with such a weapon. I suspect that a multiplier of 1 / 1.25 = 0.8 (-20%) was intended so that crits do the same damage as hits.
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This build is a solid choice for a TCS run and has been thoroughly tested by me. I'm sure quite a few people have come up with something similar by now, but my recorded TCS run might serve as a nice basic strategy guide for people wanting to use this build for a run of their own. Here is the playlist of my run: https://www.youtube.com/playlist?list=PLrU0fsUmH2FaASxfjRn9medY4YyQQOZZZ And here is a video about dealing with Thaos: https://youtu.be/ynynYV2IJjs Build Moon Godlike, Rogue, Deadfire, Merchant Stat distribution: 18 3 17 3 18 18 Abilities - Crippling Strike, Reckless Assault,
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Dual Wielding "Stiletto" Rogue aka. "Sneak Attack" Rogue, "Crit Monster" Rogue, "Death by a Thousand Cuts" Rogue, "Glass Cannon" Game Difficulty: HARD Class: Rogue Race: Meadow Folk (Additional Accuracy and Damage when below 50% Endurance) - Human (+1 Might, +1 Resolve) (Hearth Orlan is also a good choice for the additional "hit to crit") Background: The Living Lands (+ 1 MIGHT) Drifter (+1 Stealth, +1 Survival) For RP Purposes for my character, I chose Drifter. Choose Laborer, Merchant, or Scientist if you want to start with Mechanics. This Rogue is a Dual Stiletto-wielding
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I have found a possible bug, I have noticed it with the bow Borresaine, when equipped by a ranger, havn't been able to test it yet. Crit effect: stun, should be increased/decreased duration with crit/graze, however the effect seems to last 7.5s whenever the shot hits/crits/grazes as well as if the effect hits/crits. Combat log indicates 7.5s for stun under any condition. Is the duration of the effect altered on crit/graze of the effect or the initial hit? Also is this a bug in the application of a duration modifier or simply in the combat log?