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  1. What I'm trying to figure out is this: I don't understand how the game gets to 52.1. The base damage could be anything between 38 and 55, and then there would also be the critical damage multiplier of 0.3 and the 45% more damage.: Is there someone who can explain these mechanics to me?
  2. I made this mod a bit ago, but I thought I would share it here as well. You can download it here.
  3. Hello! I was recently doing some testing and I could not get damage shown to match numbers. I was under the impression that no penetration gave a negative bonus similarly to how damage bonuses, apart from lashes, are additive. I can not get the numbers to add exactly but it seems that no pen uses a .25 multiplier to base damage, then the game takes the .75 penalty again to reduce bonuses additively before multiplying for a final damage total. Using my monk/barb here are some numbers: 14.6base +.03+.2+.5+.15-.75 = 4.7 game Calculator= 16.498 Negative Reduction to bonus,
  4. So I've started my first REAL (started a cipher and didn't enjoy it) character to play and I decided on a rogue since I've heard they do the highest single target damage and look appealing to me. Here's my build, any pointers or tips to improve it would be much appreciated: Race: Moon Godlike (I like the passive, the stats and they look cool) Attributes: MIG: 12 CON: 8 DEX: 18 PER: 18 INT: 12 RES: 10 I want to use dual sabres because they look cool and I like pirates. I've also heard they are very good on the rogue.
  5. playing on POTD This mostly concerns Druid,Wizard (and Priest) and only their damage (offensive) spells. Chanter and Cipher both got at least 1 acceptable spell and since both chanter and druid dont use [spells per encounter] you can just reuse that one good spell over and over without issues just like the ability classes. Spells for utility are great, spells for buffs/debuffs/healing and summons are great. Damage spells are mostly terrible. - cast time is waaaay too long (7 sec+ on some spells) - cast time is often frontloaded making the spells more likely to be interrupted which
  6. Greetings fellow watchers I'm a little concerned about monk unarmed base damage: Short version: Monk fist base damage are basically like dual wielding 2 greatswords, with the accuracy and attack speed of daggers, while penetrating like an estoc (a weapon specialized specifically for piercing armor). It's only bludgeon yes, but up to 11 pen + scaling. Fist base damage should perhaps be more in line with 2 clubs rather than super all-round weapons? - or perhaps a timed damage increase, like empowered fist for 20-30 sec? My main gripe with the current implementation is that
  7. the damage formula make guns do less damage when they critic. Outside of few instance where you roll low dmg with hits, the criticals never reach the max dmg of hits and do less than hits on average.
  8. 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.
  9. Hi all, I've noticed that very few of the character builds posted in this forum make use of stacked damage penetration and smaller weapons. Some good sources of damage penetration in the game include: – Ryona's Vambraces – Talents (Vulnerable Attack, Penetrating Attack, Penetrating Blast) – Weapons with the rending ability (e.g. Sword of Daenysis) – Abilities (Sundering Blows, Expose Vulnerabilities, Hel Hyraf's fury etc ...) – Devil of Caroc sacrifice bonus What gives? Do the numbers just not add up vs. big damage weapons? What interesting builds have you come up with
  10. I am doing my second playthrough and though I usually disarm traps the pathing sometimes causes me to run over one beforehand. I have noticed traps I activate do significantly more, like 180 damage from a sunlance trap that read ~50 damage(combat log doesn't even say it crits). When I have tried to use traps the generally hit for their described amount. Is this some mechanic I am not aware of to make them more threatening to the PC or is there some reason I am getting destroyed by them?
  11. Hi everyone! Do damage bonuses stack? How does its work, if it stacks? For example: Edér using a Great Sword 19-27 damage with +15% damage, has Weapon Specialization: Soldier +15% damage with Great Sword, and has Two-Handed ability +15% damage.
  12. hi there. info: im playing a six man potd run of poe+wm1 (version 2.03). i retrained my former cc/tank monk to an unarmed dps monk. the resulting values i get from unarmed accuracy/damage are too good to be true compared to any other builds/classes i tried before (and i tried many). please see the added screenshots of the unbuffed monk (no potions/grp buffs etc active). btw if i switch to a superb weapon my accuracy drops by about 30, so its probably an unarmed bug. is that a known bug and how can i get rid off it (bc id really like to play an unarmed dps monk, but not an overpowe
  13. The "Ambushing" of Fellstroke should cause +25% sneak attack damage, but the effect is not listed under active effects and does not appear in the combat log, like other sneak attacks. Im afraid that the effect does not work, but it is difficult to test this. So another question: Is it possible to modify a weapon to deal constant damage? That would make it easier.
  14. Hi all! Really liking PoE so far. Only 20-something hours in, about half way through Act 2 & I've got a question regarding my party's damage output, specifically why it seems so low. Whole party is level 6. Eder (Heaviest armor i can find, shield, fine sabre) Aloth (leather armor, fine wand) Durance (fine robe, fine wand) Kana (heaviest armor available, shield, fine hatchet) Pelligrina (Heaviest armor available, shield, fine pike / spear thing) Cipher [me] (fine leather armor, fine war bow / lead spitter, key spells used are Mental Binding & Mind Blades) recently been doing some
  15. I feel like I'm missing something vitally important in this game. My chanter generally hits for 3-10 damage depending on enemy DT, however I see people regularly talk about how they hit for 40+ vs basically everything. Am I missing something vital in my gameplay? Are they including all buffs in those numbers? Are they "abusing" Estocs/Maces/Stilettos; as they seem to be the only really viable weapons due to their DT penetration?
  16. I'm specifically looking at the spell Infuse With Vital Essence, but it would also be nice to know the answer generally speaking. Infuse provides 50 bonus health and 50 bonus endurance for a reasonable duration, and my hope is that it'd be a useful sort of panic button for keeping my party's wizard alive in case he happens to get engaged by troublesome enemies like Shades and Phantoms. But I'm playing on Hard and often find myself running my party to the limits of their health pool, and unfortunately the game seems to offer no explanation for what happens after that temporary health or end
  17. There's been some discussion of this talent on the gen discussion forum, but I don't believe I've ever seen any official dev word on if this talent is working as intended. Is OSA really supposed to provide an integer +20 damage bonus? Or is it supposed to be (like the recently fixed Ranger mark ability) +20% of base weapon damage, in a similar manner to literally every other damage modifier in the game save the monk fists? It seems really strange for this ability to break the mold. Would love some dev feedback on this, even just a "It's intended" or "It's a bug".
  18. Hi everyone! I tried selling my enchanted (Fine, Burning Lash, Slaying (Kith)) War Bow to Sonild in Admeth's Den. When I click the Bow in the trade menu it looses it's two Enchantmens (Burning Lash and Slaying (Kith)) the moment it's placed on the bottom section of the trade window. I wouldn't have noticed the change had the price not gone down from 1610cp to 410cp. I'm not sure whether I enchanted the Bow with (Fine) or bought it with the enchantment, but I did put the other two enchantments on it. The bug isn't very gamebreaking but I couldn't find anything similar on the first 5 pag
  19. I made my rogue attack who has 20 might ( 1.3 ) execptional pike (averge 27 dmg) I expect him do average damage per hit before DR 27 * 1.3(might) * 1.2(reckless assault) * 1.15(two-handed fighting) * 1.6( sneak attack with glanfathan boots) * 1.5 (crit) = 116.2 damage or (1 + 0.3(might) * 0.2(reckless assault) * 0.15(two-handed fighting) * 0.6( sneak attack with glanfathan boots) * 0.5 (crit)) = 2.75 27 * 2.75 = 74.25 damage But actullay my rogue did average 65 damage(before DR) per crit ( from 50 samples) may be my sample is too small but I want to know my damage multiplie
  20. Does the Damage bonus from Weapon Specialization stack with the Damage Bonus from the "Damaging" Weapon Enchantment? From the looks of the Details screen on Inventory it doesn't look like they do. The damage range listed for a character with WS is the same as one without it. Though now that I've played with it some more it looks like Weapon Spec bonus isn't added to regular weapons on the Details page, either. Thank you!
  21. Hi all, I'm loving PoE so far and I'm still on my first playthrough, trying to see as much as possible in one run. My party consists of my PC and 5 built NPCs: (All level 3-4) (PC) - Melee Chanter (One handed + Shield) - Named flail from the temple under GV. (Might 14) Paladin Tank (One handed + Shield) - The shock dagger bought from smith in GV. (Might 10) Ranged Rogue - Arbalest Ranged Chanter - Arbalest Ranged Priest - Arbalest Wizard - AoE CC Spam + Wand The problem I'm really facing is that my melee front liners are having issues with their damage, especially if the oppon
  22. Say I had a bow that always dealt 20 pierce damage upon hitting an enemy. If I enchanted that bow with burning lash, would it then deal 25 damage (20 pierce + 5 burn) or would it still deal 20(15 pierce + 5 pierce converted to burn) given the enemy had no resistances or DR? I guess what I'm asking is whether or not it adds the burn damage on top of the damage the bow already does, or if it converts some of the damage to the given element. I've searched for this on the forums and on Google and couldn't find an answer. Thanks for your time.
  23. It would be nice if the floating damage numbers had a color (or other modification) to let you know if they were crit, hit, graze, or miss. A miss could just be an asterisk *.
  24. Right now when you right click or mouse over a weapon, the damage range shown is with the bonus from MIG taken into account. This makes it difficult to compare weapons that different characters are using, because if these characters have different MIG values, the same weapon equipped by both will show different damage ranges. How it needs to be shown, instead of (for example) "Sword: 16-22 slashing damage", is something more along the lines of "Sword: 15-20 (+1-2) slashing damage". Then show the net damage elsewhere on the inventory screen as suggested in http://forums.obsidian.net/topic/6
  25. Detailed math (and an easy to understand graph) on how Accuracy affects damage. http://forums.obsidian.net/topic/67761-dps-vs-accuracy-deflection-heres-the-maths-enjoy/?p=1490531
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