Jump to content

Search the Community

Showing results for tags 'damage calculation'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog
  • The Community Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 2 results

  1. With the help of some fellow watchers, now I know how the game calculates lash damage. Suppose "PhyDMG_mid_stage" is the calculated physical damage only without penetration factor. For example, with +60% might, +60% legendary, +60% sneak attack, -50% Graze, the PhyDMG_mid_stage would be Roll*(1+0.6+0.6+0.6-1)=1.8*Roll. (-50%: 1-1/0.5 = -1, you can check this <a href="https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/">mechanics-attack-speed-recovery-time-reload-time</a> for explanation) The baseLashDMG = PhyDMG_mid_stage * coef The reason I am calling it "mid_stage" is that when calculating the final physical damage, we need the penetration factor. So far, we only have 5 values, -75%(-3) -50%(-1) -25%(-0.33) 0 +30%(0.3). The number in bracket is the covereted value for damage calculation. And the example continues, suppose we have an Overpen, our final physical damage for the above would be Roll*(1.8+0.3)=2.1*Roll. Whats next, suppose we have +50% fire damage (turning wheel). What would be our total combined damage? The baseLashDMG would be 1.8*0.5*Roll = 0.9*Roll. Now we need to consider the fire damage penetration. If we also have an Overpen, then the finalLashDMG = baseLashDMG * (1+0.3) = 1.3*0.9*Roll = 1.17*Roll. Well, the inconsistency comes. The intuitive value would be 2.1*0.5=1.05*Roll, but the actual value in the game is 1.17*Roll, which is higher. In the above example, the difference is not that obvious, but in the game, with the help of many skills and items, that difference could be much higher. The current game system would magnify the physical damage bonuses. I am not gonna call it a bug, but at least an inconsistency. The penetration factor for physical damage is an additive factor, however for lash damage, a multiplicative factor. Also, raw damage would be much worse than normal elemental lash when you have high enough pen. On the other hand, raw damage could be extremely good against enemies with very high AR. For example, the Aztec style obsidian blade(I forgot the name) has +10% raw lash. For example, +60% might, +60% legendary, +60% sneak attack, -75% noPen, the coef_sum = 0.6+0.6+0.6-3=-1.2, and the final physical dmg = Roll*(1/(1--1.2))=Roll/2.2=0.45*Roll. The raw_lash = 0.1*1.8=0.18*Roll, which would be 4X as a normal elemental lash.
  2. Hi Dev team, Please help to fix the issues below: 1. Swamp slime is getting way more damage than it is supposed to. This essentially breaks the flow of the endless path exploration for me since these poor creatures fall like flies while the battles are supposed to be much more difficult: 2. When the attributes provide a negative modifier to a particular defense, the subtracted amount is X-1 instead of X. For example let's take a Dargul. By default it has 40 (Defl) 35(Fort) 35(Refl) 30(Will). Its attributes are: Per 12, Res 10 --> + 2 Defl Mig 10, Con 22 --> +24 Fort Dex 18, Per 12 --> +20 Refl Int 12, Res 10 --> + 4 Will This provides the following default defenses: 42 59 55 39 Let's apply the following afflictions: dazed, flanked, frightened, prone dazed: -2 Dex, -2Per, -2Int flanked: -10 Defl frightened: -2Res, -2Dex (suppressed) prone: -2Dex (suppressed), -10 Defl, -10 Refl Per 10, Res 8 --> - 2 Defl (bugged to -1) Mig 10, Con 22 --> +24 Fort Dex 16, Per 10 --> +12 Refl Int 10, Res 8 --> - 4 Will (bugged to -3) This provides the following defenses 19 59 37 32 instead of 18 59 37 31. And here is a picture as proof:
×
×
  • Create New...