Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Is there any efficient way to counter the Beserker's Confusion status?


  • Please log in to reply
34 replies to this topic

#21
thundercleese

thundercleese

    (4) Theurgist

  • Members
  • 393 posts

 

 

Since certain DoTs work like wounding in PoE (fixed dmg with shorter duration = more dps)

 

wait are you telling me that the 3 Int Deep Wounds Rogue from the first game's release actually works here

 

that's ridiculous

 

Only an amateur would use 3 INT. You want 1 INT. ;)

 

There was a list (from MaxQuest maybe?) that contained all abilities that behave in that stupid "less INT=higher dps" way. If I remember correctly Wounding Shot and Disintegrate were among them.

 

That makes sense for some skills though. Ones that do "x% of damage dealt over y seconds" - reducing y results in higher dps (though same total damage). Disintegrate is a little weird though - isn't it "x damage per 3 seconds over y seconds"? And therefore increasing duration should increase total damage done (though DPS would be the same)?



#22
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 11741 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
I will try to find the list, but it was some time ago and maybe it's buried too deep.

#23
AndreaColombo

AndreaColombo

    Arch-Mage

  • Members
  • 4843 posts
  • Location:Budapest (HUN)
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Silver Backer
  • Fig Backer
After all this time, do you think the “less INT = higher DPS” shenanigan might actually be intended?

I mean, after PoE there’s no way Obsidian could be unaware.

#24
Dr <3

Dr <3

    (7) Enchanter

  • Members
  • 967 posts
  • Deadfire Silver Backer
  • Fig Backer

After all this time, do you think the “less INT = higher DPS” shenanigan might actually be intended?

I mean, after PoE there’s no way Obsidian could be unaware.


Only devs could answer. Is obviuosly a trick to prevent player to stack too many dmg modifiers (might, power level, item bonuses additive, and int multiplicative), but it turned out to be both awkward and abusable in opposite sense --> minimize int to turn dots in pure dmg spells

#25
thundercleese

thundercleese

    (4) Theurgist

  • Members
  • 393 posts

It has been "fixed" for most DoTs, as they tend to be 'X damage per 3.0 seconds for Y seconds'. However the ones that read 'X% of attack damage over time' will result in more DPS with a low int, but the same absolute damage - 20% of 100 is still 20, regardless if it's dealt over 10 seconds or 5.

 

So for the former, high int is good as it will keep ticking for the same amount for a longer time, it's things like Hunters Wounding Shot and Deep Wounds that benefit from low int.


Edited by thundercleese, 11 August 2018 - 04:18 AM.


#26
gkathellar

gkathellar

    (12) Mage

  • Members
  • 1961 posts
  • Location:Region of Erroneous Complaint
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

After all this time, do you think the “less INT = higher DPS” shenanigan might actually be intended?

I mean, after PoE there’s no way Obsidian could be unaware.

 

Didn't they fix it in PoE, though? Or am I just imagining that.

 

It has been "fixed" for most DoTs, as they tend to be 'X damage per 3.0 seconds for Y seconds'. However the ones that read 'X% of attack damage over time' will result in more DPS with a low int, but the same absolute damage - 20% of 100 is still 20, regardless if it's dealt over 10 seconds or 5.

 

So for the former, high int is good as it will keep ticking for the same amount for a longer time, it's things like Hunters Wounding Shot that benefit from low int.

 

I ... guess that makes sense as a bug. Like, I can see how that would happen, from a coding perspective. I am willing to be sympathetic!

 

But the real question is, does enemy resolve also accelerate those abilities?


Edited by gkathellar, 11 August 2018 - 03:32 AM.

  • Dr <3 likes this

#27
thundercleese

thundercleese

    (4) Theurgist

  • Members
  • 393 posts

That is a very good question though; Do high resolve foes bleed out faster? I guess we could test by having an enemy use wounding shot on our high resolve character attacking our own party with different resolve scores.

 

Okay, so despite the descriptions of both Wounding Shot and Deep wounds, they both do 20% damage over their duration. Going from 10 int to 20 int caused a reduction in tick damage by ~50%. What's more interesting though is that Vatnir (14 resolve) consistently took more damage than Aloth (10 resolve).


Edited by thundercleese, 11 August 2018 - 04:17 AM.

  • Dr <3 likes this

#28
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 11741 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Didn't they fix it in PoE, though? Or am I just imagining that.


Wounding and some other DoTs still work like that today (lower INT with fixed damage = higher DPS - in case of non-raw dmg also higher overall damage because fewer but higher ticks that can overcome DR more easily. See Goldpact Knight's burn DoT with FoD).

#29
thundercleese

thundercleese

    (4) Theurgist

  • Members
  • 393 posts

Just edited my posts above - high resolve actually increases total damage received by such DoTs (not just the DPS).


  • grasida likes this

#30
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 11741 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
How is that?

#31
thundercleese

thundercleese

    (4) Theurgist

  • Members
  • 393 posts

Well a Wounding Shot + Deep Wounds used on Aloth did ~40-45% of the total damage dealt over time. The same against Vatnir was doing ~55-60%, and over a shorter duration.

 

Just repeated after pumping Searfen up to 20 resolve - DoTs dealt ~61% of the hit damage combined.


Edited by thundercleese, 11 August 2018 - 04:41 AM.


#32
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 11741 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
Hehe - yes ok. But how can one explain this? If the duration was shorter because of RES and thus dps higher I could understand - but overall damage, too? I can't imagine the weird mechanics behind this.

Is Deep Wounds also profiting from low INT? Because in PoE it was not.

Man now I want to build a Scout with 3-> 1 INT (from -8 item), Deep Wounds + Wounding Shot and wounding weapon.

Edited by Boeroer, 11 August 2018 - 04:44 AM.

  • Dr <3 likes this

#33
thundercleese

thundercleese

    (4) Theurgist

  • Members
  • 393 posts

I have no idea why. :) I just did two tests on Serafen - first was with 20 RES and the shot did 87 + 11 lash = 98 and the DoTs did a total of 60 (rounding aside). I then dropped his RES down to 10 - hit for 104 + 13 lash = 117 and the DoTs did  52.

 

Just make sure you have someone with RES debuffs. It's late and I'm tired, this would be counterproductive. :facepalm:


Edited by thundercleese, 11 August 2018 - 04:56 AM.


#34
gkathellar

gkathellar

    (12) Mage

  • Members
  • 1961 posts
  • Location:Region of Erroneous Complaint
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

Just edited my posts above - high resolve actually increases total damage received by such DoTs (not just the DPS).

 

I KNEW IT

 

ahahahahahahahahaha

 

*cries*


  • grasida and thundercleese like this

#35
thundercleese

thundercleese

    (4) Theurgist

  • Members
  • 393 posts

 

Just edited my posts above - high resolve actually increases total damage received by such DoTs (not just the DPS).

 

I KNEW IT

 

ahahahahahahahahaha

 

*cries*

 

To make things even better, the amount it increases it by doesn't seem to be proportional to the reduction in hostile duration value of the resolve stat. :) This could come down to things like rounding, and how the game handles partial ticks though.


Edited by thundercleese, 11 August 2018 - 01:50 PM.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users