Jump to content
View in the app

A better way to browse. Learn more.

Obsidian Forum Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Is the minus -35% for full attacks additive or multiplicative ? If additive, rogue would barely feels the difference ?

 

Edit : okay, I checked the damage calulation thread on this forum. It would be -55% additive damage in most cases. Rogue are still much better with Dual Wield, also because Strikes still get double roll for applying afflictions.

For other classes, Full Attack are mostly damage oriented (FoD, Heart of Fury, Barbaric Blows) and they don't get tons of bonus damages so I guess Dual Wield would be on par with other styles. You might consider Dual Wield for some build (if you REALLY want to apply Sicken with your Bleakwalker) but you may choose other options.

 

It seems that Single Class fighter could look okay now. Take the hit + unbending spamming is basically 50% party damage reduction.

 

Paladin Single Class could still need a bit of work. Upgraded hastening exo is passable for some party build (almost instant +5 Mig and Dex on a damage caster is okayish). Sacred Immolation is still dubious. I wish self damages weren't affected by Mig and PL...

Edited by Elric Galad

 

Still no fix for the Watcher’s Blade? It’s been two months since your patch introduced that bug, guys

whats wrong with the watchers blade

 

https://forums.obsidian.net/topic/103313-bug-12-watchers-blade-visuals-bugged/?hl=watcher

Also Twin Shot has a bit less contest from Full Attacks as an ultimate DPS ability, which makes Single Class Rangers slightly better.

Is the minus -35% for full attacks additive or multiplicative ? If additive, rogue would barely feels the difference ?

 

It seems that Single Class fighter could look okay now. Take the hit + unbending spamming is basically 50% party damage reduction.

 

Paladin Single Class could still need a bit of work. Upgraded hastening exo is passable for some party build (almost instant +5 Mig and Dex on a damage caster is okayish). Sacred Immolation is still dubious. I wish self damages weren't affected by Mig and PL...

Yeah does anyone no if additive or multi?

 

this will make a huge difference

While we’re on the cosmetic fixes bandwagon, Tekehu’s eyes and the height of cloaks on Aumaua models are both definitely not fixed yet. Likewise the missing partial hair with the cap of the laughing stock.

 

Glad to hear the blade’s fixed, though :)

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Was the Guardian of Ukaizo bug fixed? 

 

I've loaded an autosave on map entering and....nothing happened, the conversation didn't start and I could safely navigate to area exit. I don't know if that's the expected behavior.

Edited by Daled

I did a few test on new full attack abilities. Although it hurts a bit for dual wielding style, a Bleakwalker/Assassin can still do tons of damage with Magran's Favor+Sun&Moon and FoD. A two-hander still won't do as much damage, but both style is very very close if you use normal single-handed weapons instead of +Fire PL ones.

 

So I'd say it is a good step to make different weapon style balancer.

That -35% on Full Attacks... I don't know. I mean I would have taken any bet that Obsidian chooses nerf over buff (for 2handers and single 1hander), but can't you surprise me pleasantly only once when it comes to balancing? :p

 

Now there's the weird situation where a dual wielding setup does more damage per swing with autoattacks than with a Full Attack. I means that when I'm doing a Full Attak my swings are a lot more whimpy. Nay...

 

Instead increased dmg for 2h would have meant that with a FULL Attack I go all in and do more damage than with auto attacks. Or that FULL Attack with the one handed Rapier was so thrusty and well aimed that it did a lot more crit damage. Which mysteriously makes more sense if you ask me. Sure, you don't ask me, but still...  

Deadfire Community Patch: Nexus Mods

That -35% on Full Attacks... I don't know. I mean I would have taken any bet that Obsidian chooses nerf over buff (for 2handers and single 1hander), but can't you surprise me pleasantly only once when it comes to balancing? :p

 

Now there's the weird situation where a dual wielding setup does more damage per swing with autoattacks than with a Full Attack. I means that when I'm doing a Full Attak my swings are a lot more whimpy. Nay...

 

Instead increased dmg for 2h would have meant that with a FULL Attack I go all in and do more damage than with auto attacks. Or that FULL Attack with the one handed Rapier was so thrusty and well aimed that it did a lot more crit damage. Which mysteriously makes more sense if you ask me. Sure, you don't ask me, but still...  

 

I agree Boeroer. And I also think my test is not proper enough because I'm using a lvl 20 character and a Rogue. So I have tons of damage bonus that compensate the malus of full attack penalty. I can imagine if I don't have so many bonus, my Full Attack abilities will fall behind my atuoattacks, which yeah I agree feels a bit weird :)

It was the easy route. That bothers me a bit. What we discussed in the dedicated "Full Attack" thread was more interesting and also not hard to implement. And the concern that it would make the late( r) game even more easy: well that doesn't really matter much since that will not be solved with less potent Full Attacks anyway.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

That -35% on Full Attacks... I don't know. I mean I would have taken any bet that Obsidian chooses nerf over buff (for 2handers and single 1hander), but can't you surprise me pleasantly only once when it comes to balancing? :p

 

I feel like their philosophy is to make nerfs before buffs to avoid power creep, and they have their own ideas on how to do this best (also possibly suggestions from misguided external QA). I feel the impact of their changes isn't even tested, all they do is make sure that it works as described. This also looks like an attempt at making the game harder: if you nerf all of the best damage options, the players will struggle more. Worst part is, they don't really offer you an alternative, so you are stuck with mediocresness no matter what. If this game was sold on Google Play Store, everyone would be entitled for a full refund after every major patch, but Steam doesn't give a ****.

You wont even notice it. Alot of full attacks give a bonus to damage anyway. I think rogues give +25% or more? 
 

And its not as if your struggling to beat the game on POTD at the moment. 

Thanks for a great patch. Lots of good changes imo, except for DW Full-Attacks.

The changes that strike the most in a good way:

  • having more unique items and spells: is always great, since it potentially increases the number of character builds we can come with.
  • fps degradation fix: thumbs-up!
  • better enchanting UI: that's a nice QoL improvement. It will help avoid the scenario when player enchants with property A1, and has to reload the save because property B2 became unavailable.
  • ability tree preview: nice! I no longer have to type OpenCharacterCreationNewCompanion 1 1 every time I want to check that tree. And that was often :)
  • zeal cost reduction for Reviving and Zealous Exhortation: that's great and definitely a move in right direction. Personally I will probably still be skipping them, because opportunity cost is still high, despite of zeal cost being kinda ok.

Full Attacks made while dual wielding will now receive a -35% penalty to the damage they deal.

The main thing I don't like in this patch. Don't like it for the following reasons:

  • psychologically dislike nerfs
  • it widens the total dps gap between evoker and phys damage dealers even further; it also decreases the total damage potential before martial classes run out of resources
  • it indirectly nerfs crowd-control, since the time-to-kill the enemy is increased, and you can do less damage in those 6s time window of paralyze. And it shifts the parties to sturdy tank-and-spank style which already was in favor.
  • it is not transparent/clear enough, i.e. players already ask if it's multiplicative or additive. And both variants are... underwhelming. The first one would be inconsistent, because all damage coefficients are now taken in additive steps, so why make exception? And the additive route would be weird because of double inversion; especially if character is affected by more than 2 damage-affecting effects.
  • many full attack abilities already have a bonus damage coefficient attached. If you want the "why my Power Strike deals less damage than expected" threads... that's how you get them ^^
  • there was another solution suggested: full attacks deal damage with both weapons when dual-wielding, or roll max damage otherwise.

Edited by MaxQuest

Completely agree with you guys.

 

Max damage on full attacks for other styles would have been a better solution.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Did obsidian pack the patch or from/via gog/steam distribution? notice that all beta patch not compress well, BIGger size :/ (prove me wrong when final 2.1 or this -beta usually final- hits gog later, the filesize can reduce half)

DW is a better choice over 2h because of its double roll, that provides an advantage for those attack abilities that have additional effects beside damage, mainly cc effects.

Rogue is a good example, all the abilities cause interrupts on hit and have conditions.

Paladin with the healing upgrade is still a good candidate for DW, monk, well...

Only the barbarian has an ability based on damage and so is affected by the intent of this change.

Edited by mammasaura

CzSyX91.jpg

Every Full Attack is affected by this change.

 

I have to agree that the rest of the patch notes are a pleasant read though. :thumbsup:

 

I always like new items and spells. Thanks for providing us with new build material. ;)

 

You only did the same mistake as with the Whispers of the Endless Paths: the new Battle Axe hits the initial target twice: once with the initial attack and twice with the AoE attack. That's like Carnage also hitting the main target (which it isn't). There's already a bug report for that.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

Just a few things I'm noticing as I start a new playthrough on this beta branch:

 

1) There are still a lot of long-term-extant minor annoyances that could do with fixing. For example, "Powder Burns" still doesn't show the area of effect -- expert mode only!

 

2) Did the Captain's Eye change again? Wording is different now.

 

3) The new enchantment interface is A+ work, as is being able to view level up screen when not levelling up.

 

4) The "no switching weapon sets" change to Red Hand is a really severe nerf considering how often you need to switch weapons in this game. I think Red Hand builds are dead now unless you're using an "arquebus does crushing" mod. 

 

new shield didn't get mentioned:

 

https://steamuserimages-a.akamaihd.net/ugc/960844484162876725/3AF9F1F570F3E9EE12DC926D279DE8CD76B53CF7/

Edited by Dr. Hieronymous Alloy

Two new wizard spells, holy ****. Can we get any info in this unique grimoire and the spells??

Am i right in assuming we can't learn these new spells since they're only available in grimoires? Really wished there was an option to learn from grimoires on level up instead of the normal spell selection or something. :( Other than that, amazing update guys!

While we’re on the cosmetic fixes bandwagon, Tekehu’s eyes and the height of cloaks on Aumaua models are both definitely not fixed yet. Likewise the missing partial hair with the cap of the laughing stock.

 

Glad to hear the blade’s fixed, though :)

Cloaks have been looked at intensively by our Character Artist and Programmers and we don't have an fix that aligns with our current man power at this point. It may be something we address if time permits in the far future if possible!

 

I will double check on Tekehu's eyes

I like big bugs and I cannot lie...

Am i right in assuming we can't learn these new spells since they're only available in grimoires? Really wished there was an option to learn from grimoires on level up instead of the normal spell selection or something. :( Other than that, amazing update guys!

Can you Elaborate on this? Are you saying that if the spell is available via grimoire it wont allow you to learn the spell naturally if you meet the requirements and have a point available?

I like big bugs and I cannot lie...

I don't know how to describe the issue since I have no idea what happened or why but with a new character created with this patch this happened:

 

https://s33.postimg.cc/tnrdzufnz/Untitled.jpg

 

I have two tabs for the same character.

I don't know how to describe the issue since I have no idea what happened or why but with a new character created with this patch this happened:

 

https://s33.postimg.cc/tnrdzufnz/Untitled.jpg

 

I have two tabs for the same character.

 

Just to note, that bug has been happening since the game was first released.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.