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

Patch Notes for 4.1.1.0034


  • Please log in to reply
43 replies to this topic

#21
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 15268 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

For me the most serious issues were/are the broken summon scaling and the AoE weapons.



#22
Frak

Frak

    (5) Thaumaturgist

  • Members
  • 444 posts
  • Location:Denmark

 

so, to make sure I understand the ptch notes and your stuff correctly:

1st hit: creates a 6s (resolve/intellect adjustable) debuff on self

 

 

2nd hit: creates a 6s (resolve/intellect adjustable) + 6s (always) debuff on self

3rd hit: creates a 6s (resolve/intellect adjustable) + 12s (always) debuff on self

?  and each layer would expire separately? (so that by the time the third comes around the 1st hit might already expire?)

 

 

Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

2nd hit  Stack curse duration =  rest_duration_from_1st_hit + 6secs-resolve        (1st curse stack runs hidden expiration timer)

...

3rd hit Stack curse duration = rest_duration_from_2nd_hit + 6secs-resolve         (1st and 2nd curse stack runs separate expiration timers. 1st will likely have expired by now.)



#23
thelee

thelee

    (11) Wizard

  • Members
  • 1731 posts
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Silver Backer
  • Fig Backer

 

 

so, to make sure I understand the ptch notes and your stuff correctly:

1st hit: creates a 6s (resolve/intellect adjustable) debuff on self

 

 

2nd hit: creates a 6s (resolve/intellect adjustable) + 6s (always) debuff on self

3rd hit: creates a 6s (resolve/intellect adjustable) + 12s (always) debuff on self

?  and each layer would expire separately? (so that by the time the third comes around the 1st hit might already expire?)

 

 

Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

2nd hit  Stack curse duration =  rest_duration_from_1st_hit + 6secs-resolve        (1st curse stack runs hidden expiration timer)

...

3rd hit Stack curse duration = rest_duration_from_2nd_hit + 6secs-resolve         (1st and 2nd curse stack runs separate expiration timers. 1st will likely have expired by now.)

 

 

interesting! so the flat +10s (on top of the base duration) that was constantly being applied with each use of forbidden fist was really buggy then. here, you're just tacking on an additional 6s-resolve to the existing duration of the curse.


Edited by thelee, 06 February 2019 - 03:03 PM.


#24
Elric Galad

Elric Galad

    (10) Necromancer

  • Members
  • 1589 posts
  • Location:Paris

 

 

Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

 

With High Resolve / Healing only Bonus (not Might), I expect the healing done to be a bit more on the plus side. 

But constitution afflictions will be detrimental.

 

By the way, speaing about new sublclasses, was Arcane Archer fixed at some point ?


  • unfriendly_cat likes this

#25
thelee

thelee

    (11) Wizard

  • Members
  • 1731 posts
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Silver Backer
  • Fig Backer

 

 

 

Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

 

With High Resolve / Healing only Bonus (not Might), I expect the healing done to be a bit more on the plus side. 

But constitution afflictions will be detrimental.

 

if they haven't changed the scaling, you get an additional +3 health per debuff expiration at every even ability level, whereas the damage does the standard +5% per PL scaling. this means at high levels, one stack of forbidden fist could be a pretty decent health generator.


  • Elric Galad likes this

#26
arkteryx

arkteryx

    (2) Evoker

  • Members
  • 88 posts

 

 

 

Almost (ignoring intelligence):

1st hit: Stack curse duration =  6secs-resolve              [Minor net healing buff]

...

 

With High Resolve / Healing only Bonus (not Might), I expect the healing done to be a bit more on the plus side. 

But constitution afflictions will be detrimental.

 

By the way, speaing about new sublclasses, was Arcane Archer fixed at some point ?

 

 

What was wrong with arcane archer? Something broken or you just think it's underpowered?



#27
Squilla

Squilla

    (2) Evoker

  • Members
  • 52 posts

 

 

Arcane Archer didn't have the correct power level scaling on the imbue attacks - which impacted penetration at least, not sure which other variables.

 

 

 

 

 

 

 


  • unfriendly_cat and Elric Galad like this

#28
Squilla

Squilla

    (2) Evoker

  • Members
  • 52 posts

For me the most serious issues were/are the broken summon scaling and the AoE weapons.

 

Agreed, this broke my playthrough that was largely based on your Citzal's Lance write up from a while ago on all the effects that Citzal's worked with for the martial classes.  I had started out Fighter (Devoted) / Bloodmage and got to about level 10 before realizing. 

 

Was able to salvage by respec'ing via the Unity console to a Monk, so turned the MC into a Sage and had a blast still.  

 

Would like to see this fixed overall for the AoE weps.



#29
Ophiuchus

Ophiuchus

    (4) Theurgist

  • Members
  • 385 posts
  • Deadfire Backer

AoE weapons still won't apply afflictions - curiously, the effects of Stalking Cloak and Ring of Clenched Muscle work, though.


  • theBalthazar likes this

#30
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 15268 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Yeah it was confirmed a bug (in the wake of fixing the gamebreaking AoE issues that were there before). Obviously the newly fix didn't make it into this patch because there were other priorities (mainly turn based issues it seems). Which is unfortunate for me (having a SC Beckoner in the party and his minions do royally suck atm). Ah well...


  • theBalthazar likes this

#31
Wormerine

Wormerine

    Arch-Mage

  • Members
  • 3104 posts
  • Location:Belfast
  • Deadfire Backer
  • Fig Backer

New player here. Just go to level 7 in Nekketaka and playing Turn Based.

Can someone explain to me what "Jump points" are and how it will affect my run?

Thank you.

You don't have to worry about. I think it only happens when boarding in shop2ship combat system. See here:


Notice how some enemies jump between the ships, instead of walking on planks? That doesn't happen in Turn-Based right now. I can't recall a place that would take place outside boarding.


  • waltc likes this

#32
Saito Hikari

Saito Hikari

    (3) Conjurer

  • Members
  • 133 posts
  • Steam:Alilatias

You don't have to worry about. I think it only happens when boarding in shop2ship combat system. See here:



Notice how some enemies jump between the ships, instead of walking on planks? That doesn't happen in Turn-Based right now. I can't recall a place that would take place outside boarding.

 

One of the major fights in Beast of Winter has jump points as well, which are extremely crucial to utilize (depending on certain choices beforehand that might make them relevant). If you don't use them, it's going to take a while for your melee to rejoin the fight after heading down those paths, which might be especially crippling in turn-based if said melee lack mobility abilities.


Edited by Saito Hikari, 07 February 2019 - 04:56 PM.

  • Wormerine likes this

#33
Jayd

Jayd

    (3) Conjurer

  • Members
  • 110 posts

So is it intentional that Intellect increases Forbidden Curse duration and Might increases self-damage? I would really like to play a FF Monk for the sole reason that it actually makes Resolve valuable on a monk (mental discipline is supposed to be their whole thing) but having Intellect be actively detrimental is a two-steps-back situation for me.



#34
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 15268 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Well it also allows you to stack more curses on top of each other = more bonus damage. If you have sombody who can heal very well (or multiclass with Paladin for Greater Lay on Hands+Exalted Endurance) or profit from Barring Death's Door it's a good thing.

 

But generally it's a bit eh, yes. Making a 3-INT Monk who then uses Ring of Mule's Wit makes some sense with a Forbidden Fist. ;)


Edited by Boeroer, 08 February 2019 - 02:40 AM.

  • Elric Galad likes this

#35
Frak

Frak

    (5) Thaumaturgist

  • Members
  • 444 posts
  • Location:Denmark

I'd just roleplay my way out of it - greater knowledge of the pain and suffering you put on your soul and others by fisting - and I would argue that the class is likely still viable with high intellect.

 

Yes, it increases the curse duration. But the enfeeble is also increased.


Edited by Frak, 08 February 2019 - 03:28 AM.

  • thelee likes this

#36
Elric Galad

Elric Galad

    (10) Necromancer

  • Members
  • 1589 posts
  • Location:Paris

Increasing Enfeebling Duration is not very important IMHO since you can basically cast it for free.
Enfeeble also increase the duration of the affliction you apply, such as stunning blows, which can compensate for the low Int.


  • thelee likes this

#37
liebus

liebus

    (0) Nub

  • Initiates
  • 2 posts

Thx for the patch. How soon Deltro's Cage armor bug on amd cards (r270-r290x) and this same bug (https://forums.obsid...freeze/page-3) will be fixed?


  • theBalthazar likes this

#38
theBalthazar

theBalthazar

    (8) Warlock

  • Members
  • 1177 posts
  • Location:France
  • Deadfire Backer
  • Fig Backer

AoE Fixing please Obsidian.

Effects only applie on one target.

 

It is a disadvantage because actually : damage is ok for AoE but not effects. So there is a gap of balancing. Few abilities are far less impressive without that. In the same time, FoD is a big winner in this case (= focus on the damage)

 

I confirm an old bug with deltro cage. I was with a R9 280 (4.0, I don't know since this time) and there was a bug. I have recently bought a RX 570, no more problems...

So perhaps it is the new patchs, or my new graphic card.


Edited by theBalthazar, 09 February 2019 - 02:47 AM.


#39
Aranduin

Aranduin

    (4) Theurgist

  • Members
  • 203 posts
  • Deadfire Backer
  • Fig Backer

Some bugs no fixed: You dont received the Gift of the Machine or the Haeferic's Nose.


Edited by Aranduin, 09 February 2019 - 09:01 AM.


#40
Jayd

Jayd

    (3) Conjurer

  • Members
  • 110 posts

For me the most serious issues were/are the broken summon scaling and the AoE weapons.

Are all summons broken or only specific ones? Can't seem to find details on this problem (but I know it exists after trying out lashing vine...yikes).






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users