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Featured Replies

I noticed that the damage bonus granted from "Devastating Blow" doesn't match up with the description of the ability.

 

As shown from the in-game description, the ability should have a "Bonus Damage: +25%", a "+50% damage", and a "+200% damage by percentage of health lost".

 

To me this reads a minimum of 75% damage (25+50), and a theoretical max of 275% (200+50+25).

However, both of these numbers are wrong.

 

Attached below I have first the result of a target shot at almost no health, and another at full health. The only listed damage bonus from Devastating Blow are 312% and 50%, respectively.

 

Neither of these values are within the expected range indicated by the ability description.

 

Description:

3JLPvXn.png

 

 

Result of shooting a "low-health" target, almost entirely out of health.

HGISOYC.png

 

Result of shooting a target at full health.

gHdDjln.png

Edited by error3

The +25% is a leftover from Finishing Blow. Apparently Devastating Blow, which is an upgrade, doesn't update that part of the description.

 

So the +50% in your second example is correct.

 

The first one has 50 included in the overall dmg bonus of 312. So there are 262 left. I don't exactly know the actual "under the hood" mechanics. You could ask MaxQuest in these forums who can most likely give you a detailed explanation how it's computed.

 

The descriptions are mostly auto-generated and with more complex mechanics they simply don't work properly. Don't know if this is fixable.

 

Also have a look here: https://forums.obsidian.net/topic/107521-devastating-blow-inconsistancy/

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

  • Author

The base ability, Finishing Blow, quotes both a 25% and a 50% as well. As far as I can tell the 25% doesn't do anything for this ability, as the 50% overwrites it. It shouldn't be listed in either tooltip as it's misleading.

 

Honestly, I'm more interested in how I got the 312%. It makes me wonder if other abilities are more-powerful than indicated. :\

 

xhuBbNk.png

Edited by error3

Ah, ok. It may be that the 25% is included in the dice roll and thus doesn't get listed (see Power Level bonus). I don't think so, but maybe.

 

Try Gambit with Hand Mortar and Fire I the Hole on a tight crowd and check the dmg rolls. ;)

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

  • Author

Other abilities, such as Blinding Strike, that have a listed "Bonus Damage" % in the ability description apply it additively to other positive modifiers in the combat log. It would be very odd for this one to be done differently.

I agree. Most likely it's just missing.

Deadfire Community Patch: Nexus Mods

Don't know if this is fixable.

Fixable. One way or another.

 

You can look at this topic https://forums.obsidian.net/topic/108625-nemnok-nemnok-bmac-bmac/ if you want to know about mechanics behind the strange numbers. Also there's a chance for fix from Obsidian.

Edited by Phenomenum

Let's hope for the best. :)

Deadfire Community Patch: Nexus Mods

Frankly, +75 % is not as much as others configurations...

 

For exemple, 25 % additive and multiplicative do much more than +75%.

 

So I think Obsidian can up to 75 %, mostly with 2 ressources.

 

If not, I always prefer the very good confounding blind. (= +25 % + 2 afflictions + stack malus of deflection) = 2 ressources. Far more interresting. +25 % additive is nothing for a rogue.

Edited by theBalthazar

  • Author

 

Don't know if this is fixable.

Fixable. One way or another.

 

You can look at this topic https://forums.obsidian.net/topic/108625-nemnok-nemnok-bmac-bmac/ if you want to know about mechanics behind the strange numbers. Also there's a chance for fix from Obsidian.

 

 

I checked the other thread. I'm still not sure exactly how the numbers in the gamedatabundle map to a damage formula.

 

From the abilities.gamedatabundle

Devastating Blow:

                {

                    "$type": "Game.GameData.FinishingBlowAbilityComponent, Assembly-CSharp",

                    "BaseDamageMultiplier": 1.5,

                    "TargetHealthRatio": 0.5,

                    "BonusDamageMultiplierPerPercent": 0.06

               }

 

Based on my tests and interpretation of this file, this sounds like the "BaseDamageMultiplier" is the flat 50%, that we always get. Is the "TargetHealthRatio" the health threshold before the BonusDamageMultiplierPercent kicks in?

If the  6% multiplier is added for every 1% lost past 50%, that could be 300% extra damage, for a total of 350%, which could match what I saw.

 

So what would be the formula derived from this file?

 

Either way, I'd be nice for the tooltip to get clarified.

Edited by error3

Honestly, I'm more interested in how I got the 312%.

 

The +25% is a leftover from Finishing Blow.

...

The first one has 50 included in the overall dmg bonus of 312. So there are 262 left. I don't exactly know the actual "under the hood" mechanics. You could ask MaxQuest in these forums who can most likely give you a detailed explanation how it's computed.

That first +25% seems to be overriden by the +50% bonus that you get no matter what.

 

As for the conditional damage bonus: you get it only for the enemies that are below 50%. I.e. it is not progressing from enemy hp 100%->0, but from 50%->0. Specifically for Devastating Blow, there are these values (already posted by Phenomenum) (edit: and by error3 above):

"BaseDamageMultiplier": 1.5,
"TargetHealthRatio": 0.5,
"BonusDamageMultiplierPerPercent": 0.06
So when enemy gets below 0.5 of max hp, you get a bonus for each percent missing below that threshold.

 

Initially I was under impression, that when you hit an enemy at "zero hp" you would get 1.5 bonus and 3.0 bonus. Or in other words that you get two separate bonuses: +50% and +200%.

 

But no. Looking at:

 

protected override void AdjustDamage(DamageInfo damage, StatBreakdown breakdown = null)
{
  Health component = ComponentUtils.GetComponent<Health>(damage.Target);
  if (component != null)
  {
    float targetHealthRatio = this.FinishingBlowAbilityData.TargetHealthRatio;
    float currentHealthRatio = component.CurrentHealthRatio;
    float num = this.FinishingBlowAbilityData.BaseDamageMultiplier;
    if (currentHealthRatio <= targetHealthRatio)
    {
      float num2 = targetHealthRatio - currentHealthRatio;
      AdjustedValue adjustedValue = 1f;
      adjustedValue.Multiply(this.FinishingBlowAbilityData.BonusDamageMultiplierPerPercent);
      adjustedValue = base.AdjustValueByAbilityMods(adjustedValue, AbilityModType.FinishingBlowDamagePercentAdjustment, null);
      num += adjustedValue * num2 * 100f;
    }
    damage.DamageAmount.Multiply(StatBreakdown.AddMultiplicativeBonus(breakdown, num, this));
  }
  if (base.OwnerStats != null)
  {
    damage.DamageAmount.Multiply(base.OwnerStats.StatusEffectManager.CalculateValueForStat(StatusEffectType.FinishingBlowDamageMult, breakdown));
  }
}

 

It seems that they are added together, for 1.5 + 3.0 = 4.5 bonus. Or in other words you can get up to +350%.

And that explains why OP got those +312%.

Edited by MaxQuest

BonusDamageMultiplierPercent kicks in?

If the  6% multiplier is added for every 1% lost past 50%, that could be 300% extra damage, for a total of 350%, which could match what I saw.

 

No. It' not 6%.

0.03*50 = 1,5 multiplier, which converted into +50% (Damage_Roll * 1,5) for Finishing Blow at 0 HP >>> 1% for every percent below 50%

0.06*50 = 3 multiplier, which converted into +200% (Damage_Roll * 3) for Devastating Blow at 0 HP >>> 4% for every percent below 50%

 

And then, as Max already said, total damage bonus is summ of 50% + 1% or 4% respectively for each target's HP percent below (under) 50%

 

That first +25% seems to be overriden by the +50% bonus that you get no matter what.

 

Not sure about this... +25% is added in "BonusDamage" section - should be some reason behind this. I hope)

Edited by Phenomenum

 

That first +25% seems to be overriden by the +50% bonus that you get no matter what.

 

Not sure about this... +25% is added in "BonusDamage" section - should be some reason behind this. I hope)

 

But it's not displayed in his damage breakdown tooltip:

 

HGISOYC.png

 

And the overall calculation is correct:

 

step_sum =

+ 3.12 (devastating)

+ 0.25 (crit)

+ 0.1 (sure strike)

- 0.1764 (rounded to -0.17, blunted criticals)

+ 0.33

+ 0.5

+ 0.05

+ 0.15

+ 0.75

+ 0.05

= 5.13

 

dmg_coef = 1 + step_sum = 6.13

dmg = 28.4 * 6.13 = 174.09 ~= 174.2

 

 

Edited by MaxQuest

  • Author

Thanks for the responses. Now we know what is going, just need to get the description improved.

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