Darab Masood Posted Wednesday at 09:05 AM Posted Wednesday at 09:05 AM No matter how much I pump resolve the duration of forbidden fist remains about 13 seconds or so. Even with 35 res and lone ring.
Chaospread Posted Wednesday at 09:49 AM Posted Wednesday at 09:49 AM https://pillarsofeternity.fandom.com/wiki/Forbidden_Fist_(ability): Quote Each effect in the stack is tracked separately and has its own duration and timer. For all intents and purposes, only one timer - the latest - is decremented at a time. When a new effect is added to the stack, the timer on the previous effect is paused. When the timer reaches zero, the new effect is removed and the timer of the previous effect is resumed where it left off. How the duration is calculated and applied is a bit strange and in cases inconsistent. The duration of the new effect being added to the stack in the current cast is calculated with the timer + 6. The timer of the previous effect in the stack is paused, and its duration is adjusted to be the timer - 6 (prior to the previous calculation, and not including the first effect). Negative adjusted durations are treated as absolute (made positive). All durations are clamped to a maximum value of 12, but keep in mind that this causes the in-game timer to be off by the difference (so if the timer shows > 12, it's likely that it spans over two or more effects in the stack). This also has a knock-on effect, and in cases where this difference between 12 and the clamped value is less than the adjusted duration of the previous effect, the previous effect will use that duration. It's very weird, whatever it means... but eventually I think you can't go over about 13 seconds of duration of a single effect.
Darab Masood Posted Wednesday at 10:21 AM Author Posted Wednesday at 10:21 AM No I mean forbidden curse should be decreasing in duration. But it's barely budging. It was 17 s with beginning resolve and now its 13s. Which is ridiculously little.
Boeroer Posted Wednesday at 10:28 AM Posted Wednesday at 10:28 AM That shouldn't be the case if you raise Resolve but don't raise INT at the same time (Duality of Mortal Presence (INT)/Turning Wheel). If you re-apply the curse while it's still active (using FF while still cursed) that will also prolong the overall duration of the curse stacks considerably. I've done runs with a Forbidden Fist where it was possible to lower the curse's duration to about 3 secs even with decent INT. So usually high RES etc. works with the FF curse. Also note that Clarity of Agony should work, too and shave of a decent amount of the curse's duration while active. Maybe try that out - to see if the duration is still unaffected. If so it would seem that something is wrong with your game (or a mod). Deadfire Community Patch: Nexus Mods
Okkes Posted Wednesday at 06:29 PM Posted Wednesday at 06:29 PM Yeah when you click to ability it shows that number, but when you check your character sheet in combat it should show the real number. 1
thelee Posted Wednesday at 06:56 PM Posted Wednesday at 06:56 PM yeah are you seeing 13s in the tooltip, or 13s on your character in combat? resolve isn't incorporated into the durations of effects until it's actually applied. 1
Boeroer Posted Wednesday at 07:33 PM Posted Wednesday at 07:33 PM Uh, it didn't even occur to me that players might look at abilities' tooltips for info. I'm set in my ways... Deadfire Community Patch: Nexus Mods
Darab Masood Posted Thursday at 03:47 AM Author Posted Thursday at 03:47 AM Never mind it was an older version of the game. Its fixed in 5.0 1 1
Chaospread Posted Thursday at 07:58 AM Posted Thursday at 07:58 AM 12 hours ago, Boeroer said: Uh, it didn't even occur to me that players might look at abilities' tooltips for info. I'm set in my ways... Not an ability, but I find useful to see recovery, reload and overall speed of weapons in the tooltip. It seems to me quite accurate with all bonuses and penalties (armor recovery, DEX, dual weapons, style and so on...). 1
thelee Posted Thursday at 09:46 PM Posted Thursday at 09:46 PM i agree, and frankly given all the various RPGs i've played before and since, it's frankly a minor miracle that the tooltips are as accurate as they are in deadfire for those fundamentals. 1
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