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The way Damage Type is usually implemented is that ALL weapons have a single physical damage type, which is further enhanced by elemental damage types, is this true for PE as well?

  • What is the damage type for magical implements (like wands) and or spells?
  • Will ranged weapons (e.g. guns and crossbows) have anything but piercing damage? and which PE armor offer the most weakness against piercing damage? (I assume Plate armor offer the most protection against it)
  • Will we be able to craft or find weapons with physical enchantments (e.g. spikes) or weapons with more than one enchantments (e.g. cold and acid), how would that work?
  • what is raw damage? it suppose to by pass armor, but I seen no actual in gameapplication example.
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I believe there are multiple damage types, but spells and physical weapons, alike, all draw from the same pool. For example, some kind of Ice Shard spell would probably deal Piercing AND Frost/Cold damage. Meanwhile, a Frost-imbued Rapier would deal the same.

 

I don't think it distinguishes between magical Frost and physical Frost, and/or magical Piercing and physical Piercing.

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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  • 2 weeks later...

Google is your friend kronyth. http://pillarsofeternity.gamepedia.com/Damage_Type

http://pillarsofeternity.gamepedia.com/Item#Steel

 

1. There are 3 weapon type damages which are the usual Slash, Pierce and Crush. And four elemental Fire Ice Electricity and Acid damage. 

 

2. If they have different types of arrows eg. bodkin and broadhead arrows you could have different (bodkins were supposedly armour piercing so they'd probably do piercing and maybe skip some of the armour) and broadheads might cause bleeding effects we don't know. Cloth armour or leather armour would probably be lowest against piercing.

 

3. Not a clue how crafting will work but you have a stronghold so you might be able to hire a blacksmith and be able to make the different types of steel and if you want to be "evil" you could hire the blacksmith who works in Skein Steel. 

 

4.Not sure what the raw damage is but it might be like having a ghostly weapon that ignores armour and cuts the soul only thing I can think of but supposedly it's rare and does small amounts of damage.

 

This is all conjecture so feel free to get quotes and prove me wrong.

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The way Damage Type is usually implemented is that ALL weapons have a single physical damage type, which is further enhanced by elemental damage types, is this true for PE as well?

  • What is the damage type for magical implements (like wands) and or spells?
  • Will ranged weapons (e.g. guns and crossbows) have anything but piercing damage? and which PE armor offer the most weakness against piercing damage? (I assume Plate armor offer the most protection against it)
  • Will we be able to craft or find weapons with physical enchantments (e.g. spikes) or weapons with more than one enchantments (e.g. cold and acid), how would that work?
  • what is raw damage? it suppose to by pass armor, but I seen no actual in gameapplication example.

 

1. Wands/rods/sceptres do pierce/crush, slash/crush, and crush/slash damage, respectively.  What this means is that when a wand (for example) hits a target, it will do either pierce or crush damage depending on which DT on the target is weaker.  Spells do a wide variety of damage, occasionally physical, but usually "elemental".

 

2. Other than wands, rods, and sceptres, ranged weapons only do pierce damage (assuming they are not enchanted).  We decided not to implement bodkin/broadhead arrow types.  Cloth has, overall, the worst DT.  It's not especially vulnerable to pierce damage, but it has the worst DT overall.

 

3. You can add an enchantment of any damage type to any weapon.  This can be the traditional flaming sword or adding crush damage to a stiletto if you really wanted to.

 

4. Raw damage bypasses all armor.  It is very infrequently used and usually has a low damage value.  Poison effects often use the raw damage type -- though many poison effects are often a secondary attack that is only made if the initial attack lands.

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See. damage types and things like that are elements of a RPG. So thank you obsidian for giving me once i can play a good time learning and uncovering a cool new rule set. That is what matters to me. I love to think about the possibilities of different weapons and how they effect this or that type or armor!

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Such info! So data! Much knowledge!

 

Thanks quite muchly, as always, for these informative responses, Josh! ^_^

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Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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The way Damage Type is usually implemented is that ALL weapons have a single physical damage type, which is further enhanced by elemental damage types, is this true for PE as well?

  • What is the damage type for magical implements (like wands) and or spells?
  • Will ranged weapons (e.g. guns and crossbows) have anything but piercing damage? and which PE armor offer the most weakness against piercing damage? (I assume Plate armor offer the most protection against it)
  • Will we be able to craft or find weapons with physical enchantments (e.g. spikes) or weapons with more than one enchantments (e.g. cold and acid), how would that work?
  • what is raw damage? it suppose to by pass armor, but I seen no actual in gameapplication example.

 

1. Wands/rods/sceptres do pierce/crush, slash/crush, and crush/slash damage, respectively.  What this means is that when a wand (for example) hits a target, it will do either pierce or crush damage depending on which DT on the target is weaker.  Spells do a wide variety of damage, occasionally physical, but usually "elemental".

 

2. Other than wands, rods, and sceptres, ranged weapons only do pierce damage (assuming they are not enchanted).  We decided not to implement bodkin/broadhead arrow types.  Cloth has, overall, the worst DT.  It's not especially vulnerable to pierce damage, but it has the worst DT overall.

 

3. You can add an enchantment of any damage type to any weapon.  This can be the traditional flaming sword or adding crush damage to a stiletto if you really wanted to.

 

4. Raw damage bypasses all armor.  It is very infrequently used and usually has a low damage value.  Poison effects often use the raw damage type -- though many poison effects are often a secondary attack that is only made if the initial attack lands.

 

 

Ehh sorry but

 

Spells do a wide variety of damage, occasionally physical, but usually "elemental"

 

this sounds strange, dont get me wrong but I hope it will not end up like in skyrim eg. flame/froms/lightning hands, flame/frost/lighting ball, flame/frost/lightning storm. How are covered spells like finger of death, disintegrate, magic missile, weil of banshee, symbol of death.. etc which are not associated with exact element?

I'm the enemy, 'cause I like to think, I like to read. I'm into freedom of speech, and freedom of choice. I'm the kinda guy that likes to sit in a greasy spoon and wonder, "Gee, should I have the T-bone steak or the jumbo rack of barbecue ribs with the side-order of gravy fries?" I want high cholesterol! I wanna eat bacon, and butter, and buckets of cheese, okay?! I wanna smoke a Cuban cigar the size of Cincinnati in the non-smoking section! I wanna run naked through the street, with green Jell-O all over my body, reading Playboy magazine. Why? Because I suddenly may feel the need to, okay, pal? I've SEEN the future. Do you know what it is? It's a 47-year-old virgin sitting around in his beige pajamas, drinking a banana-broccoli shake, singing "I'm an Oscar Meyer Wiene"

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Ehh sorry but

 

Spells do a wide variety of damage, occasionally physical, but usually "elemental"

 

this sounds strange, dont get me wrong but I hope it will not end up like in skyrim eg. flame/froms/lightning hands, flame/frost/lighting ball, flame/frost/lightning storm. How are covered spells like finger of death, disintegrate, magic missile, weil of banshee, symbol of death.. etc which are not associated with exact element?

 

From the Thoughts On Damage Types thread a little while back, this is the list Josh gave (apparently on SomethingAwful... don't have a link since there wasn't one in that thread) of all the damage types:

 

Slash, pierce, crush, burn, freeze, corrode, and shock.

 

I dunno if that's changed or not, but there's also a "raw" type, which I think he's mentioned in this thread, as well.

 

I think "elemental" was in quotes because some of the things generally labeled "elemental" in RPGs aren't exactly elements, per se (like "Spirit"). But, even with just those damage types, stuff like death magic and disintegrate could simply deal raw damage. Or, for Disintegrate, specifically, for example, it could be Shock coupled with Corrode. *shrug*

 

It's a good question. Maybe we'll get an update that covers the finalized damage system? Who knows.

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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  • 2 weeks later...

 

 

The way Damage Type is usually implemented is that ALL weapons have a single physical damage type, which is further enhanced by elemental damage types, is this true for PE as well?

  • What is the damage type for magical implements (like wands) and or spells?
  • Will ranged weapons (e.g. guns and crossbows) have anything but piercing damage? and which PE armor offer the most weakness against piercing damage? (I assume Plate armor offer the most protection against it)
  • Will we be able to craft or find weapons with physical enchantments (e.g. spikes) or weapons with more than one enchantments (e.g. cold and acid), how would that work?
  • what is raw damage? it suppose to by pass armor, but I seen no actual in gameapplication example.

 

1. Wands/rods/sceptres do pierce/crush, slash/crush, and crush/slash damage, respectively.  What this means is that when a wand (for example) hits a target, it will do either pierce or crush damage depending on which DT on the target is weaker.  Spells do a wide variety of damage, occasionally physical, but usually "elemental".

 

2. Other than wands, rods, and sceptres, ranged weapons only do pierce damage (assuming they are not enchanted).  We decided not to implement bodkin/broadhead arrow types.  Cloth has, overall, the worst DT.  It's not especially vulnerable to pierce damage, but it has the worst DT overall.

 

3. You can add an enchantment of any damage type to any weapon.  This can be the traditional flaming sword or adding crush damage to a stiletto if you really wanted to.

 

4. Raw damage bypasses all armor.  It is very infrequently used and usually has a low damage value.  Poison effects often use the raw damage type -- though many poison effects are often a secondary attack that is only made if the initial attack lands.

 

 

Ehh sorry but

 

Spells do a wide variety of damage, occasionally physical, but usually "elemental"

 

this sounds strange, dont get me wrong but I hope it will not end up like in skyrim eg. flame/froms/lightning hands, flame/frost/lighting ball, flame/frost/lightning storm. How are covered spells like finger of death, disintegrate, magic missile, weil of banshee, symbol of death.. etc which are not associated with exact element?

 

Spells like Finger of Death, Disintegrate, Wail of the Banshee, and Symbol of Death would all do "Raw" damage in PoE.  Our version of Magic Missile, Minoletta's Minor Missile, does Crush damage.

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