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Abilities & various other (damage related) mechanics revealed


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Does Turning Wheel (Monk) add +5% damage AND "vs +25% DR" on each step ? Is it like this:

+5% vs 25% DR

+10% vs 50% DR

+15 vs 100% DR

 

or

 

+5%, +10%, +15%  vs 25% DR always ?

 

The first would be consistent with how Flames of Devotion work, if you keep stacking fire damage on top of it.

 

b. in both cases actually .. All slashes go vs 25% of the appropriate target's DR.. Even FoD ..

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How much damage does Marked Prey actually do ?

 

The tooltip says: +20 damage.

But it doesn't really seem that way. Then someone told me it's +20% lash.

Then someone claims it's +40% something something.

Then someone's saying Marked Prey reduces DR !??

marked prey adds 40% lash damage of the weapon's damage type that like all other lashes goes against 25% of the appropriate target's resist DR ( piercing damage will go against pierce 25% DR , crush vs crush .. There is a bug with dual type of damage weapons - lash will not automatically pick the best ) .. There are multiple numeric examples of Marked Prey's damage in this very thread .. CTRL + F "marked" on the first page ..

Edited by peddroelm

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Crucible of the soul - hit quality is MULTIPLICATIVE for amount healed/damage inflicted (not necessarily a bug ..For example searing flames - DOT spell will scale duration with hit quality - again multiplicative effect from hit qaulity )

 

Against elder lion 4 Fire DR . 33% might damage .. 

 

10 * 0.5 * ( 1 + 0.33 ) - 4 * 0.25 = 5.65 // graze - hit quality is multiplicative

10 * ( 1 + 0.33 ) - 4 * 0.25 = 12.3 // hit   (Health Damage 12.303299)

 

So a high might protagonist can "suck" quite a lot of endurance with this when surrounded by weak fortitude targets .. (ghost / spectre ? )

 

 

 

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Death Blows (melee component test)

 

base 10 damage sabres 10% crit bonus

33% might savage attack, reckless, crit  25% beastslayer

 

10 * (1 + 0.2 + 0.2 + 0.33 + 0.5 + 0.25 + 1.2 ) =    // hit  (Health Damage 36.8  32.803314 + 4 DR )

SA off 

10 * ( 1 + 0.2 + 0.33 + 0.5 + 0.6 + 0.25 + 1.2) =  // crit 40.8

10 * ( 1 + 0.2 + 0.33 + 0.5 + 0.25 + 1.2)  //34.8 hit

 

So deathblows additive mod is 1.2 that combined with sneak 0.5 = 1.7 not so close to the promised +2  (tested only for melee/sabre) . .

 

 

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20 Qstaff  

27% might bonus 15% two handed weapons bonus (tested to work with other occasion)  [ 15%  peasant weapon mastery]

 

31.4 consistent hit damage in combat log

 

If it worked 

20 * (1 + 0.27 + 0.15 + 0.15 )  = 31.4  // Fits like a glove - ability works .. LCS displays weapon range as 31- 31 ...

 

If it does nothing

20 * (1 + 0.27 + 0.15 ) = 28.4 //  this obviously dosesn't fit ... 

 

 

So not even LCS issue ..  (fighter mastery issue)


 


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Edited by peddroelm
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Tested Valiant (20% extra damage and +10 acc when under 50% endurance) and Marking (+10 aim for allies vs same foe) weapon attributes on Shame or Glory .. Everything works .. 

 

Consoled in a base 10 damage Sword_Shame_or_Glory ..

27 % might bonus. 15% fine weapon .

 

10 * ( 1 + 0.27 + 0.15 ) = 14.2   // 14.2 in combat log  accuracy 56

Set my fighter's Endurance to 40 HP (CE freezing the out of combat endurance recovery)

10 * ( 1 + 0.27 + 0.15  + 0.2) = 16.2   // 16.2 in combat log  accuracy 66  (valiant bonuses kicked in)

 

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Barbarian Heart of Fury tested vs 2 targets ( ability (should) scale better when fully surrounded by mobs).. Adds the promised 25% additive damage for a short duration..  This ability might work better with dual wield .. (full attack - double roundhouse kick vs all enemies with blooded // fighting spirit acc + damage bonuses on potentially hitting each enemy 4 times ) .. Maybe peasant Barbarian ? qstaff // spears .. 

 

20 base damage pike, 33% might, 25% beast slayer , 15% 2 handed weapons

20 * (1 + 0.33 + 0.25 + 0.15) = 31.6  //hit

 

HOF vs 2 enemies

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25) = 39.6 // hit

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 + 0.5) = 49 .6 //crit  

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 - 0.5 - 0.34) = 22.8 // carnage graze 

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 - 0.5 - 0.34) = 22.8 // carnage graze

Edited by peddroelm
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Tested Valiant (20% extra damage and +10 acc when under 50% endurance) and Marking (+10 aim for allies vs same foe) weapon attributes on Shame or Glory .. Everything works .. 

 

Consoled in a base 10 damage Sword_Shame_or_Glory ..

27 % might bonus. 15% fine weapon .

 

10 * ( 1 + 0.27 + 0.15 ) = 14.2   // 14.2 in combat log  accuracy 56

Set my fighter's Endurance to 40 HP (CE freezing the out of combat endurance recovery)

10 * ( 1 + 0.27 + 0.15  + 0.2) = 16.2   // 16.2 in combat log  accuracy 66  (valiant bonuses kicked in)

 

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Barbarian Heart of Fury tested vs 2 targets ( ability (should) scale better when fully surrounded by mobs).. Adds the promised 25% additive damage for a short duration..  This ability might work better with dual wield .. (full attack - double roundhouse kick vs all enemies with blooded // fighting spirit acc + damage bonuses on potentially hitting each enemy 4 times ) .. Maybe peasant Barbarian ? qstaff // spears .. 

 

20 base damage pike, 33% might, 25% beast slayer , 15% 2 handed weapons

20 * (1 + 0.33 + 0.25 + 0.15) = 31.6  //hit

 

HOF vs 2 enemies

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25) = 39.6 // hit

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 + 0.5) = 49 .6 //crit  

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 - 0.5 - 0.34) = 22.8 // carnage graze 

20 * (1 + 0.33 + 0.25 + 0.15 + 0.25 - 0.5 - 0.34) = 22.8 // carnage graze

 

That is interesting! So even though Valiant do not show up in Active Effects or in log- it actually works? Does it stack with human racial talent?

 

Thanks!

Edited by Voltron
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That is interesting! So even though Valiant do not show up in Active Effects or in log- it actually works? Does it stack with human racial talent?

 

Thanks!

 

I did not test them specifically together - but based on the separate tests I'm pretty confident to say yes .. Should be easy to spot too because the accuracy bonuses from both show up in the combat log .. Maybe the accuracy bonuses will suppress each other but the damage bonuses should stack for sure ( but then again extra 20% + 15 %  of 11-16 base isn't earth shattering ) ..  

Edited by peddroelm

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That is interesting! So even though Valiant do not show up in Active Effects or in log- it actually works? Does it stack with human racial talent?

 

Thanks!

 

I did not test them specifically together - but based on the separate tests I'm pretty confident to say yes .. Should be easy to spot too because the accuracy bonuses from both show up in the combat log .. Maybe the accuracy bonuses will suppress each other but the damage bonuses should stack for sure ( but then again extra 20% + 15 %  of 11-16 base isn't earth shattering ) ..  

 

 

I was once testing Valiant with Spear and Shame or Glory sword but each time I felt below 50% HP nothing showed up next to my char portrait, nothing showed in log (like XXXX has actvated Valiant) or in Active Effects in character window.

 

It is great to know that it actually work but do not show up, but it work! You just made me want to create human just for this spear or sword for 1.4 damage increase below 50% HP :)

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Couldn't find the old thread you made, Peddroelm, so this seemed like the place to ask: now that you can make a weapon with zero damage variance, have you gotten a chance to verify once and for all that graze/crit are additive, not multiplicative? And (though I think this one was already 100% confirmed) that weapon quality does NOT change the base damage of the weapon (as it seems to on the ui) but is instead purely additive as well?

Edited by Matt516
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This is probably a good place to ask as well. Would you be able to verify that the +crit damage bonuses are working as expected?

 

I'm thinking of Battle Axes, weapons with Annihilation (+.5 crit dmg), The Merciless Hand talent reward from working with the Doemenels, Rabbit Fur Gloves (+.1), and a helm whose name escapes me which does the same.

 

My guess is that Battle Axes and Annihilation weapons work correctly but I've seen comments on this board suggesting that other mods don't function as they should.

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Couldn't find the old thread you made, Peddroelm, so this seemed like the place to ask: now that you can make a weapon with zero damage variance, have you gotten a chance to verify once and for all that graze/crit are additive, not multiplicative? And (though I think this one was already 100% confirmed) that weapon quality does NOT change the base damage of the weapon (as it seems to on the ui) but is instead purely additive as well?

All thread is filled with numeric examples of hit quality being additive .. Literally every one of my posts.. 

 

As for weapon quality - just 4-5 five posts above is the test for valiant perk on Death or glory sword - which has also fine enchantment .. Also additive ..

 

 

This is probably a good place to ask as well. Would you be able to verify that the +crit damage bonuses are working as expected?

 

I'm thinking of Battle Axes, weapons with Annihilation (+.5 crit dmg), The Merciless Hand talent reward from working with the Doemenels, Rabbit Fur Gloves (+.1), and a helm whose name escapes me which does the same.

 

My guess is that Battle Axes and Annihilation weapons work correctly but I've seen comments on this board suggesting that other mods don't function as they should.

 

Thread must have battle axe crit examples as the first weapon I did tests with was a battle axe.. They work. 

Rabit foot also works, there might be more than 1 example of it in this thread.. Ctrl + F 0.6 ..

Merciless hand - only did a quick test with a melee weapon yesterday - it seems to add only 0.25 on crit not 3.. Will test further .. 

Annihilation mod I did not test yet .,will do .. 

 

Some crit modifier tests
 
 Used char with 39% might bonus.. 20 base damage Resolution Sabre(annihilation mod 50% damage on crit) & Crossbow. 
 15% fine enchantment (sabre). 20% reckless attack (melee only) . Rabit foot 10% on crits.   
 
 resolution sabre
 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 )) = 66.8 // sneak crit perfect
 crossbow
 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 )) = 49.8 // sneak crit
 
 add merciless hand
 
 resolution sabre
 20 * ( 1 + 0.39 + 0.15 + 0.2 + 0.5 + ( 0.5 + 0.5 + 0.1 + 0.25 )) = 71.8 // sneak crit 
 crossbow
 20 * ( 1 + 0.39 + 0.5 + ( 0.5 + 0.1 + 0.25 )) = 54.8 /sneak crit
 
 //////// 
 
 Annihilation works. Rabit foot works . Merciless hand lies a bit in description - only adds 25% to melee and ranged crits ..  
Edited by peddroelm

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Couldn't find the old thread you made, Peddroelm, so this seemed like the place to ask: now that you can make a weapon with zero damage variance, have you gotten a chance to verify once and for all that graze/crit are additive, not multiplicative? And (though I think this one was already 100% confirmed) that weapon quality does NOT change the base damage of the weapon (as it seems to on the ui) but is instead purely additive as well?

to put the matter to rest http://youtu.be/SQCZuGbW5nE

Edited by peddroelm

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Heya,

 

can any of you guys explain this to me?

 

Screenshot

 

Bug?

 

That should have been 20 points of damage unless I'm missing something.

"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

 

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Heya,

 

can any of you guys explain this to me?

 

Screenshot

 

Bug?

 

That should have been 20 points of damage unless I'm missing something.

Check the log above that - was he dead? You probably can't check it now, granted. But that's a thing that happens, you can hit someone after they're dead if your attack is in progress and it does no damage. A bug, yes - but not one that affects gameplay.

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Heya,

 

can any of you guys explain this to me?

 

Screenshot

 

Bug?

 

That should have been 20 points of damage unless I'm missing something.

Most likely target was already at 0 endurance or HP and falling to the floor.. You see this all the time playing melee party ganging multiple units against a single target .. Overkill   .. Can even be used by barbs to trigger carnage attacks when hitting an already dead enemy ..

Edited by peddroelm
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Another quick test - the long overdue Slayer weapon enchantment .. 

 

Superb (0.45%) Arbalest base damage 30. 33% might bonus . Slaying (Primordial)
Accuracy in char screen 70.. Accuracy vs primordials + 15 ( boreal dwarf) + 5 (Slaying primordials) = 90 . Test subject was Dank spore ..
 
30 * ( 1 + 0.45 + 0.33 + 0.25 ) = 60.9 == 60.9 // hit  OK
 
30 * ( 1 + 0.45 + 0.33 + 0.25 + 0.5 - 0.3) = 66.9 <> 68.4  //crit . NOT OK
30 * ( 1 + 0.45 + 0.33 + 0.25 + 0.5 - 0.25) = 68.4 == 68.4 // Crit. Match  - arbalest crit mod is 0.25 not 0.2 .
 
Third test vs non-primordial target ..
30 * ( 1 + 0.45 + 0.33 +  0.5 - 0.25) = 60.9 == 60.9 // crit. Indeed Arbalest crit is lowered by -0.25
 
So Slayer enchantments WORK, work additively as expected and unexpectedly Arbalest reduce crit damage by -0.25 NOT by -0.3 as in description
Edited by peddroelm
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1.05 test - the fixed One Stands Alone

 

20 base damage estoc  33% bonus from might

 

20 * (1 + 0.33 - 0.5) = 16.6 ( == 16.6 combat log graze)

 

OSA 20% activated and debuff that lowers might by 2   27% might bonus

 

20 * (1 + 0.27 + 0.2 ) =  29.4 ( == 29.4 combat log hit)

20 * (1 + 0.27 + 0.2  - 0.34) = 22.6 ( == 22.6 combat log carnage hit )

20 * (1 + 0.27 + 0.2 - 0.34 - 0.5) = 12.6 ( == 12.6 combat log carnage graze)

20 * (1 + 0.27 + 0.2 - 0.34 + 0.5) = 32.6 ( == 32.6 combat log carnage crit )

 

The 1.05 OSA provides 20% additive damage mod as advertised in the description ..

Edited by peddroelm
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Finishing Blow (Rogue per rest talent)

 

20 base damage sabre
30% might  20% reckless
test barb has 105.27.. max endurance

20 * (1 + 0.3 +0.2 + 0.5 + 0.5) = 50 == 50  // sneak + crit
20 * (1 + 0.3 +0.2 + 0.5 + 0.5 + 0.5 ) = 60 == 60  // sneak + crit + FB(100%) NO accuracy bonus  50%

20 * (1 + 0.3 +0.2 + 0.5 + 0.5 + (0.5 + 0.045?) ) = 60.9   // sneak + crit + FB (50% <)

20 * (1 + 0.3 + 0.2 + (0.5 + 3?)  )  = 100   ?   98.9  // hit + FB (1% <)     ~350%
20 * (1 + 0.3 + 0.2 + 0.5 + (0.5 + 3?)) = 110 ==  110   // crit +FB  (10% <)    350%
20 * (1 + 0.3 + 0.2 + 0.5 + (0.5 + 2.25?)) = 95  ==   95  // crit + FB ( 20% <) 275%                                      
20 * (1 + 0.3 + 0.2 + ( 0.5 + 1.25?)) = 65  ? 64 // hit + FB (30% <)  ~ 175%
20 * (1 + 0.3 + 0.2 + ( 0.5 + 0.6? ))= 52 == 52 // hit + FB (40% <)
// activate savage attack
20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + ( 0.5 + 0.6 ))= 66 <> 70.2 // crit + FB (40% <)

Maybe the endurance scaling component is multiplicative ?

20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + 0.5 ) = 54 == 54 // Crit + FB  (100%)   OK - seems the there is a 50% additive component
20 * (1 + 0.3 + 0.2 + 0.2 + (0.5 + 3)) = 104 ??  108.8 // hit + FB(1% <)
20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + (0.5 + 3)) =  114 ??   133.5 / /crit + FB(1% <)

because difference between 133.5 - 108.8 is not exactly 20 * 0.5  it strongly indicates the second component of finishing blow is multiplicative .

133.5 / (20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + 0.5 )) = 2.44   //1 % crit + SA
108.8 / (20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 )) = 2.47     // 1% hit + SA
98.9  / (20 * (1 + 0.3 + 0.2 + 0.5 )) = 2.47      // 1% hit

110/(20 * (1 + 0.3 + 0.2 + 0.5 + 0.5)) = 2.2 // 10% crit

95 / (20 * (1 + 0.3 + 0.2 + 0.5 + 0.5 )) = 1.9 // 20% crit

64 / (20 * (1 + 0.3 + 0.2 +  0.5 )) = 1.6 // 30% hit

52 / (20 * (1 + 0.3 + 0.2 + 0.5 )) = 1.3 // 40% hit
70.2 / (20 * (1 + 0.3 + 0.2 + 0.2 + 0.5 + 0.5 )) = 1.3    // 40% crit + SA

60.9 / (20 * (1 + 0.3 +0.2 + 0.5 + 0.5 + 0.5 )) = 1.015 // 50% sneak + crit


TLDR

Finishing blow has 2 components ..
a. +50% additive damage mod regardless of target current endurance
b. *(2.5 - 3 * TCurE/TMaxE) multiplicative bonus that scales from *1 at 0.5 target_current_endurance/target_max_endurance (starts working when target goes bellow 50% endurance)  to *2.5 towards 0 target current endurance

 

Dual wield will apply the bonus for both weapon swings (might want to put the harder hitting weapon in off-hand) .. Making best use of this requires knowledge of  various targets maximum endurance (game will not display it during battle but after in bestiary) (as to not blow it off to early or too late) .. Due to its multiplicative component YOU REALLY WANT the target to qualify for sneak/deathblows conditions before you activate it ..

 

*2.5 true multiplicative damage sounds incredible until you realize the target must be already dead to get it :) ..

Realistically between *1.3 (40% ENDURANCE) and *1.6 (30% ENDURANCE ) for first swing and then *1.9 .. *2.1 for the second swing.. Can be used to 1 shot most Boss units down to ~40% Endurance .. Especially in combination with sneak/deathblows ..

 

For nonboss units (in case of emergency or if you know you are about to rest soon anyway ) - might be able to 1-2 (dual wield) the unit from almost full endurance .. (first hit puts it into the red second chunks it)

 

This ability can spit out some sick damage numbers for the big damage numbers fetishists out there .

 

 

Here's the multiplicative scaling component graph .. (X axis has target_current_endurance/target_max_endurance 0.5 to 0  ; Y axis has the multiplier 1 to 2.5)

http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIyLjUtMyp4IiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiMCIsIjAuNSIsIjEiLCIyLjUiXX1d

Edited by peddroelm
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One thing that occured to me is that DR-reducing skills can be really, really powerful. With a couple of damage lash components you are getting +5 damage per lash if you use And Hel-Hyraf Crashed upon the Shield.

Even if it works  for lashes you will only get (at most) 5 * 0.25 = 1.25 damage per lash benefit .. Lashes only go against 25% of the appropriate DR ..

Edited by peddroelm

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Animal companion damage tests

 

Used Boar 11-17 base damage edited to do 15-15 base damage

Boar has 11 might => 3% might bonus

 

L1 tests

 

15 *( 1 + 0.03) = 15.45  ( == 15.5 combat log hit)

15 * (1 + 0.03 + 0.5) = 22.95 ( == 23 combat log crit)

 

Injure boar so combat log reads "porcu' activates Injured Boar Damage Bonus."  // 20% when bellow 50% HP

 

15 * (1 + 0.03 + 0.2 ) = 18.45 ( == 18.5 combat log hit) // "Injured Boar Damage Bonus" Works and is additive

15 * (1 + 0.03 + 0.2 - 0.5 ) = 10.95 ( == 11 combat log graze )

 

L2 Vicious companion + 15% damage per hit ?

 

15 * (1 + 0.03 + 0.15 + 0.5) //25.2 crit

15 * (1 + 0.03 + 0.15)  // 17.7 hit 

15 * (1 + 0.03 + 0.15 - 0.5)  // 10.2 graze

15 * (1 + 0.03 + 0.15)  // 17.7 hit 

15 * (1 + 0.03 + 0.15)  // 17.7 hit    

 

So its not cumulative as skill description suggests .. Regular additive 15% damage bonus .. 

 

L3 porcu' activates predatory sense (50% damage bonus vs targets with active DOTs )

additem hunting_bow_persistance 1

 

//No DOT on target

15 * (1 + 0.03 + 0.15 - 0.5) ==  10.2 graze

15 * (1 + 0.03 + 0.15 ) == 17.7 hit

15 * (1 + 0.03 + 0.15  + (0.5 - 0.27) ) == 21.2 crit  // test subject had girdle of mortal protection -27% crit damage

 

// DOT from Hunting Bow Persistence on Target 

15 * (1 + 0.03 + 0.15 + 0.5 - 0.5) ==  17.7 graze  

15 * (1 + 0.03 + 0.15 + 0.5) == 25.2 hit 

15 * (1 + 0.03 + 0.15 + 0.5 + 0.5 - 0.27) == 28.7 crit // test subject had girdle of mortal protection -27% crit damage

 

//Works OK predatory sense adds 50% additive damage to targets under DOTs as 

 

L4 porcu' activates Merciless Companion (30% sneak attack damage) 

porcu' activates Animal Companion Combat Bonuses (.. 12% .. damage)    

 

//BUG strikes - the boar started to do BLUNT ( animal companions do pierce) - non constant based damage at this point ..

Merciless Companion does not appear anywhere in Ranger's Sheet.. Combat log registers the boar doing blunt damage (merciless companion) 

 

dealdamage Companion_P_R_5 20  // damages the ranger. Note to self - give your test characters proper names.."FindCharacter R" returned a lot of matches    

removetalent Companion_P_R_5 tln_merciless_companion  // no effect .. No reaction to enter keypress ..

 

Gamestate compromised ... Is merciless companion broken ? 

Restart PoE ...Load older save .. Add ranger console level to 4 ..

 

Damage done is of piercing type and of plausible value.. Merciless Companion still not listed on Ranger's Sheet ..

Edit "base weapon" from 11-17 to 15-15 for testing

 

L4 porcu' activates Merciless Companion (30% sneak attack damage) 

porcu' activates Animal Companion Combat Bonuses (.. 12% .. damage)    

 

15 * (1 + 0.03 + 0.15 + 0.12 + 0.3 - 0.5 ) == 16.5 // sneak graze OK

15 * (1 + 0.03 + 0.15 + 0.12 + 0.3 ) == 24 // sneak hit OK 

15 * (1 + 0.03 + 0.15 + 0.12 + 0.3 + (0.5 - 0.27) ) == 27.5  // sneak crit OK

 

Merciless companion works 30% additive sneak damage ..

 

L12 porcu' activates Animal Companion Combat Bonuses (.. 36% .. damage)    

 

15 * (1 + 0.03 + 0.15 + 0.36 + 0.3 ) == 27.6 // hit

 

Tried to test Marked Prey but by this time the pig started doing slash damage .. ?!? 

15 * (1 + 0.03 + 0.15 + 0.36 ) == 23.1 hit // ( SLASH ?!?)

15 * (1 + 0.03 + 0.15 + 0.36 + 0.5) == 30.6 crit // (damage numbers work BUT WHY SLASH DAMAGE TYPE ?)

 

Activated marked prey

30.6 slash + 4.4 pierce  // crit    30.6 * 0.4 - 7 *0.25 = 10.49 != 4.4      // 30.6 * 0.2 - 7 * 0.25 = 4.37

23.1 slash + 2.9 pierce // hit     (23.1 * 0.4 - 7*0.25) = 7.49 != 2.9  (very different) // 23.1 * 0.2 - 7*0.25 = 2.87

 

So maked prey only adds 20% lash damage to AC vs 25% DR ..

 

Sneaky suspicion .. 

18.7 * 0.2 - 7*0.25  ==  2.0

This was Ranger attack ( THEY STEALTH NERFED MARKED PREY IN 1.05 :((  down to 20% from 40% )

 

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TLDR  

 

1.05 Stealth nerfed Marked Prey lash damage from 40% vs 25% DR down to 20% vs DR ( honestly I would've preferred the 40% version even with the longer cast time )

Animal Companion damage perks work (all provide additive damage mods) - but are IMHO utterly useless .. Animal Companions have extremely slow attack speeds, cannot enchant weapons, not DR bypass and don't live long in melee range..

If their role is not damage dealing - why waste so many of the ranger perks on (next to) useless perks ?

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Stuff like Merciless Companion is listed on the companion's character sheet. They have their own section on ranger's page.

stuff like it is shown .. But NOT merciless companion ..

http://i.imgur.com/AktMobW.jpg

 

http://forums.obsidian.net/topic/79125-105-merciless-companion-talentability-not-listed-on-rangers-sheet/?do=findComment&comment=1685602

Edited by peddroelm

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How did you get Concentration and Interrupt to show on your record screen like that?

 

Also, how are they calculated exactly?

"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

 

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How did you get Concentration and Interrupt to show on your record screen like that?

 

Also, how are they calculated exactly?

beta 1.05 (steam) shows them .. Didn't do any number crunching as to how they might be calculated (no idea atm) ... 

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