As noted, this appears to be a loading-specific problem (as it doesn't stack, doesn't happen directly after leveling up and taking CA, it didn't happen when reverting back to 3.02, etc.; see link), and upon some further testing I suspect that the 1.2 multiplier is incremented by one and becomes 2.2 instead; ie. the minimum base damage becomes the old maximum, and the maximum becomes the old minimum x 2.2. This is as at least consistent with the observed base ranges for different weapons
(since these were done by hitting my own NPC lot and observing the minimum/maximum (corrected for multipliers to get base range), they likely didn't quite reach the exact lower and upper bounds). In square brackets are full range if the above theory is correct, as well as the range it should have if CA worked as intended.
Unarmed seems to be completely unaffected by Confident Aim (no conversions either), but it might be that it's not intended to.
Anyway, obviously this makes Confident Aim quite overpowered. Mean base damage is increased by about 48% (whereas if it worked as intended this would only be about 8%, and wouldn't increase the upper bound on it), which is then further amplified by every damage multiplication effect. As shown, it essentially gives for example a Dagger the base damage range of a Sabre.
Question
Loren Tyr
The Confident Aim loading bug still persists in the current 3.03 (.1047) release: https://forums.obsidian.net/topic/87873-303-confident-aim-loading-damage-bug/
As noted, this appears to be a loading-specific problem (as it doesn't stack, doesn't happen directly after leveling up and taking CA, it didn't happen when reverting back to 3.02, etc.; see link), and upon some further testing I suspect that the 1.2 multiplier is incremented by one and becomes 2.2 instead; ie. the minimum base damage becomes the old maximum, and the maximum becomes the old minimum x 2.2. This is as at least consistent with the observed base ranges for different weapons
(since these were done by hitting my own NPC lot and observing the minimum/maximum (corrected for multipliers to get base range), they likely didn't quite reach the exact lower and upper bounds). In square brackets are full range if the above theory is correct, as well as the range it should have if CA worked as intended.
Dagger:
- without CA: 9 - 13
- with CA: 13 - 19.3 [ theorized = 13 - 19.8, intended = 10.8 - 13 ]
Mace:
- without CA: 11 - 16
- with CA: 17 - 23.8 [ theorized = 16 - 24.2, intended = 13.2 - 16 ]
Sabre:
- without CA: 13 - 19
- with CA: 19 - 28.3 [ theorized = 19 - 28.6, intended = 15.6 - 19 ]
Hunting Bow:
- without CA: 10 - 15
- with CA: 15.1 - 22 [ theorized = 15 - 22, intended = 12 - 15 ]
Arquebus:
- without CA: 24 - 36
- with CA: 36.4 - 50.6 [ theorized = 36 - 52.8, intended = 28.8 - 36 ]
Unarmed seems to be completely unaffected by Confident Aim (no conversions either), but it might be that it's not intended to.
Anyway, obviously this makes Confident Aim quite overpowered. Mean base damage is increased by about 48% (whereas if it worked as intended this would only be about 8%, and wouldn't increase the upper bound on it), which is then further amplified by every damage multiplication effect. As shown, it essentially gives for example a Dagger the base damage range of a Sabre.
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