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I need help understanding this, I can't figure it out.

 

I was deciding what to pick when leveling Sagani from lvl 15 to 16 so I was testing how Improved Wounding shot works, using Eder as a target and far away from the rest of the party. The normal shot with Aedrin's Wrecker (superb) works as expected.

 

LVL 15: Character sheet shows 96 acc, log shows 101, because of Marksman

LVL 16: C sheet 99, log 104

 

So all good here. I don't understand the accuracy of Wounding shots and Envenomed strikes, though. I take improved WS when leveling up, but that's not the real issue.

 

Wounding shot

LVL 15: Log shows Acc 116, 12 higher than expected. I don't see anything in the description of the ability that would explain it. The additional effect then has 111 Acc listed, which I also don't understand (this one against fortitude)

LVL 16: Log shows Acc 120 for main attack vs Def and 125 for additional effect vs fortitude (of 128).

 

Envenomed strike:

LVL 15: Log again shows Acc 116 and 111 for additional effect vs fortitude.

LVL 16: Log shows Acc 120, same as for WS vs Deflection and 115 for additional effect vs Fortitude (this time Eder's Fort score was 108, not 128)

 

So there's quite a few values I don't understand here. After every shot I always made sure that everyone was back at default, no special effects were active.

 

 

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all abilities get +1 accuracy per level.

i think that might be the reason for the higher accuracy compared to auto attacks in your case.

I cannot tell why combat log and char sheet calculate with +12 though. but some of the very experienced players have hinted that combat log and char sheet infos are not always 100% correct.

Edited by Natures Bounty
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For Wounding shot you have:

LV15: 116-101=15 (your lvl) for the main attack and 111-101=10 (your lvl - 5) for the effect

LV16: 120-104=16 (your lvl) for the main attack and 125-104=21 (your lvl + accurate WS - 5) for the effect

 

For Envenomed Strike you have:

LV15: 116-101=15 (your lvl) for the main attack and 111-101=10 (your lvl - 5) for the effect

LV16: 120-104=16 (your lvl) for the main attack and 115-104=11 (your lvl - 5) for the effect

 

It seems Marksman is applied only to the main attack, while the effect is unaffected by it.

 

PS. I don't know if the other abilities (Distant Advantage, Vicious Aim) affecting only the ranged accuracy work the same way, but you could see, in theory, up to 20 difference in accuracy between the shot and the effect.

Edited by Kaylon
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Yes, exactly. As usual a very helpful answer. :)

 

I want to add:

Also things like one handed weapon use (+12 accuracy) will get applied to the main attack (of let's say Knockdown), but the fortitude roll that actually sends the target prone will not have +12 accuracy.

 

I guess it's the same with all attacks that have two (or more) rolls. Look at Interdiction and Painful Interdiction where you add a weakening roll to the initial dazing one. The daze roll will profit from things like Empowered Interdiction (improved accuracy) but the weaken roll will not.

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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Yes, exactly. As usual a very helpful answer. :)

 

I want to add:

Also things like one handed weapon use (+12 accuracy) will get applied to the main attack (of let's say Knockdown), but the fortitude roll that actually sends the target prone will not have +12 accuracy.

 

I guess it's the same with all attacks that have two (or more) rolls. Look at Interdiction and Painful Interdiction where you add a weakening roll to the initial dazing one. The daze roll will profit from things like Empowered Interdiction (improved accuracy) but the weaken roll will not.

Check my Zealous Focus and FoD thread same issue.

Have gun will travel.

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Thanks, I would have never guessed that abilities improve with level, on top of the usual accuracy improvement. It's kind of interesting that ability improves the hit or shot itself, makes something like envenomed strike decent pick, against tough enemies.

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