MaxQuest Posted January 20, 2018 Posted January 20, 2018 Just want to ask if irregular scaling is intended or not? img bb code seems to be disabled here, so here's the link to comparison: image 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
0 Boeroer Posted January 20, 2018 Posted January 20, 2018 Holy Scarabaeus - what happens at 20 Alchemy? Deadfire Community Patch: Nexus Mods
0 theBalthazar Posted January 20, 2018 Posted January 20, 2018 (edited) 11 alchemy : Potion of relentless striking +61% action speed +42 % damage : p Edited January 20, 2018 by theBalthazar
0 SaruNi Posted January 20, 2018 Posted January 20, 2018 (edited) 20 Alchemy Potion of Relentless Striking: +60% damage -41% recovery = +70% action speed Edited January 20, 2018 by SaruNi
0 MaxQuest Posted January 20, 2018 Author Posted January 20, 2018 (edited) Holy Scarabaeus - what happens at 20 Alchemy? this Edited January 20, 2018 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
0 Boeroer Posted January 20, 2018 Posted January 20, 2018 (edited) Haha - awesome. Now off to building my first char based on potions. I'll name it "Weird Al Chemovich"... Now playing a single class wizard who is addicted to potions of deftness suddenly is worthwhile! Edited January 20, 2018 by Boeroer 2 Deadfire Community Patch: Nexus Mods
0 MaxQuest Posted January 20, 2018 Author Posted January 20, 2018 Now playing a single class wizard who is addicted to potions of deftness suddenly is worthwhile! It's definitely worth it now. And also there are some nice poisons which scale with alchemy as well. E.g. Stone Joint deals 10 damage per tick at alchemy 0, or 40 damage at alchemy 20. But hah, it's funny how alchemy doesn't even mention that it affects potions: alchemy description PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
0 Juodas Varnas Posted January 20, 2018 Posted January 20, 2018 Eh, i'm honestly not a huge fan of the way alchemy affects the USE of potions and not the creation of them. Feels a bit too 'gamey' i guess? But i guess it does make some sense in Pillars of Eternity just how much one's beliefs actually affect the world, so I GUESS just believing that you're great at making potions makes the potions more effective or something, i don't know. 1
0 theBalthazar Posted January 20, 2018 Posted January 20, 2018 Potentially the key of the game. Potions + Poisons...
0 Boeroer Posted January 20, 2018 Posted January 20, 2018 (edited) Maybe they will apply those bonuses to crafted potions and this scaling of every potion is just a bug - if they include crafting in the first place. Who knows? I also find it a bit weird that your alchemy skill automatically improves stuff that's already mixed together. But I could live with that as well. At least a skill that's very useful to have. Since drugs also seem to profit from alchemy, the Nalpasca Alchemist suddenly gets more and more appealing. Edited January 20, 2018 by Boeroer Deadfire Community Patch: Nexus Mods
0 Madscientist Posted January 20, 2018 Posted January 20, 2018 When I look at the images, all stats change by a different number ( both absolute numbers and %) per point of alchemy. At the moment you cannot tell what bonusses you get if you increase your alchemy by 1 point. A description like "alchemy increases the effects of consumables by X%" makes no sense at the moment. By the way: Does alchemy increase the effects of drugs too? Would this make the drugged monk subclass very powerful? Porsonally I use only the shattered pillar, because getting powers by hitting things sounds better than getting powers by being hit.
0 theBalthazar Posted January 20, 2018 Posted January 20, 2018 (edited) Would this make the drugged monk subclass very powerful? Already my favorite subclass. +1 wound every 3s + Alchemy boost. Better than the huge malus of helwalker. Shattered pillar is limited because of 5 max wounds. And if iron wheel and turning wheel appear after level 10 = end of shattared pillar Edited January 20, 2018 by theBalthazar 1
0 Boeroer Posted January 20, 2018 Posted January 20, 2018 Yes, drugs get affected by alchemy as well. Tested it 10 min. ago. A certain drug (forgot which one) does +3 to two attributes with 0 alchemy but +5 with 8 alchemy. With the Nalpasca the drug effect lasted more than 600 seconds. 1 Deadfire Community Patch: Nexus Mods
0 AndreaColombo Posted January 20, 2018 Posted January 20, 2018 (edited) Intended, by the way. Too lazy to find the post from QA in the bugs section, but I've been maxing out Alchemy on my main ever since. Speed's been nerfed in the beta update, however, and the tooltips don't reflect that. So at 20 Alchemy you're not actually getting +125% attack speed from the Potion of Deftness. Edited January 20, 2018 by AndreaColombo 1 "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
0 dunehunter Posted January 20, 2018 Posted January 20, 2018 I'm starting to worry how the late game gonna scales!
0 IndiraLightfoot Posted January 20, 2018 Posted January 20, 2018 In my solo PoTD run, I only used healing potions and no food and beverages. However, I took advantage of resting bonuses when I could, and I abused the hell out of summoning figurines. Without them, I wouldn't have made it. They were with me until the very end-game fight. That's why I'm eager to play a chanting necro-summoner this time around, I want my skeletal army to mow archipelagos until every single islet has sunk in fear (See what I did there? ). *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
0 Boeroer Posted January 21, 2018 Posted January 21, 2018 If I may suggest a Beckoner/Bleak Walker's to you? Mith Fyr + Shared Flames is so good for your tiny skeletors. 1 Deadfire Community Patch: Nexus Mods
0 MaxQuest Posted January 21, 2018 Author Posted January 21, 2018 (edited) Maybe they will apply those bonuses to crafted potions and this scaling of every potion is just a bug - if they include crafting in the first place. Who knows? I also find it a bit weird that your alchemy skill automatically improves stuff that's already mixed together.If alchemy would improve the quality of crafted potions: - we would have only one character per party who would rise it. - we would use alchemy-buffing scrolls (if there are such) and create potions in big batches - the bought potions from NPC vendors would not benefit from our alchemy. On the other hand, I agree, having alchemy increase the quality of crafted potions is much more... natural. At the moment it looks like current alchemy is some sort of witcher mutation that allows you to get more from the stuff you consume. There could be also a compromise option: - there are few alchemist vendors around the world, with alchemy > 0 - alchemy increases the positive qualities of crafted potions, poisons, antidots and boms - alchemy decreases the negative qualities of consumed/used potions, poisons, antidots and bombs (if any) - you can leave alchemy at 0, and benefit from NPC potions; or you can a really dedicated alchemist that is capable of making stuff of better quality that can be found around the world (at least in the first 80% of the game) Intended, by the way. Too lazy to find the post from QA in the bugs section, but I've been maxing out Alchemy on my main ever since.Hmm, wasn't expected that potions will scale differently. But... it's interesting. Some potions will end up useful only for high-alchemy characters; but there will still be stuff useful for builds with 0 alch. Speed's been nerfed in the beta update, however, and the tooltips don't reflect that. So at 20 Alchemy you're not actually getting +125% attack speed from the Potion of Deftness.I am... not that sure of that. Tooltips were changed yes. And the displayed bonuses were inverted from +%speed to -%time (via this mini-formula: t = 1 - (1 / 1 + s)). Also +50% attack speed in Deadfire is not the same as in PoE1. Stacking bonuses now suffers from diminishing returns. But you are actually getting +125% action speed from Potion of Deftness at 20 alchemy: image coef = 1 + 1.25 = 2.25 recovery = 3.0s / coef = 1.33s | and as you can see in screenshot it is displayed as 1.3s | I have also frapsed this, and got exactly 40 frames Edited January 21, 2018 by MaxQuest 2 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
0 AndreaColombo Posted January 21, 2018 Posted January 21, 2018 Interesting. I’ve gotta go back to the drawing board and figure out my math better. Thanks, MaxQuest "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
0 MaxQuest Posted January 21, 2018 Author Posted January 21, 2018 (edited) No problem There is one more partially related bug: - +% Action Speed effects, increase the displayed reloading duration: image. - although in reality they actually decrease it. In case of arquebus reloading went down from 182-183 frames to 82 (I have frapsed it) Which also points on one more tooltip bug: - base reloading duration of arquebus is 6.1s not 6.8s Edited January 27, 2018 by MaxQuest 2 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
0 MaxQuest Posted February 5, 2018 Author Posted February 5, 2018 One more probably not-intended thing: the Reload Speed bonus (from Potion of Spatial Alacrity) is getting lower when you invest in alchemy skill: image PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
0 Nail Posted February 5, 2018 Posted February 5, 2018 I hate to say, but now I'm worried, cause it's too raw game from my overview, no way Obs gonna polish these things out in two months Kinda nobody pushed them for faster release! It's depressing to get great ideas implemented in games on paper, but with tremendous exploits aka bugs in reality, and we have so many examples of such approach lately in game development. Hopefully I will be wrong, but... Done this with Moon Godlike Wizard Perebor steam
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MaxQuest
Just want to ask if irregular scaling is intended or not?
img bb code seems to be disabled here, so here's the link to comparison: image
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