May 13, 20187 yr an arquebus gives 25% damage bonus on criticals and -25% blunted criticals damage penalty. All in all that results in criticals doing less damage than normal attacks due to the weird damage formula, is that intended? Seems a bit stupid to me.
May 13, 20187 yr I think it's not intended. Who wants to design a weapon that does less damage in crit? The designer who did blunted criticals obviously didn't know that the implementation actually leads to -33% instead of 25%. Edited May 13, 20187 yr by Boeroer Deadfire Community Patch: Nexus Mods
May 13, 20187 yr I think it's not intended. Who wants to design a weapon that does less damage in crit? The designer who did blunted criticals obviously didn't know that the implementation actually leads to -33% instead of 25%. I think it's more that the dmg calculation changed but they never adjuster the blunted criticals modifier.
May 13, 20187 yr Author well i modded it out completly for now, dont think guns need it with the new armor system.
May 13, 20187 yr it was reported as a bug? because between this and the cap on dual pistols reload that make gun really bad.
May 13, 20187 yr It's working as intended as far as I understand: read MaxQuest's pinned thread concerning Attack Speed on this sub-forum. It has to do with how the game handles negative numbers.Now, whether they decide to change how the game handles negative numbers later on is another matter, but the Blunted Crits effect isn't bugged. Edited May 13, 20187 yr by aweigh0101
May 13, 20187 yr Author Are not all the damage modifiers additive? no, the positive effects are all added, but the negative effects are a multiplier. It is not straight forward, it works just like the pinned thread explains penalty to attack speed. any negative damage multiplier is devastating, this is why armor is so strong now.
May 13, 20187 yr Oh, thank you for letting me know. This malus formula is such a trash. Counter-intuitive, balance breaking and... why did I not learn it in the game?
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