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About zczczc1680

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    (1) Prestidigitator
  1. The tier1 and some tier2 inspirations are quite common, it is easy to find items with those buffs, and any of your priest companions can do the job well. But tier3 buff is much more powerful and hard to get. Say if I want intuitive(good hit to crit chance), I think the only (stable) way is to choose fighter class. I just found out, the actuall effect depends on how many "points" the player has got during the talks. For example if I choose all perception oriented dialogs in the 3 cutscenes, I will have enough points to unlock the intuitive version of Mien of Death's Herald. But if I onl
  2. In my recent game, I had Mien of Death's Herald, which grants "aware" instead of "insightful" after the second talk to the gods. After I read this topic I loaded a previous save to get the "Upgrade", Raiment of Death's Herald. But Raiment of Death's Herald can only give me insightful + smart (both tier1 buff). So I assume that the actual effect of such abilities would depend on the game process. That means the "unupgraded" version will grant tier2 inspiration after second talk and tier3 after third talk. If that is true then an "upgrade" is not always better.
  3. Is it intended? Bonuses from weapon and Sneak attack are applied. Once during a ship combat, my wizard/rogue Aloth killed half of the enemy team in one shot. That arcane backstab
  4. If you don't mind playing with custom adventurers, it is easy and safe to activate Heating Up by getting flanked. Hire a Berserker/cipher, max PER, use frenzy to confuse himself then use Phantom Foes on your main character. Mission complete if hitted.
  5. A looter(Gorecci Street) rolled 22.4 base damage with a hunting bow Edit: well it was right. I just forgot the numbers sorry. please ignore this post
  6. I found a bug related to the assassin named "Rust" in delver's row. I can't trigger combat by dialogues(I don't know if there is a quest let me kill him) so I decided to assassinate the assassin.( Of course not for his weapon. As you know, the great watcher, the savior of the world, hates such criminals. This bloody killer must be slayed and justice shall be done.) After being attacked, he will do a scripted Escape(or maybe one of the upgraded versions) and (I think)is supposed to flee away. But sometimes( I mean always actually) he dies to DOT or simply runs back and fight to let me
  7. ------------------------------------------------------------------------ Rännig's Wrath Flanking or Insistence replaces Flurry. Redoublement or Retreat replaces Thrusting. original enchanted with Flanking for example Flurry disappeared, makes the weapon worse than the original one. Duskfall Drawing Parry has no icon and actually provides nothing in combat(I checked the hit roll in combat once) Tuotilo's Palm Outward Spikes ununderstandable discription: attackers when missed by an attack with Melee attacks vs Deflection. Actually it is a we
  8. Make sure not to be affected by sickend(quite common in that area) which makes you considered to be in combat and thus prevents you from picking up anything.
  9. Edit: I mean "inaccurate" in the title There is already a post in this forum https://forums.obsidian.net/topic/98617-bug-attack-frequency-on-guns-capped-at-36-sec/ in which the author pointed out that reload time of firearms capped at about 3 seconds. I did some tests in game. Actually the animation is always played with the same speed. For longer reload time, certain scene will be repeated several times. The animation is alwasys played smoothly, that means a reload can't end unless certain part of the animation is over. Example: Lets see how a pistol is reloaded in game Fire! ----
  10. I don't think Arquebus is unaffected by this. I tested Arquebus(to 1,9 sec reload time) and Xbow(to 1.4 sec) , and the reload time capped at ~3 sec, both of them. They seem to be faster than pistol because they have better base attack time (0,7 vs 1.1) and it is hard to make reload time lower than 3 seconds. You can tested yourself by adding ApplyStatusEffect Playername Streetfighter_SE_RecoveryBonus to get additional -50% bonus. For example "ApplyStatusEffect Companion_Maia(Clone) Streetfighter_SE_RecoveryBonus". My conclusion: reload time(regardless which weapon) capped at
  11. Same problem. I created my second character, a monk/ranger, right after I found the unique hat which grants -20% reload time. I thought swift flurry + dual blunderbuss(the kitchen stove can give extra bounces) + bounce would be cool, but the attack frequency was lower than I had expected and I ended up using spearcaster which grants extremely high accuracy and cool on-hit effect. (I did not finish the game with that character, because bounce + swift flurry + knockback was quite buggy, my character perma CCed and killed all enemies and killed my whole team too, sometimes i can see enemie
  12. Let y' be a negative modifer, let y = y'/1-y'. Then we use -y in steps. Even if we let -% damage as powerful as a multiplicative factor while all bonuses remain additive, you can only get the closest result if negative step -y = positive step x or positive step x = 0. Since it is unlikely to get x > y in such cases with a very big y (then y' will be less powerful than a multiplicative factor), in the most of time we end up in the aera x \in (0, y), in this situation the negative modifier y' is more powerful than a multiplicative factor. In your case, if we had +300% bonus or no bonu
  13. I have asked a similar question before, actually the damage is calculated via "steps". https://forums.obsidian.net/topic/98571-damage-calculation-with-multiple-modifiers/ Seems like they have treated action speed / recovery time in the same way. Every action speed bonuses are converted into -% time and caltulated together with +% time penalties. Whenever a negative "step" exists, the exact result of multiple modifier will be quite confusing. What I can say is: 1.Negative modifiers are stronger than positive modifiers if both of them are calculated together and the negative ones wi
  14. Thanks for your answer. But still, the formula is weird to me. First, might and critical(it's nothing compared to its brother graze) damage bonus are definitely underpowered since there are so many bonus sources in the game(especially the high-rank weapons). Second, the "blunted critical" must be reworked due to the formula. The -25% critical damage, which is surely applied in a critical hit, is actually -0,33 in steps. Thus, it makes a critcal hit weaker than a normal hit if no overpenetration occurs. In fact, any negative modifier y = -x <0 is considered 1 - 1/(1-x) = -
  15. Could anyone explain to me how the damage is calculated in game? It's quite confusing and most of the time I can't get the right results if there are multiple modifiers. Example1: base damage roll = 20.1 modifier : + 25% critical - %25 blunted critical + 33% might +30% overpen. result = 31.1 seems like it should be 20.1 * 1.25 * 0.75 * 1.3 + 20.1 * 0.33 = 31.129875 which is weird, since a critical hit dealt by weapons with "blunted critical" may cause less damage than a normal hit (if not overpenetrates armor) Exanple2: base damage roll = 24.6 modifier: -
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