Does anyone know offhand if two items that contain the attribute "reduces hostility" have a stacking effect? In other words, is wearing bard's dancing shoes and magister's cinch making me REALLY uninteresting or is it just the same as wearing one. I could almost certainly find a better item for one of these slots, but my soft, squishy rogue PC really prefers not to be beat upon.
I apologize if this information exists elsewhere. The !@$Wing search feature has never worked on this site.
"reduces hostility" stackable?
Débuté par
Jymm
, nov. 29 2009 03:28
#1
Posté 29 novembre 2009 - 03:28
#2
Posté 29 novembre 2009 - 04:11
No idea, but I've wondered this myself...regardless, with taunt it becomes a nonissue really.
#3
Posté 29 novembre 2009 - 05:04
Hmm. I have Alistair set to taunt whenever someone melee's Morrigan. I don't like to waste it when they are beating on me because frankly, I'm expendable in the end. Most fights can be won without my rogue, but most serious skirmishes can't be won without a mage.
#4
Posté 29 novembre 2009 - 05:57
good question. my guess is that its not. this is hard to quantitatively test in gameplay though, someone would have to parse the code. item definition files i think. tricky one. any coders/modders reading this wanna take a crack at it?
#5
Posté 29 novembre 2009 - 07:32
I built a DPS mage on my 4th play through and even with a taunt and threaten on, Allister set to attack my target in tactics setup, and with one hostility reducing item think it was a belt, i still pulled aggro. I know i should manage it and after awhile of getting pasted a few times i backed off on the DPS. It was quite suprising the first time i got whacked by something that took almost 75% of my health in one hit and would not leave me alone until it waas dead, i spent the rest of that mobs life chugging potions to stay verticle. I would definatly like to know if it makes a difference.
Asai
Asai
#6
Posté 29 novembre 2009 - 09:05
I'm interested in knowing this myself.
#7
Posté 29 novembre 2009 - 09:23
Gwydeon79 wrote...
I'm interested in knowing this myself.
i second this, insert dev post now!
#8
Posté 29 novembre 2009 - 11:42
bump for great justice
#9
Posté 29 novembre 2009 - 12:18
Actually its easy to test if you really need to know. Get 3 items with "reduced hostility" on them. Take 2 characters naked. Place 1 of the "reduced hostility" items on 1 char and 2 on the other char. The items will need to be non armour items (belt / rings / amulets), as armour effects initial aggro in this game. Now take those 2 chars and run into a pack of enemies and see who the enemies initially go for. Even better way to test this would be to start an event with the 2 test chars where the mob spawns near them.
Try quite a few times. If the mobs always attack the guy with only 1 "reduced hostility" first everytime then you know the stack.
Easy way through trial and error to see if they stack. Cause I dont really care about it that much I myself have not tested it yet. But this way will solve the problem.
Your characters dont need to be naked (its just the easiest way) but you could test it with 2 chars wearing identicle armour pieces. Characters gain an initial boost to threat at the start of a fight based on the amount / heaviness of their armour in this game. Thats why your characters need to be naked or wearing identicle items and is also why the "reduced hostility" items need to be on rings/amulets/belts.
Try quite a few times. If the mobs always attack the guy with only 1 "reduced hostility" first everytime then you know the stack.
Easy way through trial and error to see if they stack. Cause I dont really care about it that much I myself have not tested it yet. But this way will solve the problem.
Your characters dont need to be naked (its just the easiest way) but you could test it with 2 chars wearing identicle armour pieces. Characters gain an initial boost to threat at the start of a fight based on the amount / heaviness of their armour in this game. Thats why your characters need to be naked or wearing identicle items and is also why the "reduced hostility" items need to be on rings/amulets/belts.
#10
Posté 01 décembre 2009 - 02:30
I haven't tried the "naked test" yet but I do have 2 reduce hostility items on my PC and one on Morrigan. They certainly attack Morrigan more, but that's impossible to separate from the fact that she causes them more pain and thus draws inherently more aggro. In the absence of any confirmation I may have to spend the time to test this. At least it should be comical to watch the couple charge into battle in their skivvies.
#11
Posté 01 décembre 2009 - 04:14
the naked test wouldn't necessarily work. initial aggro has more parameters than just armor type. its affected by distance and line of sight visibility. it also might be floored at 0 so two characters with initial aggro 0 might just reduce their aggro back to 0 and still be tied.
the way this sort of testing is typically done in other games is to produce a fixed, known amount of threat and then to see how much threat is needed to pull aggro off that first character. this gives you a baseline to test from. then you can see if wearing more than once piece effects that baseline.
so go and have a naked char use one attack. say that attack produces 15 damage. then you have another naked char use barefist attacks (or whatever else produces 1 point of damage at a time). you would expect that dealing 16 damage should pull aggro if no threat reduction is used. say you've got 1 threat reducing ring on and now you have to deal 18 damage to pull aggro instead of 16. thats a baseline result. then you check if adding a second means you can do 20 before pulling or something like that.
the controlled tests like this are the best source of results.
second best actually. someone who can parse the code should be able to give a definite answer with doing in game testing.
the way this sort of testing is typically done in other games is to produce a fixed, known amount of threat and then to see how much threat is needed to pull aggro off that first character. this gives you a baseline to test from. then you can see if wearing more than once piece effects that baseline.
so go and have a naked char use one attack. say that attack produces 15 damage. then you have another naked char use barefist attacks (or whatever else produces 1 point of damage at a time). you would expect that dealing 16 damage should pull aggro if no threat reduction is used. say you've got 1 threat reducing ring on and now you have to deal 18 damage to pull aggro instead of 16. thats a baseline result. then you check if adding a second means you can do 20 before pulling or something like that.
the controlled tests like this are the best source of results.
second best actually. someone who can parse the code should be able to give a definite answer with doing in game testing.
#12
Posté 30 janvier 2010 - 04:12
Anybody have a definite answer for this?
#13
Posté 10 mars 2010 - 02:59





Retour en haut







