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[GUIDE] Documentation for Combat Mechanics


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#76
McPartyson

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These abilities with a "Bug?" for warrior aren't bugged. They have to be this way if you simply look at all the warrior classes in multiplayer. I think at some point they removed in combat weapon switching from the singleplayer game to dumb it down even more for consoles.

 

Passives working as intended with 1H or 2H:

 

Bear Mauls the Wolves
Turn the Bolt
Turn the Blade
Warrior's Resolve
Shield Breaker

 

PS - Great post.


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#77
WillieStyle

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Large-ish update after doing some testing post-patch 5.

 

They indeed fix the front armor bug per the patch notes. However most of the abilities that provide armor bonuses now apply slightly different bonuses to front and back armor for some reason.

 

Some ninja-fixes that weren't mentioned in the patch notes:

 

They fixed Untouchable Defense to do what the description says it does.

 

They managed to fix one bug affecting Horn of Valor (the one where it applied +50% armor instead of +15%). However they also introduced a new bug with the description for the upgrade. It says it now increases the damage bonus by 20%, but the actual increase is still 35% (i.e. what it has always been) - so either they meant to nerf it but forgot...or someone changed the description when they weren't supposed to. Oh, and the upgrade also increases the armor bonus to +50%, but this is not mentioned in the description either.

 

They got rid of the cooldown reduction from Winter Stillness, but left the cooldown reduction from Combat Clarity alone (making KEs relatively even more OP now).

 

Great work mate.  I, for one, greatly appreciate your thoroughness.  Have you had a chance to investigate Deathblow?  Have its issues been fixed?



#78
aznricepuff

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None of the bugs with Deathblow were fixed in Patch 5.



#79
WJC3688

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Block & Slash was changed. It can now block some attacks which it could not counter before. Most notably high dragon claw swipes can now be blocked (although the tail whip attack still goes through).



#80
Bigdawg13

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You could always block high dragon claw swipes.  It's one of the redeeming features of the skill.



#81
Zeratulr

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Are you supposed to "go back" in the ability tree? On my Assassin I currently have hidden blades, I was never here, Knife in the shadows mark of death and Gaps in the armour although I don't have neither throatcutter nor Knockout bomb. I tried it on Knight enchanter tree, Rift mage and Vanguard and I couldn't do the same thing (I can't get combat clarity, fade shield, knight-protector and veiled riposte without having fade cloak and so on). Is it a bug of Assassin tree or is it supposed to be like that?

 

And one more thing. Do I understand it correctly that secondary stat's bonuses are not added to values of the attribute character screen? Gaps in the armour gives you 25% on all attacks, My Assassin's armour penetration is shown as 0% although judging by  the damage it seems the bonus is actually applied.



#82
wepeel_

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I don't think you're supposed to be able to navigate ability trees backwards - remember it not working for me with several classes, though I never attempted it with an assassin.



#83
Exalus

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You are not supposed to be able to go backwards the trick with the assa tree seems to be unique and a bug.

 

The tree might have actually been complex if you could go backwards or skip nodes instead of force fed one of 2 paths.



#84
swk3000

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Or it could just be a coding error. I did some poking around in Skyrim with the Creation Kit, and found that the Perk trees were actually manually coded. You could make the perk tree itself look however you wished, but the connections didn't determine what perks were able to be unlocked when. Instead, for each perk, you had to specify which perk or perks you had to have in order to be able to take that perk. It's likely that the devs screwed up and didn't properly code the prerequisite perks properly in the Assassin tree, so you can go backwards when you shouldn't be able to.

#85
Zeratulr

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Or it could just be a coding error. I did some poking around in Skyrim with the Creation Kit, and found that the Perk trees were actually manually coded. You could make the perk tree itself look however you wished, but the connections didn't determine what perks were able to be unlocked when. Instead, for each perk, you had to specify which perk or perks you had to have in order to be able to take that perk. It's likely that the devs screwed up and didn't properly code the prerequisite perks properly in the Assassin tree, so you can go backwards when you shouldn't be able to.

I'd say it would still qualify it as a bug...



#86
McPartyson

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Just to re-iterate to avoid confusing people...these passives aren't bugged. They are still marked bugged in your main post. They are intended to work with 1h and 2h:

 

Bear Mauls the Wolves
Turn the Bolt
Turn the Blade
Warrior's Resolve
Shield Breaker


#87
aznricepuff

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Just to re-iterate to avoid confusing people...these passives aren't bugged. They are still marked bugged in your main post. They are intended to work with 1h and 2h:

 

Bear Mauls the Wolves
Turn the Bolt
Turn the Blade
Warrior's Resolve
Shield Breaker

 

Until a dev comments on this there's no way to know definitively what the intended behavior is. Thus I'm inclined to leave the bug tags as they are (the ? in the tags makes it clear that it may not be a real bug, I think), especially because some of the descriptions heavily imply they are not supposed to be cross-compatible.



#88
McPartyson

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Until a dev comments on this there's no way to know definitively what the intended behavior is. Thus I'm inclined to leave the bug tags as they are (the ? in the tags makes it clear that it may not be a real bug, I think), especially because some of the descriptions heavily imply they are not supposed to be cross-compatible.

 

Turn The Bolt is the only skill that mentions using a shield...the other 4 do not specifically mention a weapon. If one wanted to they could alternate between weapon/shield and two-hander between battles but would end up with a non-optimal build...none the less, it is still an option. Therefore, it just makes sense for the passives to work the same way all mage and rogue passives work between every tree. Also, multiplayer pulls the exact skills/passives from single player trees and plops them into classes that have either weapon restriction.

 

I will give you that it's not very clear...but it's hardly a bug.



#89
200Down

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Turn The Bolt is the only skill that mentions using a shield...the other 4 do not specifically mention a weapon. If one wanted to they could alternate between weapon/shield and two-hander between battles but would end up with a non-optimal build...none the less, it is still an option. Therefore, it just makes sense for the passives to work the same way all mage and rogue passives work between every tree. Also, multiplayer pulls the exact skills/passives from single player trees and plops them into classes that have either weapon restriction.

 

I will give you that it's not very clear...but it's hardly a bug.

Yea some of those passives make you wonder. I hope they fixed the ones that just didn't do anything in the last update. At least didn't SHOW that they did anything.

 

This one I'm pretty sure on. I do think that bear mauls the wolves works even without a shield. Cuzz when I take it on a two handed build that is acting as a main tank they "seem" to survive much longer with all the flanking going on especialy at low levels. Could very well all be in my head though. So if a dev has commented on this someone please let me know. Would suck to be wasting 2 skills for nothing.

 

EDIT: Actually it could be tested somewhat... at early levels just letting enemies hit your back using a solo two hander. Then remove the skill and see what happens.. should be a fairly large difference. One day it'll drive someone nuts enough to check test it hahaha. I just don't care THAT much. Ignorance is bliss and all.

 

Sorry just read the last couple posts there. So someone has already tested BMTW and it doesn't work with two handers?



#90
aznricepuff

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No, all those passives still work even if the "wrong" weapon type is equipped. The debate is whether that in and of itself is a bug. In other words, are they supposed to be weapon agnostic (because as of now they are)?


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#91
200Down

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No, all those passives still work even if the "wrong" weapon type is equipped. The debate is whether that in and of itself is a bug. In other words, are they supposed to be weapon agnostic (because as of now they are)?

Ahh thanks, saved me from reading 4 pages of text ;)

 

Debating wether the DEVS themselves intended it is obviously gonna be fruitless but..... here's my best guess lol.

 

Most of the skills are pretty "face value" on the discription in how they work or don't work so I'd say it was probably intended to work that way if it doesn't point to any specific weapon or shield or something.

 

Of course some discriptions seem more like flavor text then actual discriptions so..... meh... I really donno wtf to think. Feels like 2+ people where doing the discriptions at times. Head scratcher...



#92
Kaicel

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Does the upgrade to Payback Strike add a flat 200% to the base damage, totaling 400%? And would the damage-taken bonus bring it up to a potential 600%? Also, the upgrade to Combat Roll says it can be used to remove most disabling effects; does anyone know which disabling effects can't be removed? Thanks in advance.



#93
aznricepuff

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Does the upgrade to Payback Strike add a flat 200% to the base damage, totaling 400%? And would the damage-taken bonus bring it up to a potential 600%?

 

No, the upgrade resets the damage of Payback Strike to:

 

Not taken damage: ability_multiplier = 200%

Taken damage: ability_multiplier = 200%, +100% to damage_multiplier

 

In other words, with the upgrade, payback strike will always do 200% weapon damage, but if you've recently taken damage the hit from payback strike benefits from a flat +100% bonus to damage_multiplier.


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#94
Kaylon

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I did a few tests to see what bonus you obtain for researched creatures and the damage is always the same... Another disapointing bug...



#95
aznricepuff

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I did a few tests to see what bonus you obtain for researched creatures and the damage is always the same... Another disapointing bug...

 

Really? That's interesting. I will have to look into this. Pre-patch 3/4 I know I was getting a 50% damage bonus against Red Templar Soldiers from somewhere - I had assumed it was the creature damage bonus (but bugged, since I hadn't actually finished collecting all the research) because there was no other possible source. Then patch 3/4 removed that bonus and I just assumed it was a bug fix that wasn't mentioned in the patch notes.

 

Just one thing: are you sure you actually completed the research for the creatures you tested on? You need both of those little diamond things in the codex creature cards to light up to receive the bonus; 1/2 doesn't cut it.



#96
Kaylon

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Really? That's interesting. I will have to look into this. Pre-patch 3/4 I know I was getting a 50% damage bonus against Red Templar Soldiers from somewhere - I had assumed it was the creature damage bonus (but bugged, since I hadn't actually finished collecting all the research) because there was no other possible source. Then patch 3/4 removed that bonus and I just assumed it was a bug fix that wasn't mentioned in the patch notes.

 

Just one thing: are you sure you actually completed the research for the creatures you tested on? You need both of those little diamond things in the codex creature cards to light up to receive the bonus; 1/2 doesn't cut it.

Yes, I tested using normal attacks against rams with/without the bonus confirmed in the codex and the damage was exactly the same.



#97
mbelcikuwh

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guys, kinda need help here...i just starting to play again after couples of weeks absent because of work-related matter...

 

does the barrier from the mage currently bugged? because everytime my mage casts barrier on my war, a skeleton on fallow mire hit the barrier for almost 2000 damage, which in the end ripping through my barrier, guard and eventually health..i almost died because of that...

 

i know that barrier ignores armor ratings, cmiiw, but wasn't the damage caused to the barrier will be automatically absorbed by armor rating exactly when the barrier depletes?

 

here's the case:

1. put barrier with full guard and health

2. got 1 hit from skeleton from fallow mire for almost 2000 points

3. only <30% health left on me

4. got hit again by skeleton and only receive damage around 2 or 3 points

 

my war setup :

sturdy battlemaster armor @227 AR

 

my mage setup :

staff @79dps

 

is this normal or bugged? cause right now 75% of the time using barrier is kinda pointless and leads my team dead...but when i deactivate on tactics, my 2H war taking damage like it was nothing...



#98
wepeel_

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Sounds like the skeleton somehow gets a huge damage bonus vs barriers that carries over to guard/health with remaining damage. Never seen or heard about that before.



#99
McPartyson

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guys, kinda need help here...i just starting to play again after couples of weeks absent because of work-related matter...

 

does the barrier from the mage currently bugged? because everytime my mage casts barrier on my war, a skeleton on fallow mire hit the barrier for almost 2000 damage, which in the end ripping through my barrier, guard and eventually health..i almost died because of that...

 

i know that barrier ignores armor ratings, cmiiw, but wasn't the damage caused to the barrier will be automatically absorbed by armor rating exactly when the barrier depletes?

 

here's the case:

1. put barrier with full guard and health

2. got 1 hit from skeleton from fallow mire for almost 2000 points

3. only <30% health left on me

4. got hit again by skeleton and only receive damage around 2 or 3 points

 

my war setup :

sturdy battlemaster armor @227 AR

 

my mage setup :

staff @79dps

 

is this normal or bugged? cause right now 75% of the time using barrier is kinda pointless and leads my team dead...but when i deactivate on tactics, my 2H war taking damage like it was nothing...

 

I haven't used Barrier since the patch came out. I wonder if Bioware made changes.

 

If I were in charge of skill balancing, I would of made Barrier only block magical attacks. Maybe they made a similar change?



#100
aznricepuff

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The extra damage from ignoring armor carries over to guard and health but any extra damage from bonus damage vs. barrier doesn't. The game handles damage to guard and barrier like so:

 

EDIT: The previous version of this pseudocode had a mistake in it; it has now been fixed.

if (defender has barrier) then
    // armor here refers to effective armor (after armor penetration has been subtracted from base armor)
    defender_armor -= min(defender_armor, defender_barrier)
endif

damage -= defender_armor

// other damage calc stuff (attack, crit, ability multipliers, resistances, defense, etc) would be here...
 
if (defender has barrier) then
    barrier_damage = damage * (1 + barrier_damage_bonus)
    if (defender_barrier >= barrier_damage) then
        defender_barrier -= barrier_damage
        damage = 0
    else
        damage -= defender_barrier
        defender_barrier = 0
    endif
endif
 
if (damage <= 0) then
    return
endif
 
if (defender has guard) then
    guard_damage = damage * (1 + guard_damage_bonus)
    if (defender_guard >= guard_damage) then
        defender_guard -= guard_damage
        damage = 0
    else
        damage -= defender_guard
        defender_guard = 0
    endif
endif
 
if (damage <= 0) then
    return
endif
 
defender_health -= damage

So for example, if you have 200 armor and 200 barrier and an enemy deals 500 damage) it will ignore your armor, making final damage equal to 500. Your barrier absorbs 200 damage and the other 300 damage is applied directly to health without any armor mitigation.

 

Now let's say that in the same scenario as above, the enemy has a 100% barrier damage bonus. The barrier still ends up absorbing 200 damage and you still take 300 damage to health. This is because any overflow damage that goes past barrier is calculated from damage unmodified by barrier damage bonus.

 

Now the edge case here is when remaining barrier is less than the defender's effective armor value (this is armor less any armor penetration the attack might have). In this case, the amount of armor ignored by incoming damage is capped at a maximum value equal to the defender's remaining barrier. So for example, let's take the above example, only this time the defender has 50 barrier instead of 200. Because the defender's barrier (50) is less than the defender's armor (200), the incoming damage only ignores 50 armor, leaving 150 armor on the defender. Thus the final damage is 500-150=350. The barrier absorbs 50 damage, and the remaining 300 is applied to health without any further armor mitigation.