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RTO and "weakens nearby darkspawn"


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23 réponses à ce sujet

#1
Damric

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I see they put this property on more items. does it work yet? If so what does it do? If it doesn't work then RTO is even more worthless/

#2
TUHD

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RtO isn't 'worthless'. The game is IMHO very well done (except for the bugs), and there's some nice stuff out there.

As for the 'weakening', I notice a slight difference. Not much, but enough

#3
Viglin

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Now this is a good question, l dont have RTO but l have the sword from Wardens Keep, and always wondered what this ability actually does.

#4
TUHD

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What I notice what it does, that the defense of the darkspawn is slightly lower (in other words, the amount of damage they take from a hit will be higher) and depending on rank and 'class' I *do* believe they hit less, but am not sure.

#5
BlackVader

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TUHD wrote...

What I notice what it does, that the defense of the darkspawn is slightly lower (in other words, the amount of damage they take from a hit will be higher)

That would mean their ARMOR is lower, not thair defence. Yes, that's nitpicking but  even minor mistakes like this confuse people and spread rumors. And nobody wants that, right?

Also, did you test this with like 100 attacks on the same enemy (and I mean enemy, not enemy type!)? Since both, armor AND damage are randomized for each single attack, hitting a foe for more or less once in a while doesn't mean much.

I'm not trying to be rude or something. I'd like to now if that weapon attribute works or not, too. So did you do any actual testing? I'd really like to see some result numbers, if you care to share them.

#6
Sylvius the Mad

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Or someone could just read the scripts to see what te effect does.

#7
BlackVader

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Sylvius the Mad wrote...

Or someone could just read the scripts to see what te effect does.

Would be a good first step. But the existance of a script doesn't mean it orks properly in the game.

#8
TUHD

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Nope, I didn't test it at the same darkspawn over and over again - but I killed hundreds of darkspawns already with such weapons, and sometimes during the fights switched weapons (due to certain enemies popping up), while the atk/dmg/crit % on the weapons itself was about the same (same tier) for the weapons I switched out

#9
BlackVader

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That's no proof then, unfortunately. Same tier might still mean different armor penetration (if you change an t5 axe for a t5 mace or something like that) and if you take "hundreds" of darkspawn into account, you'll have leveled while killing them and even if they scale with you, damage and armor increases are probably hardly linear. Even two level 10 hurlocks might have completely different stats. I notice archers going down WAY faster than melee enemies, as an example.

But oh well, I think including DLC there are like 3-4 weapons with this ability in the whole game. Might not be worth the testing efford.

Modifié par BlackVader, 05 février 2010 - 09:52 .


#10
pharos_gryphon

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So, this is slightly off topic, but does anyone know if runes stack? I've got two grand master Silverite runes (+10 damage vs darkspawn) in Maric's sword, and have been switching between that and Starfang.

#11
Yrkoon

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pharos_gryphon wrote...

So, this is slightly off topic, but does anyone know if runes stack? I've got two grand master Silverite runes (+10 damage vs darkspawn) in Maric's sword, and have been switching between that and Starfang.

  Now this one is easy to answer:  Yes, they stack.   Just look at the damage info floating   over your opponents heads when you hit them  (if you have  that option enabled.  You'll see your normal damage, then +10, +10 or whatever).


However:

BlackVader wrote...

TUHD wrote...

What I notice what it does, that the defense of the darkspawn is slightly lower (in other words, the amount of damage they take from a hit will be higher)

That would mean their ARMOR is lower, not thair defence. Yes, that's nitpicking but  even minor mistakes like this confuse people and spread rumors. And nobody wants that, right?
.

Not to mention the claim that it actually  weakens nearby darkspawn.  It does not.   At least not any more than a normal weapon does when it hits them lol.   As of Patch 1.02,   'weakens nearby darkspawn" is flat out NOT Implemented.  Neither is  "messy kills",  and  "interrupts spellcasting",   and  a few other neat-sounding  weapon properties that you'll find on some unique weapons.




Lastly:

Damric wrote...
 If it doesn't work then RTO is even more worthless/

LOL!    Maric's mundane  sword is hardly the measuring stick that defines RTO.  Personally I thought RTO was awesome for its dramatic presentation....  and the emotional  achievement you get when you slay Caelin's killer....

Modifié par Yrkoon, 05 février 2010 - 11:15 .


#12
SleeplessInSigil

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 I wish they'd just give us some more numbers to work with, in the next DA game. like "weakens all Darkspawn within 10 feet by lowering their Armor by 2d6 and Attack by 1d4" :D

#13
Sloth Of Doom

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SleeplessInSigil wrote...

 I wish they'd just give us some more numbers to work with, in the next DA game. like "weakens all Darkspawn within 10 feet by lowering their Armor by 2d6 and Attack by 1d4" :D


Then yu can take it to an auction house and compare it against some other stuff, then beg outside the bank for a coupel extra gold.....:D

#14
Yrkoon

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^such is the way of all powergamers: meticulously calculate the worth of every item, keep only the best, then haggle for the best price on the stuff you're gonna sell.

#15
Bullets McDeath

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It does seem a bit borked to me that, since "weakens nearby darkspawn" is known to not work, no one thought/bothered to either change the ability to something else or remove it from description. Are they planning on implementing this feature ever? Considering all the.. um, let's call it "extra"... time RTO development received, making one of the item rewards not broken would seem like a decent priority.



It's still a great weapon, it just seems a waste that one of it's bonuses is not implemented.

#16
Faffnr

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Same thing happened with NWN if I recall correctly. There were a bunch of weapon effects that did nothing and they never fixed them. Seems sloppy to me.

#17
Damric

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Makes me wonder why they would put it in RTO if it doesn't work. So either:



1) it does something.



2) the QA is worthless

#18
Bullets McDeath

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Well, all available information points to number 1 being false... I don't about QA being WORTHLESS, but it does sort of boggle the mind. I mean, if the abilities don't work... at that point, we're literally talking about lines of text. It can't be that hard to remove a line of a text from a weapon description. In fact I patently refuse to believe it is! :D



So, yeah. I'd rather the abilities work (how hard can it be to implement a defense penatly for darkspawn anyway?) but if they don't, just remove the descriptions.



I suppose there is a small chance the next patch will address these issues. I haven't heard anything about it though, really.

#19
MOTpoetryION

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they should change their name to biopsyware

edit all the next patch will mean is we will need another patch to fix the patch
 
and damric im going with #2

EDIT hell i just go with the way of if it sells for more then the sword im useing it must be better

Modifié par MOTpoetryION, 06 février 2010 - 11:26 .


#20
Mlai00

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Do equipment bonuses apply to runes?
For example, if I equip a +10 electricity rune on my sword, and I wear a +10% electricity damage ring... do I deal +11 electricity rune damage now?

Not to mention the claim that it actually  weakens nearby darkspawn. 
It does not.   At least not any more than a normal weapon does when it
hits them lol.   As of Patch 1.02,   'weakens nearby darkspawn" is flat
out NOT Implemented.  Neither is  "messy kills",  and  "interrupts
spellcasting",   and  a few other neat-sounding  weapon properties that
you'll find on some unique weapons.

What is the source of this info?

Modifié par Mlai00, 07 février 2010 - 03:22 .


#21
Yrkoon

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Mlai00 wrote...

Not to mention the claim that it actually  weakens nearby darkspawn. 
It does not.   At least not any more than a normal weapon does when it
hits them lol.   As of Patch 1.02,   'weakens nearby darkspawn" is flat
out NOT Implemented.  Neither is  "messy kills",  and  "interrupts
spellcasting",   and  a few other neat-sounding  weapon properties that
you'll find on some unique weapons.

What is the source of this info?

the tool-set.

Modifié par Yrkoon, 07 février 2010 - 03:30 .


#22
nyuulucy

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Has no one considered the possibility that some of these effects were intentionally listed without being implemented. I think most players will enjoy the game more if the BELIEVE they have the darkspawn wupass hurt stick, it seems cooler than wielding the plain old generic hurt stick.



Most players aren't going to play through the game and go, "Wait a second, if Oathbreaker weakens nearby darkspawn my DPS against this hurloc should be at least one or two points higher."

#23
Muninn_of_Light

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i have got my charecture to lvl 25 in origins and have tested the weakness nearby darkspawn and have nottice that if you look very close on a hd tv the weakness hex appers at darkspawns feet but as for damage differance, level and stat rating differs to freiquently to tell if there is a damage differance.

#24
Aleena

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Old thread, but a fellow modder who worked on DA:O told me this:

"Truth be told there are a lot of item properties that don't work. A designer added a bunch of placeholder properties to the item property data file and assigned them to items early on in the development of the game. However, not all of those properties were actually implemented, and not all of the unimplemented properties were unassigned. This is one that wasn't."

Modifié par Aleena, 29 septembre 2011 - 05:25 .