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Post by wascalwywabbit on Jan 4, 2017 13:05:33 GMT -5
Elemental effects display doubling is still happening, it's probably a bug. Ok, put that on my hot list to investigate. Doubling seems to be happening when I exit the battle to the game menu. If I close the whole game the display returns to excpected values from the first load of the save, until I exit to menu again and return back to the game. I have not checked my own party for the doubling yet, just enemies. Win10 steam, latest 4.2.75.
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Post by wascalwywabbit on Jan 4, 2017 17:44:04 GMT -5
fallenDoubling bug is on Amazon version too, never modded. Doesn't seem to affect party elemental stats, just enemies in current combat. I hope I'm providing useful info, otherwise sorry for nagging.
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Post by fallen on Jan 4, 2017 17:47:17 GMT -5
At this point, I've got everything I need to debug. Thanks for the info and the report!
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matrim
Star Hero
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Posts: 708
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Post by matrim on Jan 12, 2017 13:55:46 GMT -5
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Post by fallen on Jan 12, 2017 16:42:18 GMT -5
Thanks for the screenshots. They do appear, as noted by other uses above -- players found the 85 elemental damage ones. But, it looks like by the time you reach the swamps, they are back down to 50 and more physical damage. Will improve.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jan 12, 2017 17:36:58 GMT -5
fallen This is not the entire story. For some of us, definitely myself, I never ever see that 85 elemental damage krete. I only see in Ep 1, crete with 20 elemental damage. In ep 2, krete with 50 elemental damage. The versions you describe never appear in any version of my game ever despite multiple play throughs on different phones and versions of the game. The only krete varieties I have seen are those that do major physical damage with a splash of elemental damage.
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Post by fallen on Jan 12, 2017 18:38:44 GMT -5
fallen This is not the entire story. For some of us, definitely myself, I never ever see that 85 elemental damage krete. I only see in Ep 1, crete with 20 elemental damage. In ep 2, krete with 50 elemental damage. The versions you describe never appear in any version of my game ever despite multiple play throughs on different phones and versions of the game. The only krete varieties I have seen are those that do major physical damage with a splash of elemental damage. phaze - I know that some of the players feel that it is literally impossible that such Krete exist. It's been insisted multiple times on this thread that its absolutely impossible that they are in the game. Which is really odd, considering the numbers and the data I am looking at. I know that everyone seems to feel that Krete don't do significant elemental damage, but -- It took me 5 minutes to open a saved game and walk into the Torrent Swamps ... this is on v4.2.75, the production version on the market and no changes have been made to Krete elemental damage in over a year. In response to matrim's screenshots -- both types exist in the swamps, the lower elemental damage and the higher elemental damage. All that said, I am not disagreeing that we can improve on Krete and push more of their monster varieties to cause more elemental damage! Maybe more on point and useful discussion, in 4.2.71 we reduced Krete spot values across all 43 monster types in their race, and all non-magical bow ranges (Savage Krete) had their range docked to 6 from 8. I'd love to hear comments in regards to those changes.
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Post by En1gma on Jan 12, 2017 19:39:21 GMT -5
Ahem... Can we STOP giving him a reason to make the Krete MORE dangerous?
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Post by wascalwywabbit on Jan 12, 2017 19:47:28 GMT -5
Ahem... Can we STOP giving him a reason to make the Krete MORE dangerous? What do you mean? They just got nerfed... And yes magical resistance needs more reason to exist imo for piety ward especially. Right now party resistance is too situational. Plus it's just weird that low lvl Krete in the swamps have more magic than the higher lvl that completionist leader board competitors face. More magic across the board!
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Post by En1gma on Jan 12, 2017 20:12:46 GMT -5
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Post by fallen on Jan 12, 2017 21:10:24 GMT -5
Ahem... Can we STOP giving him a reason to make the Krete MORE dangerous? Any additional magical damage would be traded for physical base damage. It would be a trade in your favor, I guarantee you, from how the scaling works
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phaze
Exemplar
Posts: 368
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Post by phaze on Jan 12, 2017 22:21:43 GMT -5
Sigh. Too many Krete versions in too many maps to track. My words were strong, but I sincerely thought based on your statements that Krete like that should be found in multiple locations like the Darkmoss areas and Sea Road in Ep 2.
At this point, I don't know if it is worth any more words since it is a minor part of an overall amazing game (and with new content on the horizon!).
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Post by fallen on Jan 12, 2017 22:47:23 GMT -5
Sigh. Too many Krete versions in too many maps to track. My words were strong, but I sincerely thought based on your statements that Krete like that should be found in multiple locations like the Darkmoss areas and Sea Road in Ep 2. At this point, I don't know if it is worth any more words since it is a minor part of an overall amazing game (and with new content on the horizon!). No worries I'd love to hear commentary about the spot & range changes. I am working on a sweeping updating that will make Krete more alike in their elemental damage, reduce physical base damage, and make their many varieties a little more streamlined.
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Post by wascalwywabbit on Jan 13, 2017 0:24:16 GMT -5
Those changes sound promising to me. Physical dmg seems to scale a bit too quickly at times and magical doesn't scale consistently enough to draw the appropriate attention to its defensive needs for the party imo, as I've stated.
I realize it's crazy challenging balancing a game with so many player choices, over so long a game that's built over several years by a team of 2... Thanks you guys for continuing to strive for improvements.
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matrim
Star Hero
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Posts: 708
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Post by matrim on Jan 13, 2017 2:29:27 GMT -5
As I said, I know the Krete ele damage goes above 50 in episode 3. I have never had an issue in episode 3 with Krete. All my deaths have been episode 2 Krete in Torrent swamps, Darkmoss regions after the Druid, Talia, and Sea Road. Those Krete do crazy damage, have pinpoint accuracy, coupled with insane range, and high spot. It's just a deadly ironman killing combo. The difficulty does not play out till about 28-29 (character level) on nightmare.
I have fought about 6 fights with Krete post update where I roll sneak and have won, though that is not unusual. I can tell you that I much appreciate the savage Krete dropping in range. At level 33, they hit for 270 all physical, with really high spot. Having a round where they need to run up to me at least lets me apply AP curses and accuracy curses. I applaud the change in that regard.
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