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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Cyberarmy

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No need for floating numbers when we have some combat feedback text in dialog window.
 

S2ensuki

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My point exactly. I am not sure whether Josh meant floats as in the tracking of decimal numbers, or floats as in floating numbers above the unit. I asked the question on SA but he didn't reply to it and skipped me.

If the former is true a float = 14.88 and floats off = 14 (or 15 rounded up)
 

The Bishop

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My point exactly. I am not sure whether Josh meant floats as in the tracking of decimal numbers, or floats as in floating numbers above the unit. I asked the question on SA but he didn't reply to it and skipped me.

If the former is true a float = 14.88 and floats off = 14 (or 15 rounded up)
It's technically incorrect to refer to decimal numbers as "floats" (because they might as well be fixed point variables), so it's very unlikely that Sawyer would be using this term in that meaning.
 

S2ensuki

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That was laymens terms. Besides I referred it the other way around, floats as a decimal 14.0 / 13.75 etc

How else do you describe a floating point or a double to a person not familiar with programming languages? Integers cannot store decimal values, floats and doubles can.
 

The Bishop

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Doesn't seem that Sawyer was describing programming concepts in that context though. The best way to refer to decimal when talking with a person not familiar with programming is to call it decimal.
 

S2ensuki

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The best way to refer to decimal when talking with a person not familiar with programming is to call it decimal.

The reason I thought it could also be floats as floating points is because he has mentioned them before on SA. Something like "we actually track damage as floats so if you do 0.15 damage it is still tracked rather than rounding down to 0"
 

S2ensuki

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4tfYFR3.png
 

S2ensuki

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These SA people ...

Lotish said:
If a character's armor and weapons can give you an idea of what kind of damage and resistances to expect, is there any way to visually predict what kind of magical effects are going to be coming your way? So, like, if your fighter is upfront and sees a wizard, will you have any way of knowing if this particular wizard will zap him like an angry Zeus?
 

Rake

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These SA people ...

Lotish said:
If a character's armor and weapons can give you an idea of what kind of damage and resistances to expect, is there any way to visually predict what kind of magical effects are going to be coming your way? So, like, if your fighter is upfront and sees a wizard, will you have any way of knowing if this particular wizard will zap him like an angry Zeus?
Well, i imagine different kinds of spells they will have different casting animation like in BG2.
 

S2ensuki

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Yeah but I have a feeling he meant more than that, based on the current discussion.
 

S2ensuki

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Lotish said:
I was thinking if tomes could have an aura that was the color of their dominant element or, like, an electric tome literally had lightning crawling over it that could be one way. We know Wizards are supposed to be versatile, but being able to tell at a glance what kind of spells may be raining down on you would be pretty nice especially if we're meant to rely on visual cues for trading out weapons types, etc.

:lol:

Etalommi said:
How do DOTs work with grazes and crits? Do they do more damage or have more duration or both?


rope kid said:
IIRC, when damage is an element of an effect, it is always the thing that is modified. If it's a "flat" status (like a Stun), duration is modified.
 
Last edited:

Lancehead

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If PE is going to have good attention to detail, then it should be possible to deduce much information by observing npcs' equipment.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
rope kid said:
IIRC, when damage is an element of an effect, it is always the thing that is modified. If it's a "flat" status (like a Stun), duration is modified.

Interesting. That means spells that do both damage AND paralysis are more reliable paralyzers than pure paralysis spells.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I don't follow that logic

Because if you fail the defense roll, you still get the same duration of paralysis - only damage goes down.

Of course, said durations will probably be absolutely shorter than in the pure spells.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Why wouldn't duration also be modified down? There is nothing in the quote to indicate it wouldn't.
 

Infinitron

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Why wouldn't duration also be modified down? There is nothing in the quote to indicate it wouldn't.

Josh Sawyer said:
IIRC, when damage is an element of an effect, it is always the thing that is modified. If it's a "flat" status (like a Stun), duration is modified.

This implies that in the first case, the duration is NOT the thing that is modified.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Oh I see, I misread the quote.

Still easily balanced through content, make sure damage + effect lasts less than or equal to effect only grazes.
 

Roguey

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No need for floating numbers when we have some combat feedback text in dialog window.
I need them because darting my eyes to the combat window and back again all the freaking time makes my eyes hurt.


My point exactly. I am not sure whether Josh meant floats as in the tracking of decimal numbers, or floats as in floating numbers above the unit. I asked the question on SA but he didn't reply to it and skipped me.

If the former is true a float = 14.88 and floats off = 14 (or 15 rounded up)
He ignored it because proper reading comprehension would let you know he's referring to damage numbers floating out of people.
So can we get broken down damage floats?

Like, in that case you get a little 'crush' icon and 10 along with a little 'shock' icon and 5.

I like damage floats.
Floats don't have icons (also, floats can be disabled),

Why would anyone think he's talking about floating point numbers here in response to this particular question, which is about damage numbers floating above characters?
 

S2ensuki

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Hey they could have been talking about the damage numbers in the combat log :P

(Crush icon) 10 and (Shock Icon) 5
 

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