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Use your brain a little bit.
Except it's inconsistent.
Except the formula doesn't tell you anything about synergies.
Except the formula doesn't tell you anything about rounding.
Some spells and abilities have formulas, other have just numbers that tell you nothing, Other have numbers or fomulas that are just lies.
For exemple, Flensing faith tells me that Argenta will deal +60 damage with her flamer on demons... Except that's not what the formula is telling me. It's 3 times higher than the formula. Yet, when I use my flammer on a chaos spawn ? It does exactly 3. Not +60, not +20, nothing. 0 added damage.
Turns out the formula nor the numbers told you anything about the ability.
Even if the ability worked, what should I believe, the formula or the number put right next to it ?
Same goes for what, Endure ? And that's a core warrior ability. etc, etc.
In the case of flensing faith, there are a number of factors you need to consider (armor pen, damage bonus, whether the enemy is a xeno, if they have an special resistances, etc)
Now some of the talents being broken, is a completely fair concern and critique of this game (endure seeming to give Toughness Bonus/2 rather then toughness bonus as an example)
But the bottom line here are two things that are unrelated.
1. Some of the talents in this game are broken, or don't do what they say. This is 100% a fair critique and should be address in the patches Owlcat pushes out.
2. The actual way they present information when leveling is an entirely different matter. I don't care about the specific damage those abilities do when I am leveling, I only care what I need to do to make said abilities BETTER. And the formulas they show for everything is EXACTLY what I want to see.
I only care about how much damage something is going to do while I am in battle, and the tooltips do all the math for you in battle.
It's worth having a sense of the formulas though - but actually it doesn't matter all that much unless you're playing on Unfair. On lower difficulties all you need to know is what characteristic is relevant (e.g. if something scales with PER or whatever) and just avoid wasting picks on talents that you don't have the characteristic for pumped. That's as much as you need to bother with on lower difficulties.
Because 1.75 is less than 2
Then this 1 damage is increased by 50%
To 1 damage since 1.5 is less than 2
Then it is increased again by 50%
To 1 damage
And then this 1 damage is added to to all other damage buffs.
... I see
Depends if you round up or down and how much resolve you have. Which is kind of the point a lot of people make. If you have 2 psy rating and 10 resolve during the battle you get 8,5 to 11,5 direct unblockable and undiminishable damage.
Then you can crit too.
And I am pretty sure that 10 resolve isn't that difficult to reach. There are quite a few ways to buff up resolve during a battle if you look for it.
In what ratio? And what about psy-rating? Because I can already see the 20 resolve guy with a psy rating of 0 asking on the forum why the damage is so low even though he stacked resolve so high.
Still Mind: Resolve + WP bonus /2, easy a 3 or 4 bonus.
Relentless Blaze: +2 resolve when on fire.
Personal Involvement: +1 resolve for every kill. Easily another 5 to 10 points.
Steel Resolve: +3 resolve
Personal Oversight: + 1 resolve for every affecting officer ability. Easily another +3
Air of Authority: +2+ Officers Resolve/2. Let's say another +7
Linchpin: +1 resolve for every 5 Tactical Advantage stacks. An easy 50 stacks would be +10 resolve
Ready to Serve: +1 resolve for every ability targeting or getting targeted an ally. Easily another +5 resolve
Let's say you get half of those. For 20 Resolve.
Then you boost your psy-ranking to 5.
That's 31-34 unblockable, undodgeable, undeflectable damage. Before any other damage increasing talents or abilities.
If you put that on an assassin who can get a talent that increases all damage by direct damage dealt * PER bonus %, that means + 150% damage each hit with a perception bonus of 5. Scaling with all previous damage dealt.
1 hit: 30 damage
2 hit: 45 damage
3 hit: 67 damage
4 hit: 100 damage
5 hit: 150 damage
With 50 resolve, 10 psy-ranking and 15 perception bonus you look at 138,5 to 141,5 damage with a 2100% increase each attack.
1 hit: 130 damage
2 hit: 2730 damage
3 hit: 573330 damage
This all is just me quickly looking up a few things, not properly theory crafting. I am very sure you could make a build using only Purge Soul that lets you win every fight in the game.
Definitely not an ability you can just pick up and hope it's great, but something you can build up to fun levels.