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- with a detailed description. This way they could perhaps look at it directly to try to determine if something is wrong and if so possibly even fix it.
So it might not have anything to do with it.
Maybe something I did in playing around in graphics settings on Linux?
Is there even an anti-piracy measure that halves your damage globally on a save character?
ok then.
...just wondering: Might it be that you accidentially swapped your weapons?
i dont have a second weapon anyways, so it was clear.
i also made sure to have all my buffs/auras on.
Then I give him the same gear through transfer stash, and test it.
If it works ok, then something is borked with that particular character's save.
If the issue persists, maybe the transmog/illusions borked the gear.
Dammit, I just wanna play, I have 4-5 days time only. Next time is end of January :(
Go to the Kory, the Keeper, the NPC in Devils Crossing, right next to the entry gate and a few steps away from the riftgate, and make him remove all Illusions.
The cost comes when and if you want to reapply the illusions.
If that should restore your damage, it's definitely an Illusionist bug, which should absolutely be reported to, and fixed by Crate...
I'm also starting to think, that it has not much to do with the illusionist stuff, as I tried to transmog on another char, but the damage was unaffected.
I created a new toon, and the objective was to make him the same as my original toon in level, stash and gear, but under a different save and toon.
I did that using GD stash, gave him enough attribute and devotion and skill points, exp and resources, and made new gear from scratch that was similar, though not the same exactly.
Then I copied the progress on Ultimate to pick up where I left off by copying the 'Ultimate' folder under the character save. It worked, all the quest progression was there, and i just unlocked all the rift gates until that point.
But. The damage halved bug is now still there. It boggles the mind. The only gear that was similar, was the
Wildcaller 3 set
astral legwraps
both help Primal Strike
I'm going to try and see if different gear helps with the damage bug.
I unequipped all gear on the new toon, no illusionist ever used, etc, and used my bare fists on the training dummy.
Damage about half of what it should be.
It seems gear independent.
It's like there's a handicap/modifier for global damage per hit, for these two characters on Ultimate.
what "should" your damage be (according to you) with naked fist, and how do you arrive at that number, and what are the vario8us damages being dealt?
screenshots/vids could potentially help people see/figure out what might be going on or if you potentially are missing something obvious (tho the primal strike suddenly dropping in half does sound weird),
exactly like in my op, where i had a lvl 15 arcanist and olexra's flash freeze stated 187 cold damage per hit plus some frost burn damage. The white number i saw was 187 and later some dot ticks.
hence why i'm asking "what number" do you think you should attack it for, and where do you get that number from
because if you are going by sheet values alone, then you are forgetting training dummy's defense on Ultimate
that why i'm curious about your "fist" attempt/value on the second char, what values you have/why since you need to take dummys armor and resistances into effect depending on your dmg output
but on the main char, primal strike "suddenly" dropping in half damage one moment to the other sounds curious, however, if it's because it's from x to y mob, there could be "reasons"; if you were practicing on training dummy in your 70s, saw one value, and then shortly later on same dummy saw half value then something is (potentially) amiss -unless you forgot something (like RR or something), since training dummy's defenses should not rise that much across a couple of levels on the same diffiulty setting. But there is a bit difference from normal to ultimate dummy
hence why screenshots/vids can help people see/disect what might potentially be wrong, if it's something as simple as applying wrong values in "mind"
I'm comparing the sheet damage per hit on page 2 tab, to training dummies in this case. I thought that was reasonable based on the lvl 15 toon on normal test, that showed me the correct expected value always. Turns out on Ultimate, even the dummies are ultimate xd
Ok, so I tried the dummies on Normal and I was doing a lot more damage, but still a bit below minimum expected value. I mean, how could Olexra do the precise expected cold damage value on the dummy every single time, whereas lightning damage gets mitigated by about 10%? Are the resistances on the dummy different for cold and lightning?
And on Ultimate the dummies have a whopping 50-60% elemental resistances? Wow. That threw me off completely.
Right, ok, so I have no way of testing anymore. Maybe mobs in a particular area happened to be more resistant to especially lightning, my main damage type, and that's why I was seeing much lower numbers, and the boss took like forever to kill. I can't revert to a point where I was consistently doing much higher damage though, so, I can't really say for sure.
I don't even know anymore. All I know is dummies are dumb.
but you will see somewhat lower dmg on Ultimate (depending on your resist reduct) since primal strike deals phys and lightning
https://www.grimtools.com/monsterdb/1294/skills you can set the dummy's lvl to match your ingame, and select Normal/Elite/Ultimate (GT defaults to ultimate)
dummy has 18% elemental resistance, and 5% phys resistance on Ultimate and 937 armor at lvl 76
this means you first need to subtract 937 dmg from your attack which deals physical dmg, then after that 5% of the physical portion remaining and 18% of any elemental portion (break downs should be visible in sheet p2 when hover over Primal strike)
^this then changes depending on your resist redcut, but it's never just "straight" sheet dmg to target dummy, there is always a dmg formula being appllied, one way up or down.
On normal dummy doesn't have resists, so damage is higher and only need to subtract armor from any potential physical dmg portion, and should be much closer to sheet (before resist reduct, which could increase dmg)
depending on how far you are off/below, something could be wrong, but could also just be something "obvious" we are missing/not seeing