Pillars Of Eternity Types Of Dmg
- Pillars Of Eternity Characters
- Pillars Of Eternity Game
- Pillars Of Eternity Pc
- Pillars Of Eternity Types Of Dmg In Linux
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1: Forget that Pillars of Eternity is a real time game. Do not play it in real time. Seriously, this game is all about positioning and the appropriate use of abilities. Slowing down and taking time to think will change a difficult fight into a total victory. 2: Look over the options menu, there are. Is there such a thing as this in game? Reducing specific damage types by a percent? Only other thing I could think of would be a constantly regenerating 2 point damage absorb shield for shock because i know that exists with elemental bulwark, no idea how that could be modded in, though. Your -1 AR could give a +25% dmg bonus (actually +33%.
All inflicted damage is classified according to several Damage types. In terms of game mechanics, the type of damage is used to determine which Armor strength and weaknesses, apply in any given situation. There are 8 damage types: 3 physical types (Crush, Slash, Pierce), 4 elemental types (Shock, Burn, Freeze, Corrode) and the raw type.[1]
Mechanics[editedit source]
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An attack's damage is reduced by the Damage Reduction (DR) of that particular damage type. The end damage of an attack is simply its damage subtracted by the target's damage reduction for the same type. So slashing damage will be reduced by slashing damage reduction, fire damage will be reduced by fire damage reduction, and so on. If an attack has multiple damage types (A sword is slashing/piercing, for example), it will target the enemy's lowest damage reduction value. Damage Reduction can never cause an attack to do less than 20% of its original damage.
Damage Reduction is not adjusted in the event of a graze or a critical hit. For example, although a graze does 50% damage, you apply the full damage reduction against the attack instead of only applying 50% of it.
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Some weapons or abilities can reduce the Damage Reduction of a target. This can never be reduced below 0.
- Examples of Mechanics
A paladin scores a crit with a sword against a bandit with 12 slash damage reduction and 9 pierce damage reduction. The attack does 26 damage, but since swords are slashing/piercing, it subtracts the enemy's pierce damage reduction of 9. The resulting damage is 26 - 9, so 17 total.
A fighter grazes an ooze using a mace (crush damage). The ooze has 16 crush defense. The attack does 14 damage, which would normally be 0 damage (14 - 16), but because of the minimum damage rule, it does 3.5 damage.
A barbarian hits a xaurip with an estoc (pierce damage). The Xaurip has 4 pierce damage reduction, but the Estoc has the ability to ignore 5 points of damage reduction. The attack does 17 damage, and none of it is reduced by damage reduction because of the estoc's ability, resulting in the xaurip taking all 17 points of damage.
Pillars Of Eternity Characters
Damage Types[editedit source]
In Pillars of Eternity there are 8 damage types[2]: 3 physical types, 4 elemental types and the raw type.[3]
- Physical
- Slashing - caused by weapons with an edged blade, such as battle axes and sabres.
- Piercing - caused by weapons with a sharp point, such as stilettos and rapiers.
- Crushing - caused by weapons with a blunt striking surface, such as clubs and flails.
- Elemental
- Shock - attacks from spells or additional damage to physical weapon attacks.
- Burn - attacks from spells or additional damage to physical weapon attacks.
- Freeze - attacks from spells or additional damage to physical weapon attacks.
- Corrode - attacks from spells or additional damage to physical weapon attacks.
- Raw
- Raw - Caused by venom, mental powers and rare skills. Ignores any damage reduction.[4]
Historical notes[editedit source]
There were two abandoned designs. In the first design, damage types were optimized against the damage thresholds of armor. Slashing weapons did the most damage of the three types, but, unlike the other two types, did not interact with armor. This made it ideal against foes with little to no armor. Piercing weapons negated some of an armor's Damage Threshold, making them efficient against foes with a moderate amount of armor. Crushing weapons did the most damage through armor, which made these weapons ideal against foes with heavy armor.
In the second design, physical damage types were compared against armor weight classifications and can either be 'good' or 'bad.' Bad damage types did half damage before Damage Threshold was applied. Good damage types used an efficiency curve to assess damage done. Energy damage (such as from spells) opposed a different characteristic of armor: its substance type. Similar to physical damage, energy damage types had good or bad opposition characteristics against armor substance.[5]
Pillars Of Eternity Game
References[edit source]
- ↑Forum post by Josh Sawyer
- ↑forum post by Josh Sawyer
- ↑Forum post by Josh Sawyer
- ↑Forum post by Josh Sawyer
- ↑Update #39: Non-Core Classes, Cooldowns, Attack Resolution, Damage vs. Armor and a Tileset!
Weapons are any wieldable items that a player can use to inflict damage in combat. Weapons come in a variety of categories and qualities. Here they are grouped by their usefulness in close combat (melee) or at a distance (ranged), and by damage type.
All weapons are used either for melee or ranged combat. Melee weapons are grouped by their relative handedness and speed (fast one-handed, larger/heavier one-handed, and two-handed). Each weapon or type of ammunition deals a certain type of damage (slashing, piercing, crushing, etc.), which represents how well it will do against various creatures' immunities or protective equipment (e.g. ordinary mail is 40% worse against crushing attacks).[1]
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A weapon's value is calculated by using its quality and any applied magical enchantments. Weapon enchantments are balanced around their handedness and speed.[2] There are twenty-eight base weapon types, there are standard, fine, exceptional and superb quality variants, and two unique (mid and high power) versions for each base type.[3][4]
There are no restrictions on what types of weapons characters can use, though specific classes offer bonuses for specific types, e.g. wizards can gain bonuses with wands, rods, and scepters via their passive AoE talentBlast.[5]
- 2Ranged weapons
- 3Melee weapons
Weapon type bonus[editedit source]
Besides other differences, almost every weapon type has a distinguishing characteristic that sets it apart from similar weapons. This is called weapon type bonus. For example, pikes have an extended reach that allows their wielders to strike at targets from farther away; flails ignore a portion of shield-based deflection; estocs negate DR; etc.
Some effects of weapon type bonuses can be achieved by other means, mostly by enchanting the weapon. But contrary to enchantments, weapon type bonuses consume no enchanting slots ('anvils'), leaving space for other enchantments. Specific bonuses for each weapon type are listed in the tables below.
Ranged weapons[editedit source]
Bows and crossbows[editedit source]
Bows and crossbows have the largest attack range among all the ranged weapons in the game. Bows are the fastest to use. Crossbows are slower to reload/fire than hunting bows or war bows but they do more damage. The more powerful Arbalests can't be cocked by hand and need to be planted and cranked, and thus are slower to reload than crossbows, but still faster than Firearms.
Bows | Base Damage | Damage Type | Range | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|---|
Hunting bows | 10-15 | Pierce | 12m | Fast | 0.5 sec (Average) | Faster than War Bow | Peasant |
War bows | 13-20 | Pierce | 12m | Average | 0.5 sec (Average) | Increased damage over Hunting Bow | Adventurer |
Crossbows | 18-26 | Pierce | 12m | Slow | 0.75 sec (Strong) | Middle ground between the arbalest's damage and bow's speed. | Knight |
Arbalests | 22-32 | Pierce | 12m | Very Slow | 0.75 sec (Strong) | Critical hits can knock the target Prone, but reduced critical hit damage. | Soldier |
Firearms[editedit source]
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Firearms are very slow to reload, taking longer to reload than any other weapons and aren't very accurate, but they make up for it by dealing high damage, their low base Interrupt value and unique advantage in dealing with Wizards standard magical defense.
Arquebuses do the most damage per shot of the firearms and have the lowest accuracy penalty but are the slowest to reload. Pistols do less damage than arquebuses and have a higher accuracy penalty but reload faster. Blunderbusses reload as fast as pistols and are quite inaccurate, but they fire 6 projectiles that each do a small amount of damage. If the target does not have much armor and has low Deflection, or if it's from a Sneak Attack, blunderbusses are the most devastating.
Firearms | Base Damage | Damage Type | Range | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|---|
Blunderbusses | 6-9 (six projectiles) | Pierce | 8m | Very Slow | 0.05 sec (Weakest) | 4 Damage Reduction bypass -0.3 Crit damage multiplier | Ruffian |
Pistols | 22-30 | Pierce | 8m | Very Slow | 0.35 sec (Weak) | 6 Damage Reduction bypass -0.3 Crit damage multiplier | Ruffian |
Arquebuses | 24-36 | Pierce | 10m | Extremely Slow | 0.35 sec (Weak) | 6 Damage Reduction bypass -0.3 Crit damage multiplier | Soldier |
Magical implements[editedit source]
Magical Implements are ranged magical missile weapons, that are quite fast and accurate, but not very powerful and have low interrupt value. Wizards gain a bonus via their Blast ability when using Magical Implements.
Implements | Base Damage | Damage Type | Range | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|---|
Wands | 9-14 | Pierce/Crush (Best) | 10m | Fast | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Adventurer |
Scepters | 9-14 | Crush/Slash (Best) | 10m | Fast | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Noble |
Rods | 11-16 | Pierce/Slash (Best) | 10m | Average | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Noble |
Melee weapons[editedit source]
Different melee weapons will have different attack speeds, but for most weapons will be categorized by their relative handedness and speed (Fast One-Handed, Large One-Handed, and Two-Handed). Fast one-handed weapons attack more frequently than large one-handed weapons. Two-handed Weapons are almost universally hard-hitting weapons, that can deal more damage per-hit than their one-handed counterparts, but you cannot use a shield with them or use a second weapon.
Fast one-handed weapons are particularly effective against enemies with low damage reduction and two-handed weapons are particularly effective against enemies with high damage reduction.
Fast one-handed[editedit source]
Fast one-handed | Base Damage | Damage Type | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|
Daggers | 9-13 | Slash | Fast | 0.35 sec (Weak) | +5 Accuracy | Noble |
Hatchets | 9-13 | Slash | Fast | 0.35 sec (Weak) | +5 Deflection | Peasant |
Rapiers | 9-13 | Pierce | Fast | 0.35 sec (Weak) | +5 Accuracy | Noble |
Stilettos | 9-13 | Pierce | Fast | 0.35 sec (Weak) | 3 Damage Reduction bypass | Ruffian |
Clubs | 9-13 | Crush | Fast | 0.35 sec (Weak) | +5 Accuracy | Ruffian |
Flails | 9-13 | Crush | Fast | 0.35 sec (Weak) | 30% of Grazes converted into Hits. | Adventurer |
Monk Fists | 10-15 | Crush | Fast | ? | Bonus damage & accuracy from Transcendent Suffering LvL 1/4/7/10/13 | Peasant |
Large one-handed[editedit source]
Large one-handed | Base Damage | Damage Type | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|
Maces | 11-16 | Crush | Average | 0.5 sec (Average) | 3 Damage Reduction bypass | Noble |
War hammers | 11-16 | Crush/Pierce (Best) | Average | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Soldier |
Spears | 11-16 | Pierce | Average | 0.5 sec (Average) | +5 Accuracy | Peasant |
Swords | 11-16 | Slash/Pierce (Best) | Average | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Knight |
Battle axes | 11-16 | Slash | Average | 0.5 sec (Average) | +0.5 critical hit multiplier | Knight |
Sabres | 11-16 | Slash | Average | 0.5 sec (Average) | 20% damage. | Ruffian |
Two-handed[editedit source]
Two-handed | Base Damage | Damage Type | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|
Estocs | 14-20 | Pierce | Slow | 0.75 sec (Strong) | 5 Damage Reduction bypass. | Adventurer |
Pikes | 14-20 | Pierce | Slow | 0.75 sec (Strong) | Extended Reach. | Soldier |
Great swords | 14-20 | Slash/Pierce (Best) | Slow | 0.75 sec (Strong) | Uses the more advantageous of two damage types. | Soldier |
Pollaxes | 14-20 | Slash/Crush (Best) | Slow | 0.75 sec (Strong) | Uses the more advantageous of two damage types. | Adventurer |
Quarterstaffs | 14-20 | Crush | Slow | 0.75 sec (Strong) | Extended Reach. | Peasant |
Morning stars | 14-20 | Crush | Slow | 1.0 sec (Stronger) | High Interrupt value. | Knight |
Pillars Of Eternity Types Of Dmg In Linux
'Magic' weapons[editedit source]
Magic Weapon | Base Damage | Damage Type | Interrupt | ToHitRoll |
---|---|---|---|---|
Larder Door | 8-12 | Crush | average | deflection |
Retaliation | 10-15 | Pierce | average | autohit |
Rooting Pain | 10-15 | Crush | average | Spell vs Fortitude |
Torments Reach AOE | 15-25 | Crush | average | Spell vs Reflex |
Druid Shape-shifted forms | 16-25 | Crush/Pierce/Slash | average | Deflection |
Related[editedit source]
- Unique melee weapons provides a list with every unique melee weapon in Pillars of Eternity
- Unique ranged weapons provides a list with every unique ranged weapon in Pillars of Eternity
- Unique shields provides a list with every unique shield in Pillars of Eternity
References[edit source]
- ↑Forum post by Josh Sawyer
- ↑Josh Sawyer forum post about weapon enchantments balance
- ↑Forum post listing quality variants
- ↑Forum post detailing weapon verity
- ↑Josh Sawyer on gear restrictions