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1 hour ago, Nikki Darks said:

OK so, after testing it out a bit more... It seems like Bernie restores a whopping 1 health per hit.

It's safe to say that the regen skill is now useless. :)

I wish Klei told us what's intended or not, because the regen change feels like a bug.

Even if it worked out of combat as well at 1 hp per second a 2 point investment for to take half an hour to heal 1800 hp is a bit rough. On top of that I think that Burning Bernie's 8 point cost is a bit steep and I wish that was lowered so I could get it without losing too many of the things Willow can do.

Edited by Soul7k
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45 minutes ago, Soul7k said:

Even if it worked out of combat as well at 1 hp per second a 2 point investment for to take half an hour to heal 1800 hp is a bit rough. On top of that I think that Burning Bernie's 8 point cost is a bit steep and I wish that was lowered so I could get it without losing too many of the things Willow can do.

When he regenerated HP constantly while BERNIE! you could just have him follow you around the world and kill things with him. It was super convenient, but now the regen might as well not be a skill at all.

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I know everyone wanted the lighter to refuel by absorbing flames but imo it could never really work that way.  Its too simple of a loop.  "Oh my lighter is low?  Let me use my lighter to light something on fire and immediately put it out."  See, its a very simple and lame set of actions.  In order to "balance" the fact that it provides fuel for its self they have to reduce the fuel gains so low that it is barely noticeable.  In order to get any significant refueling you'd have to either use something like Lava ponds that can infinitely re-ignite you or drop a whole stack of 40+ things individually to light up for 1 ember cost and then suck it up...

See its more simple and satisfying to just say "well use ember to refuel it, since that is your source of fire magic anyway."

 

I do hope they fix Bernie's regen to always regen not just in combat.  Surely this is a bug?  Or maybe give Willow a Bernie skill to heal him with embers?

I feel like - aside from Burning Bernie the whole Bernie skill tree is a bit bland.  Few of them are actual, noticeable effects that enable more Bernie play rather they just say "bernie has better stats" 8 times.  I get why Burning Bernie is so many points - its a very powerful skill, if you take this I'd wager Bernie can out perform Abigail for slaughtering hordes of aggro mobs.  In order to get such a powerful Bernie you must sacrifice your ability to get the lunar / shadow fire spell, and you've limited your fire casting abilities.  But why is this the only skill in the Bernie side that is actually good?

I think they need Bernie skills for letting you pick up Bernie, and for letting get big form regardless of your sanity.

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Hello! I figured I should add a reply to this thread since my feedback/request is minimal - I, personally, was confused by the new boss' item, the Bootleg Getaway, due to being prompted to "toss", selecting a location and being prompted, again, to "toss" and select a location on my map. After an explanation from the Don't Starve community on Discord, I understood the two "toss" prompts were actually separate (I thought the second one might have been asking for some sort of confirmation). To solve this potential misunderstanding, I figure the two prompts should be named differently, "Entrance" and "Exit", respectively, "Inward" and "Outward", etc.. Some sort of indication that you are choosing a way in and a way out of the ocean wormhole!

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2 hours ago, Shosuko said:

Or maybe give Willow a Bernie skill to heal him with embers?

tbh i prefer if not for a silly reason, i love the uniqueness of repairing bernie with a sewing kit. Is a teddy bear and you are repairing it, simply really cool interaction and not a bad one considering you can repair him multiple times perk kit (or per stack of duck tape)

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10 minutes ago, arubaro said:

tbh i prefer if not for a silly reason, i love the uniqueness of repairing bernie with a sewing kit. Is a teddy bear and you are repairing it, simply really cool interaction and not a bad one considering you can repair him multiple times perk kit (or per stack of duck tape)

Ye maybe burner just needs some difference in regen/health I don’t think the repairs are the problem 

Hi Jason, the Combustion Skill still causing the game to crash, can kindly help check? thank you :D
Also I have question about Bernie's Lunar or Shadow Alignment skill, on the Skill Description it says
Shadow Bernie -> Tap into the darkness to strengthen Bernie's planar attack and defense, particularly against Lunar enemies
Lunar Bernie -> Entreat the moon to strengthen Bernie's planar attack and defense, particularly against Shadow enemies


I noticed that no matter Shadow or Lunar Bernie that I choose, that Bernie still receive 15 Planar Defense against both Shadow or Lunar aligned creatures.
Example I choose Shadow Bernie, I got 15 Planar Defense when hit by Deadly Brightshade, and also getting 15 Planar Defense when hit by Fused Shadeling 
- is this 15 Planar Defense is given regardless of Shadow or Lunar affinity that I choose, then there is additional Planar Defense that Bernie will receive , but not yet added in the game?
- or the 15 Planar Defense should be only available when fighting against the counterpart of the affinity? (ex : Shadow Bernie got 15 Planar Defense when fight Lunar enemies, and vice versa)

or if i count it wrong, kindly let me know :-D

Then about Firefighter, I couldn't get the specific number of how much the fire damage will increase after I choose this talent as the % increase is always not the same (if anyone know the % number, kindly let me know, thankss) , but I was thinking if this Firefighter can be improved? maybe the fire damage can ramp up bit by bit , or give additional Physical damage when Willow hit enemy that is burning (ex : flat +5 or +10 Physical damage), as Fire element is more on offensive category compared to Ice that is more on defensive, I feel that the reward for choosing "level 3" Lighter skill should be more rewarding, and giving Willow more offensive fire power (while investing on Bernie's Skill will give more defensive power)

I'm not a Willow main but this update makes Willow seemed really fun to play! excited to see the final result! :love_heart:

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You can spawn Willow's fire ontop of other player in COOP to set them on fire??? Even the basic fire summon ability does this, and it pretty much one shots players... In COOP?

Also, Bernie shouldn't take damage from Willow's lunar fire.

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38 minutes ago, Wattata said:

Then about Firefighter, I couldn't get the specific number of how much the fire damage will increase after I choose this talent as the % increase is always not the same (if anyone know the % number, kindly let me know, thankss)

image.png.b74a82883bf3ccbe5ec74c0c6479c0c2.png
Fire Fighter makes creatures take 1.5x as much burn damage and Burn Duration makes creatures burn 3x longer for a combined total of 4.5x damage over the duration of the burn.

Fire damage appears random because it's based off the creature/object's heat output, which is a random value based roughly on its size (large propagators take/deal less damage than small propagators)

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2 minutes ago, Arcwell said:

image.png.b74a82883bf3ccbe5ec74c0c6479c0c2.png
Fire Fighter makes creatures take 1.5x as much burn damage and Burn Duration makes creatures burn 3x longer for a combined total of 4.5x damage over the duration of the burn.

Fire damage appears random because it's based off the creature/object's heat output, which is a random value based roughly on its size (large propagators take/deal less damage than small propagators)

Funny screenshot from me testing. image.png.7228d34f0fd7d3d5ce4a1b5f17ab7624.png
All of the same Treeguards, all taking different amounts of damage??? There's like three different numbers on screen.

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10 minutes ago, Arcwell said:

image.png.b74a82883bf3ccbe5ec74c0c6479c0c2.png
Fire Fighter makes creatures take 1.5x as much burn damage and Burn Duration makes creatures burn 3x longer for a combined total of 4.5x damage over the duration of the burn.

Fire damage appears random because it's based off the creature/object's heat output, which is a random value based roughly on its size (large propagators take/deal less damage than small propagators)

Ohhh I see, that's why the burning damage appears random, thanks so much Arcwell, you're amazing! :wilson_love:

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47 minutes ago, Nikki Darks said:

Funny screenshot from me testing. image.png.7228d34f0fd7d3d5ce4a1b5f17ab7624.png
All of the same Treeguards, all taking different amounts of damage??? There's like three different numbers on screen.

This also has to do with the fact that fire damage from burning is AoE.

In your particular example, there's 5 treeguards, which are all considered large propagators. Large propagators have a random heat output between 6 - 9.5, and the burn damage per burn tick is 1/4 of that (I think it's supposed to be 1/2 and this is just a bug, but not entirely sure), which is then multiplied by 1.5 from Willow's skill. Net result: each treeguard is producing a dmg aura of 2.25 - 3.5625, which is overlapping with each other to create the damage numbers you see.

Edited by Arcwell
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Wigfrid problem. 
She is objectively W+M1, she needs something really normal for balance, not just a diet of meatballs.  What about bloodlust?  Wigfrid does not kill aggressive mobs for half a game day conditionally, and her sanity begins to lose a couple of units per minute.  If she does not kill aggressive creatures for a longer time, then the debuff increases.  Bloodlust does not decrease when killing nightmares.  After killing enough aggressive creatures, the effect restarting timer.  Then playing for this character will force the player to a constant battle, not because it is easy for the character, but because it is required.

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Combustion still crashes the game for me as well.

Her skills should auto-ignite Bernie if you have the appropriate Bernie perk activated.
Currently, she's just super-tedious to micromanage. Embers should be automatically picked up just like Wortox.
Maybe have a 40 max, single stack size of embers for her, everything above that just doesn't get picked up.
We should not need to equip/activate the lighter in order to pick up embers. It's super tedious.
She just has way too many DoTs to manage at the moment either on enemies or Bernie... and there's no good control layout to make this non-tedious/a chore and it doesn't even increase DPS significantly to be worth all the effort. Bernie health regen also doesn't seem to be working as expected (regen only takes place upon transformation, once).

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11 hours ago, Arcwell said:

This also has to do with the fact that fire damage from burning is AoE.

In your particular example, there's 5 treeguards, which are all considered large propagators. Large propagators have a random heat output between 6 - 9.5, and the burn damage per burn tick is 1/4 of that (I think it's supposed to be 1/2 and this is just a bug, but not entirely sure), which is then multiplied by 1.5 from Willow's skill. Net result: each treeguard is producing a dmg aura of 2.25 - 3.5625, which is overlapping with each other to create the damage numbers you see.

Oh that's cool. 

Willow's spells also seem to make her fire damage bonus even stronger?

If she sets an enemy on fire with a fire staff it's a set amount, her bonus I assume, but when she sets them on fire with a spell like combustion, it's way stronger of a damage boost.

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2 hours ago, Nikki Darks said:

Willow's spells also seem to make her fire damage bonus even stronger?

If she sets an enemy on fire with a fire staff it's a set amount, her bonus I assume, but when she sets them on fire with a spell like combustion, it's way stronger of a damage boost.

Yup, Willow's spells use 1/2 of heat output instead of 1/4 like most other sources. Though, whether a source deals 1/2 or 1/4 is inconsistent enough that I'm pretty convinced it's a bug accidently dividing damage twice.

  • Torch & Lighter deal 1/4 of heat output
  • Fire staff deals 1/4 of heat output EXCEPT on main branch where it deals 1/2
  • Fire pen deals 1/2 of heat output and doesn't trigger Willow's skills
  • Willow spells deal 1/2 of heat output and trigger Willow skills
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2 minutes ago, Arcwell said:

Yup, Willow's spells use 1/2 of heat output instead of 1/4 like most other sources. Though, whether a source deals 1/2 or 1/4 is inconsistent enough that I'm pretty convinced it's a bug accidently dividing damage twice.

  • Torch & Lighter deal 1/4 of heat output
  • Fire staff deals 1/4 of heat output EXCEPT on main branch where it deals 1/2
  • Fire pen deals 1/2 of heat output and doesn't trigger Willow's skills
  • Willow spells deal 1/2 of heat output and trigger Willow skills

Scalemail doesn't work too as i know

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4 minutes ago, Arcwell said:

Yup, Willow's spells use 1/2 of heat output instead of 1/4 like most other sources. Though, whether a source deals 1/2 or 1/4 is inconsistent enough that I'm pretty convinced it's a bug accidently dividing damage twice.

  • Torch & Lighter deal 1/4 of heat output
  • Fire staff deals 1/4 of heat output EXCEPT on main branch where it deals 1/2
  • Fire pen deals 1/2 of heat output and doesn't trigger Willow's skills
  • Willow spells deal 1/2 of heat output and trigger Willow skills

Hmmm…I thought fire damage is dealt every 14 frames, and the damage amount is 14/30 of the heat output. 

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2 minutes ago, Fufuji said:

Hmmm…I thought fire damage is dealt every 14 frames, and the damage amount is 14/30 of the heat output. 

Unless I'm interpreting this wrong:

Fire damage occurs every 0.5 seconds (defined by PROPAGATOR_DT being passed through DoPeriodicTask in the StartUpdating() method of propagator.lua)
When Fire damage occurs, it deals damage as defined in the OnUpdate method, which is [heatoutput * 1 (unless it's a player, in which case 0.5) * dt]. I believe dt is supposed to be 0.5 also being based off PROPAGATOR_DT, but I could be wrong on that. It definitely seems to vary across sources at least.

Relevant code:

Spoiler

image.png.1e3f75f5b44e0100e111ae0b228bc133.png
image.png.05809466b2ebd8c309ea726bd4493715.png
image.png.a0311a037040728cbabcf24b82837e71.png
image.png.bdb7555cff678344abdf068b47676862.png

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11 hours ago, Odeskald said:

Wigfrid problem. 
She is objectively W+M1, she needs something really normal for balance, not just a diet of meatballs.  What about bloodlust?  Wigfrid does not kill aggressive mobs for half a game day conditionally, and her sanity begins to lose a couple of units per minute.  If she does not kill aggressive creatures for a longer time, then the debuff increases.  Bloodlust does not decrease when killing nightmares.  After killing enough aggressive creatures, the effect restarting timer.  Then playing for this character will force the player to a constant battle, not because it is easy for the character, but because it is required.

Remove the bold parts and potentially replace them with mobs that give inspiration and aligned enemies will remove bloodlust and it'd be a very interesting downside that really fits and goes along with her insane method actor nature. 

After 1.8 days of not fighting a inspiring enemy she'd could lose 1 per min, and after 3 days it would jump to 5 per min cancelable by attacking or being attacked by a shadow or creature creature who can generate inspiration. It would offer a interesting spin on a battle maniac without being annoying. 

18 minutes ago, Arcwell said:

Unless I'm interpreting this wrong:

Fire damage occurs every 0.5 seconds (defined by PROPAGATOR_DT being passed through DoPeriodicTask in the StartUpdating() method of propagator.lua)
When Fire damage occurs, it deals damage as defined in the OnUpdate method, which is [heatoutput * 1 (unless it's a player, in which case 0.5) * dt]. I believe dt is supposed to be 0.5 also being based off PROPAGATOR_DT, but I could be wrong on that. It definitely seems to vary across sources at least.

Relevant code:

  Hide contents

image.png.1e3f75f5b44e0100e111ae0b228bc133.png
image.png.05809466b2ebd8c309ea726bd4493715.png
image.png.a0311a037040728cbabcf24b82837e71.png
image.png.bdb7555cff678344abdf068b47676862.png

I have tested this in game. It seems that most of time the tick is 15 frames, however sometimes it'll be 14.

Thank you!

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With the thought of optional insight reset comes the idea of resetting other things too like the plant registry and cookbook. Idk about other people but I like collecting plant info and insight and I’d prefer to have the option to do it on a new save if possible

Also I don’t know how I feel about the new boss not being fully killed when defeated (nightmare werepig style) to me it just dosen’t fit it. It’s a fun boss with a unique and time saving drop but I don’t know if it has enough apparent lore significance to warrant the survival. Now if this boss has more significance but I don’t want this doesn’t become a major trend with a lot bosses getting dialogue (it’s currently unimplemented) and no death but at least to me I want only lore significant bosses to have that.

Edited by RonanMcQ
Ice shark survival make me write too much

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