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Showing content with the highest reputation on 09/05/22 in Posts
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I generally think you don't trust anything called Pravda. Sort of like how if a country has "Democratic" in their official name...3 points
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"in soviet labor camps, they knew your name" - oh, they knew names in german camps as well. We were very good at tracking everything thanks to our need for bureaucracy. The thing with the crimes we also had covered, or does he not know about the differently colored stars?3 points
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Here's something impossible to satirize: Russian TV presenter arguing that Soviet concentration camps were better than German ones. The other stuff is fairly rich, too. Presented with a straight face, it's quite a sight to behold.3 points
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Afaik the formula for Soul Annihilation damage is: I found notes from a few years ago related to my SA tests. And Deathblows was affecting it. A cipher with 200 focus, legendary enchanted weapon, active soul whip damage bonus, deathblows, 7 PL and 20 MIG, will deal 285.2 raw damage. Raw damage component is part of / originating from melee weapon attack and benefits from it's bonuses.2 points
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Ah, figured out where to go next in Drezen... at least a bit further2 points
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Desna doesn't let her priests lynch people out of paranoia, so those crusaders should clean up their own house before opening their mouths.2 points
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I'm not particularly invested in this matter tbh. If Caedebald's Blackbow gets pierce/corrode that's fine. My main concern is to make the mechanics consistent, sensible and predictable. That's why I found that keyword/immunity issue so annoying. If that's been solved the details on how to design the weapon dmage in order to make it work are cool with me if it helps solving the problem.2 points
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The potion of Refuge look like an alchemical version of Withdraw : +10 Health Restored per 3.0 sec Untargetable Paralyzed The paralyzed effect is not a truly one, I mean it is not an affliction that cause -5 dex etc, that just dont allow to do anything. The variance with Withdraw is the missing of Invisible : a character "refugied" can be targeted by the party, but not by enemies, cant move or do something, and is healed. So, with Wall of Draining for self, or Salvation of Time from the party, a character can stay "invisibly" at melee range, echoing Cipher's spells or receiving some friendly beams, Dimensional Shift, or just chanting* (many lives etc), lowering enemies's defenses with aura*, etc. It is less powerful than Martyr's Memories from the Tears of Saint Makawo (basicaly a per-rest combat-only version of Temporal Cocoon) but that can be nice to play. The potion is cheap after all. If during the refuge effect, the character (from friendly attack or DoT) and is reanimed, then the Paralysed effect disappears. The character is still untargetable and healed : it is like for Reforge the Flesh, but for the combat only. * Passives aura effects also work under Withdraw effect. Not chants since there are "actives".1 point
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This build is in reality an "end-game party composition" because a priest is needed, and it is about not one, but two builds of hired SC Barbarians who behave as one entity. Most of time, it is easy to estimate the DPS, but in this case, I dont know how many strikes are done per second. Classes : 2* Barbarians (Berserkers, because of Tenacious) Races : Humans (+7acc, +15% damage) Stats : Might high Constitution very low Dexterity low Perception very high Intellect very high Resolve very low Needed abilities and passives : Carnage (default) Blooded Accurate Carnage Bloody Slaughter One Stands Alone Bloodlust Uncanny Luck Improved Critical Leap Brute Force Blood Thirst Spirit Tornado for one, Blood Storm for the other Barbaric Retaliation Prestige Equipment (for both of them with Import, otherwise the grey item as alternative) : Serpent's Crown - Heaven's Cacophony Torc of the Falcon's Eyes -Charm of Bones - Baubles of the Fin, Strand of Favor Violet Redemption - Cloak of the Theocrat Glove of the Dungeon Warden - Gauntlets of Accuracy (same effect) Harmonie (only for one) / Kuaru's Prize (for the other) - Ring of the Marksman - Ring of Overseeing Boots of the Stone - Sandals of the Waterlily Effigy's Husk with Eye of Blackstone , Aloth's Leather Armor (without Fire in the Hole) Food : Mari Crudia - Crusted Swordfish Pet (watcher) : Atlas/Harley (or Blinky / Nikky, see below) Weapons: The reached point with the equipment and weapon choice is to have +100 from deflection value in accuracy, to get 100% crit chance at melee (see below). Dual weapons, the melee crit part : Rannig's Wrath (Flanking and Redoublement): +20acc (modal), +5accurate, +4 Thrusting >>> +29acc The damages-to-enemies part : Fire in the Hole (the bounce, the modal AoE (with Perception immunity) or, optional, Keeper of the Flame (the fire AoE vs reflex, +4acc with Sweet aroma) >>> +33acc or Current's Rush or the Weyc Wand Also, nice alternatives with this build are Estocs, with a damaging effect to enemies limited to Carnage (excepted for Eager Blade). Estoc modal (-15 defl, +2pen) dont stack with frenzy, so -5 deflection, translated into +5acc) Eager Blade (Vehemence (+8acc) and Bounding Strike (pierce AoE vs reflex))>>> +13acc Blade of the Endless Path (Seeker's Prize (+10acc), Marking (-20 deflection)>>> +35acc Engoliero do Espirs (for Cruel Blade)>>> +5acc Concretely Barbaric Retaliation trigger a full-attack on crit that doesnt have neither action time neither animation. The retaliation can obviously also crit. With their stats and legendary upgrade for weapons, so considering a base acc of 105 and a base deflection of 67, these traits become in fight : 105 +7 (human spirit)+ 5 (Dire Blessing) +10 (Devotions of the Faithful)+10 (Serpent's Crown) +29 (for Rannig's Wrath, see above) +3 gloves : 169acc 67 -10 (frenzy) = 57 deflection That mean the couple of barbarians, when attacking each other at melee, have 100% chance to crit, triggering a cascade of full-attacks and carnage in ping-pong that cause vertical lignes of damage to close enemies. The bounce from Fire in the Hole (and his AoE from the modal) or the AoE from Keeper of the Flame proc each time, also carnage do. Without the Harmonie Ring, to immunity of intellect for both barbarians, the other party members can die immediately. And without immunity to perception (Effigy's Husk), barbarians loose 10acc (-5 Dire Blessing, -5 per), but that can be adusted by the Serpent's Crown (+10acc on crit). Because of Spirit Storm 's staggering effect on hit (downgraded to nothing with the Boots of Stone for barbarians), enemies will suffer to -10 fortitude, and Carnage and Fire in the Hole's bounce (vs deflection) can target the fortitude with Brute Force. Carnage is affected by PL, Accurate Carnage, Serpent's Crown, Perception, Dire Blessing, and Devotions for the Faithful. Without Priest and Barring Death Door, the barbarians are insta-killed. A brilliant priest can indefinitely prolong that, but for most of the fight, +20s from double cast of Salvation of Time is largely enought. Salvation of Time is mandatory because sometimes, the couple of barbarians have to go nearby other enemies (at carnage and bounce range) with Leap, so that require time. Without Dire Blessing and Devotion for the Faithful, Blinky or Nikky as watcher's pet allow to reach the difference of 100 between deflection and accuracy. (157acc) With BpM, carnage can crit, so can trigger Hemorraging from Effort, and Avenging Storm. I mention that because it is a double-chain, but the Rannig's Wrath / Fire in the Hole combination is already a big deal.1 point
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I too love surrealist nonsense and, perhaps atypically, don't care if something makes sense as long as it's interesting so the work of David Lynch works really well for me. The first film of his I saw was Lost Highway on IFC when I was in high school and I was just blown away by how different it was from most of what I had seen at that point, even though I was confused as hell. Even beyond the plot they way it looked and sounded was like nothing I had seen in the movies I had been able to see in theaters or rent at the Blockbuster.1 point
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I'm a big fan of noir detective stories and many of its tropes (e.g. the femme fatale, two-faced characters playing each other) thus many of David Lynch's works are right up my alley. The surrealist nonsense is icing on the cake, the weirder the better. Obviously, Twin Peaks is completely my jam.1 point
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Sorry, but here is another one that doesn't include Iggy.1 point
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^ Know what else would help, at least in some weather conditions? Significantly slowing down etc. ...technology vs. "Darwin jokes" - I wonder what will win out in the end.1 point
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> best summon the animated weapons. until that... level 1-2: the skeletons are good e.g. if you want to clear the 1st cave on POTD/solo from pesky acid bats without being their target. But never get the skeletons as your 1st invocation, you don't want to keep them forever but to respec as soon as you have the wurms. if you need some vessel cannon fodder at higher level for grave calling/engoliero fun, you will use the superior skellies chant anyway in the end. asap: the Wurms: cheap/fast cast, fast, even on water, even if enemy frontliners manage to block them fast they can still target ranged enemies/pesky sigils from the distance while skellies/ogres would be not useful. In my experience having summons with engagement (e.g. the ogres, not the low level skellies that suck after level 2) is rarely needed, the only melee enemies that change target to look for something else are usually nearly dead rogues and if you are ready for that you can paralyze/stun/charm them in time, so 3 wurms are usually more than enough to absorb most enemies attacks and still hit things at a distance easily. Decent fire damage, decent health but not super sturdy so they still give back good damage when pain-linked and hit by a disengage attack, they are the perfect kamikaze to use with pain link disengage dance against a tough boss (e.g. fire dragon - you can damage her safely from distance this way while you recharge to try next disintegration/eld nary attack that you can manage to chant more easily as the wurms are a cheaper summon compared to the ogres) Ogres: good when fire damage does not work well or you really need engaging, crush damage is one of the best and they have also nice area attack + robust. Alternate with the wurms until you get the animated weapons. But often 3 wurms are better than 2 ogres. The animated weapons are almost always better after you have them, except maybe the rare cases when you need more crush/fire damage or to spare some chant point for e.g. eld nary1 point
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@VoltronHey there! Know this OP was 4 years ago, but I just started with this build (Herald version... already rolled the War Caller as well). Wanted to let you know: according to the Wiki, the Kapana Taga was changed to a Club in one of the patches, just so people know in case they want to put a point in that proficiency if they choose to use it.1 point
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Tekehu has many CC options but his PER is meh, automatically putting all of his offensive options a step behind. And his AOE damage comes from Greater Maelstrom, which he can only use once per encounter unless you use empower/brilliant. However it can be easily accessed through reading scrolls only limited by your quick item slots so it's not even exclusive. So I wouldn't go pure druid on him, he has chanter version of Weather the Storm at PL7 meaning you can sustain it for the whole encounter, it trivialized many boss fights for me.1 point
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Dazzling Display is a prerequisite of Shatter Defenses. As long as you take that, it'll not be a wasted feat even in the light of Frightful Aspect. edit: @InsaneCommander if you give Ember the Red Salamander ring, she will have two different spell levels of Hellfire Ray, which you can separately bolster. If you do that and then later pick Favorite Metamagic: Bolster, you can add some more of them to her spell levels. Because even if all newly created Bolstered spells are now one level lower than before, the old ones stay in the book. She can cast LOTS of these things. At insane damage.1 point
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the obstacle you will run into for successful intimidation checks is the same hurdle most any individual character or party build must face: bloat. owlcat balancing is near non-existent, so the method they utilized to keep the game challenging were to breakdown difficulty levels based on the predictably munchkiny nonsense possible with owlcat epic + pathfinder. for intimidation specific, is surprising few bosses immune to fear. intimidation also ignores sr. however, 'cause o' the endemic bloat, it takes a ridiculous investment to build a character capable o' being able to reliable intimidate bosses. https://pathfinderwrathoftherighteous.wiki.fextralife.com/Frightful+Aspect eventual you get frightful aspect. is like a permanent dazzling display aura and is even better than straight-up intimidation 'cause is no skill check or saving throw. foes in the aoe o' effect capable o' being shaken are shaken, period. so why would you devote effort to building a character who is able o' delivering shaken through dazzling display? most players would not make such an investment. however, am gonna suggest the answer is as simple as two words: vavakia vanguard. is only a couple o' 'em in the base game and they are tougher than most bosses. the most annoying aspect o' these foes is their fear aura which were delivered via intimidation as 'posed to will save and as such it were near impossible to resist the effect. a player character or a couple companions may achieve same results as the vavakia vanguard. take one level o' thug results in the player's intimidation checks being transformed from shaken to fear. thug fear is an amazingly powerful ability and is perpetual undervalued, but 'cause o' bloat o' bosses, you need indulge near every skill, strength and charisma boosting option available if you wanna be able to fear lock bosses. chances are dazzling display, as soon as you acquire frightful aspect (which is admitted late in the game) feels like wasted feats. however, give one level o' thug to sosiel and build him with single-minded dedication to boosting intimidation, and you will be able to reliable fear lock all but the couple fear immune bosses. ... alternatively, play trickster. HA! Good Fun!1 point
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In the facts, this Animal companion ability doesnt feign the Uncounscious appearance, that give 9999 damages to himself and a timer after what he revive. Animal companion is not a summon, so his death trigger the Rightful Vengeance (+1 might and resolve until combat end) from the Crown of the Exiled Queen, and Grieving, Denial and Guilt (+1 might and 5% beneficial/hostile effects duration, until combat end or switching weapon) from Burden. Each effect stack 4 times, and with everything. Animal can be reanimed by "classic ways", so it is possible (but tedious) to use a similar thing that the Strand of Favor trick in fight : 4x the animal companion Play Dead with a quick reanimation, or 4 animals play dead in the same time and revive, then switch and switch back to Burden (wit Guilt), and animals play dead again. Another good thing about play Dead is when there is a Fighter (enemy) able to cast Take the Hit. While confused, he redirect 50% of damages from allies and enemies who have the Take the Hit status to himself. In the case the Animal Companion success to be near a confused Fighter when he cast Take the Hit, Play Dead redirect to him 5000 damages on Play Dead. Spark the Souls of the Righteous still deal this aura shock damages when the allie (here, the animal) with the effect is uncouscious. I dont find other nice usages of Play Dead, but maybe there are some others!1 point
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Nannasin's Cobra Strike DOES have a damage over time effect which counts as poison. I think it's best to keep the keyword in place so players aren't confused as to why skeletons are not suffering from the DoT damage.1 point
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Oh yes! Just posted the same glitch here not more than a few minutes ago. Oh course, I didn't notice your post until afterwards....go figure. It's not just a few raw meat trails......there are piles and piles of weevil meat chunks in my game. Usually, but not always, at the base of Toadstool and Mushroom clusters. And the ant jump attack animation is now missing as well. Just one touch and POOF! Instant death. RIP little weevil. The red little critter then pretends to eat and then moves on....but the meat chunk is still left behind. Sometimes with a weevil nose sack. Sometimes not. Been investigating the rest of the yard....and you guessed it....meat trails and piles all over. It's seems more intense around the strange machine and the oak tree, though....but not exclusive. Hope they clean up the backyard a bit. I've already filled two chests full.....lost count of how many I left behind.1 point
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