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Showing content with the highest reputation on 05/08/23 in all areas

  1. Realistically, at this point, my steam wishlist is pretty much just a collection of games that I will never buy.
    3 points
  2. Picked up Space Haven on GoG. As a kid, I would always build spaceships with legos. It wasn't too fancy, I'd just take the base plates and connect them, and then build quarters and engine rooms and a bridge. This game lets me do that. The nice thing is it lets you control characters directly for certain events like exploring ships. It's a pretty fun game.
    3 points
  3. It's a fun game, I am really struggling to advance as all I do now is rush around to try to keep up with Energium consumption. Suppose I don't need to stop and harvest every derelict though... Mafia 3 still dragging on, at least the DLC where you fight cultists is somewhat different. Mostly is an annoyance trying to do the truck missions, I just decided to not bother with those
    2 points
  4. The last thing, I want from any tabletop RPG is hack and slash
    2 points
  5. Hi all! Tim Cain started an awesome YT channel. Reveals he's semi-retired since 2020, but working as a contractor for Obsidian and other companies. So far he's been talking about Troika, Arcanum, Bloodlines, Fallout and ... an unreleased Lord of the Rings game from 2001. Stories of Pillars of Eternity might follow, he's mentioned that and Tyranny a few times.
    1 point
  6. Introduction and Principles : I have the project to make a "small" balance mod for PoE1. I haven't much time to work on it right now, my target date is more about this summer, but I think it's better to get comment as soon as possible since the activity on this forum is decreasing... Mostly, I would like to gather some feedback before it's too late to get "enlightened" reviews. I am already the author of a rather big balance mod for PoE2 ( Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) ). I don't want to do something that big for PoE1 since modding PoE1 is a bit more complicated and I don't have that much time to invest again. In addition, I won't find it that suitable since I'm in love with many of PoE1 « unbalanced » features (such as Dragon Trashed. builds..). Finally no multiclassing tends to reduce the number of potentially OP combinations. My objectives are only to make every combination of Races and Classes relevant enough. All classes shall be able to fullfill a particular role (or combinations of roles) better than anyone else in a party (Solo is a secondary concern for me). A couple of warnings before sharing the details : - I won't try address all bugs and glitches. By experience, there are just too many of them. - I won't do anything else than tweaking numbers beacuse of the technical difficulty to do so. I can increase damages, duration, values of bonus or even add a scaling per level (seems simple enough). So please try to avoid making suggestions that would require adding new properties to a particular ability. - The total number of changes should be close to the list I will present below (I can include a couple more suggested changes, but not too many...). My vision of current class balance : Tier S : is about casters who can unleash many (great) casts when needed Tier S++ : Priest. Close to impossible to replace as party support (and solid for everything else). Playing without a Priest in one's party is like rising the level of difficulty... literally since PotD adds like +15 Accuracy and Defenses to foes, while a priest get basically adds around +30 Accuracy and +60 Defenses (even if it requires casting time and a party slot). Tier S+ : Wizard. Incredibly strong on its own. Special mention to Ninagauth Shadowflames which is way too strong (even for a special reward) and you can cast it every encounter from lvl 15. Tier S : Druid Tier A : Solid tier All of these classes have some very strong specials. Here are the reason why most of the classes fit in this category : Chanter : Dragon Trashed is crazy strong, and they can do that while standing in the strongest armors (and pocking with weapons). Paladin : similar to Chanters (even tankier) thanks to Sacred Immolation, less powerful but with a lots of other support goodies (instant resurrection, auras, spike damages with FoD, etc...) Ranger : very strong ranged damages with Twinned Arrows (basically doubles DPS), a good pet from the later version of the game, reccursive Stuns from Stunning Shots. Monks : very versatile with summons, Crowd Control, good DPS abilities, and tankiness through Iron Skin Barbarian : great AoE damages with possible added Crowd Control (through interrupts or overbearing weapons). Spike AoE damages with Heart of Fury. Cipher : extremely versatile casters with great weapon damages. Defensive Mindweb is super good. Tier B : slightly subpar Tier Tier B+ : Fighters : some nice goodies, but not something as gamechanging as the previous ones. Just needs a trump card similar to what is Sacred Immolation or Twinned Arrows for their respective classes. Tier B : Rogue : great Single Target DPS... but not that much greater than Ranger with a lots more weaknesses and no really great other goodies. As a consequence of th I will try to do the following : - Give a super endgame ability to Fighters - Improve the Rogue substancially and also give them a super endgame ability - Tweak down a couple of Priests and Wizards spells that I consider particularly annoying. Note that I would include nerfs in an optional component. (as I did for my PoE2 nerfs) - Try to reduce the gap caused by Rest Spamming (see below) Focus on the Rest Spamming issue : Limitating rest is part of the usual game experience. If you rest spam, some classes (casters) are way stronger and restricting oneself from using per rest ressources is part of PoE1 game design. Of you roleplay a minimum, you won't go back to the nearest inn every other fight. You may find this gamplay annoying, but I don't want to touch this. However, it would certainly be a good idea for another mod !! It would most likely require to lower Wiz/Priest/Druid casts to 1-2 per spell level as it was done in PoE2. On the contrary, one of the general principles of this balance mod would be to increase the number of per Rest casts for all non spellcasters. One of the biggest strength of casters (Wiz, Priest, Druids) is that they have a lots of casts for boss fights, making them God tier for such battles. Increasing the number of Per Rest casts of martial classes would reduce the gap. A lot of Per Rest abilities are actually quite good vs bosses (Unbending, Deprive the Unworthy, Finishing Blow), and I feel weird that they usually get 1-2 casts of them while casters get 4 casts on each Tier (not even counting mastery). Since my purpose is to give more Per Rest casts to martial classes in general, my rule would be by default to give 4x Per Rest cast of everything Per Rest. Because 4x Per Rest cast is what casters gain per spell level, it would feel fair. Sometimes I would make exception to 3x if the ability feels a bit strong (Unbending, as it is) or 5x if weak/spammy (Binding Roots as it is, or Hastening Exhortation). Expect +2x Per Rest cast compared to current values, with some exceptions (Unbending and Binding Roots feel quite balanced as they are, so no +2 Per Rest cast). The result of this tweak would probably to have martials/cipher/chanter to do the biggest part of the work for "minor" fights due to passive and Per Encounter spams (until Mastery at least) while Druid/Wiz/Priest would still carry the party for boss fights, but with other classes also contributing more than before. Detailed preliminary list of changes: Fighter Clear Out : 4x per Rest Sundering Blow : duration 8s -> 30s, -8DR -> -10DR I want to make Sundering Blow the best DR reducer of the game by a significant margin. This would ensure the utility of fighters versus bosses. Also note that using it with a blunderbuss makes it basically an autohit, unlike similar abilities. Ney it's melee only Paladin Hastening Exhortation : 5x per Rest Deprive the Unworthy : 4x per Rest Monk Clarity of Agony : 4x per Rest Barbarian Barbaric Shout : 4x per Rest Wild Sprint : 5x per Rest Ranger Revive Companion : 3x per Rest Master's Call : 5x per Rest Rogue - Sneak Attack : +50% base +10% per 3 lvl beyond 1, up to +100% at level 16 - Dirty Fighting : 10% => 15% crit - Riposte : 30% chances on miss too - Withering Strike : 1x => 2x per encounter - Fearsome Strike : 4x per Rest - Feign Death : Prone 10s -> 3s, invisible 6s -> 12s - Deep wounds : add +3 raw damages scaling per 6 lvl beyond 1 up to 9 raw damages per 3s tick at level 13 - Finishing Blow : 4x per Rest Finishing Blow : +5 Acc, +50% damages, +3% damages per 1% health loss below 50% => +10 Acc, +3% damages per 1% health loss from 100% (up to +300%) Devastatating Blow +5 Acc, +50% damages, +5% damages per 1% health loss below 50% => +10 Acc, +4% damages per 1% health loss from 100% (up to +400%) Most Rogue changes have already been discussed here : Melee Rogue is too weak on PotD Upscale - Page 2 - Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community Wizard (in a distinct nerf component) Shadowflame : Paralysis 6s -> 4s This one is specifically annoying because an AoE Paralysis with a significant duration that can be spammed every fight or 6x times on a single encounter can really break the game. Priest (in a distinct nerf component) Devotion for the Faithful : -20 acc for foes -> -10, -10 mig for foes-> -4, +20 Acc for friends -> -10 (in a nutshell, that's PoE2 values) Crow of the Faithful : +25 Resolve -> +6 Resolve As stated above, Priests are just too good at buffing party. DftF is arguably the best spell of the game since High Accuracy help everything including landing Crowd Control, and you're even debuffing your foes on top of this ! Also Resolve is arguably the worst attribute, but at least it brings a sometimes critical resistance to interrupt. By buffing it so much, CotF basically makes your initial Resolve attribute insignificant. Race changes Death Godlike : damages to foes under 25% endurance : 25% => EDIT 25%+7% damages per 3 lvl, up to +60% at level 16. Nature Godlike : bonus set to +3 to Mig, Dex and Con when under 50% health, +1 per 6 lvl up to +5 to Mig, Dex and Con at lvl 13. Mountain Dwarf : +20 -> +40 vs poison and disease (+20 is too weak and was basically only useful for 1 single build, @Boeroer's Bilestomper) Additional change : 1-Handed Style : 15% Crit -> 25% (basically the same level of power as what I did for my PoE2 mod)
    1 point
  7. Often the list is simply a finger-string reminder for anything I was even slightly intrigued by, during 3am browsing sessions. Every 3-6 months I relook and then delete most of those. I haven't researched all of them re: how "pure" sandbox-y they can potentially be (sandbox-y ala Banished, if you want zero combat aspects etc) Ostriv (gridless) Land of the Vikings (gridless, combat seems to be off-screen raiding, optional I think, not sure) Timberborn Foundation Kingdoms Reborn (some kind of card system for some advancement?, off screen raid, no active combat) (more city builder+RTS style) Going Medieval (Standard, Peaceful, Survival modes) Manor Lords (more conquering focus but has a no/low combat Prosperity mode)
    1 point
  8. ah good find, i just wrongly assumed the top post was updated with all findings.
    1 point
  9. Well, darn. I thought I read somewhere that the "judged" debuff was a universal accuracy bonus. Ah well. EDIT: Just checked that thread, and he says that Magistrate's Cudgel's Judged effect is universal later in the thread.
    1 point
  10. I'm not a big vodka drinker, but as I understand it, potatoes are harder to work with than grain so if the distiller is going to try to make it as neutral as possible then it's better to go with grains but if you want flavor, and I don't mean the flavored vodkas, to go with potatoes. At least, that's what I was told by a local distiller so take it with a potato of salt.
    1 point
  11. Just don't ask "Why do they hate us?" when something explodes.
    1 point
  12. Yes it stacks with all "passive" accuracy bonuses such as marked prey, stalker's link, survival of the fittest, one-handed, and adaptive (scordeo's edge). It will stack with the largest "active" accuracy bonus (devotions for the faithful, hunter's claw, borrowed instinct). In this case borrowed instinct is suppressed by 20 stacks of hunter's claw. Also if you attack reasonably fast and have high intelligence your opponent will often be stunned, giving you another effective +10 accuracy, and with this much accuracy you're going to crit every hit versus everything but maybe dorudugan. The test rotghast normally has a deflection of 61. It's debuffed here by flanked and stunned to 41. A cast of psychovampiric shield gets deflection to 31. So a seer with this weapon and all buffs has effective accuracy of 242. With Blinky would be 247. Can stunlock things easily. Forgot to use Tactical Meld, also cap of the laughingstock debuffs enemy deflection another 10, so with a seer you could easily get effective accuracy around 262 Only thing that sucks about this weapon is the base damage is rather low and it caps out at superb. Penetration is still okay since it's a mace but could be better.
    1 point
  13. Seems like, some Russians are finally starting to pass the reality check after sobering a little
    1 point
  14. I mean, it's not worse than 90% of the anime that people post about in here and hate(?) watch. In my experience, first few episodes usually are always bleh, since you first have to get into the whole thing. However, if it's still terrible at 5 or 6 episodes, I guess it's time to move on.
    1 point
  15. When you have 23 items in your Steam Wishlist and 8 of them are Early Access city-builder/RTS type games, 2 are E-A farming/adventure games and 2 are not released yet (the rest are one that are waiting for sales/not sure about, like Ghostwire Tokyo). I used to not mind doing early access now and then, or at least if it'd been in E-A a couple years, but at this point I can't make myself hit the buy button anymore. I'd rather just wait and "judge" a final form. Like Farthest Frontiers, despite having food spoilage mechanic I wouldn't like, its dev is Crate Ent. so eventually I'd think it would be good. But also, it's Crate, that took 6+ years to finish Grim Dawn (8+ if you include the later DLC's). Nothing wrong with that, mind, but I have no desire to buy in super early this time. But I am happy there are so many city-builder/sim type "indie" games being worked on. In 3-6 years I'll have lots to choose from.
    1 point
  16. https://eurasiantimes.com/india-russia-ties-nose-dive-after-suspending-s-400-shipments/?amp Trouble in paradise with the new BRICS led global economy, dedollarization at its finest
    1 point
  17. I've been relatively blessed, haven't had a motherboard die on me since an MSI board for an old Athlon 1800+ around 20 years ago, and even then it was for the family PC and not my personal one (which was on a Soltek motherboard of all brands, was excellent). I have used all of the big four vendors over the past decade and all have been fine. Was careful to get the P55A board revision for my i5-750 since the initial launch had dodgy retention pressure which resulted in - wait for it - exploding sockets. What's old is new again, eh? Even outside of motherboards I've been pretty lucky with outright failures. The scoreboard is 1-1 for video cards, with a dead Radeon 9800 Pro and a dead GeForce 7900 GT, but admittedly this doesn't count cooler fans conking out. One dead SSD out of a dozen or so, and perhaps most shockingly, the last dead HDD I recall is a 2GB Fujitsu from the late 90s. EDIT: The quirks of each motherboard vendor can be a little frustrating, yes. Asus invented Flashback for example but have been oddly reluctant to add it to many boards, in order to create some artificial market segmentation. MSI do something similar. Gigabyte on their part deserve some praise for putting it on basically their entire product stack, down to their sub-$100 entry level boards with A/H-series chipsets. Meanwhile Asrock didn't implement it at all for a long time.
    1 point
  18. I don't think they've ever specifically said which missiles they used* but I'd be very surprised if they didn't primarily fire Patriots. Iron Dome is mostly used against relatively slow rockets and is itself both short range and slow compared to Patriots- and hence a lot cheaper per shot. An S-200 is up to mach 8, so twice the max speed of even a Patriot (and 4x that of Iron Dome). Alternative would be David's Sling. If they used that though, well, it would have failed both times it's been used in anger which would be slightly embarrassing. *of course, next article I had cued up does say which system they used, and it was the Patriot.
    1 point
  19. Quesabirrias and two kinds of tacos, marinated pork and birria.
    1 point
  20. Yeah, when you watch the first few, you kind of assume that there's a promise of...the show trying to accomplish something. A slow start taking up the first few episodes is not necessarily a big deal, especially when it seems to be a quality show doing right all the things that 99% of other shows don't...but not so much when that "slow start" actually takes up literally all 26 episodes and the show ends without it having felt like it ever began. Really, you're going to use all ~12 hours of your run-time on that? Like...come on, I see better character writing in PBS Kids cartoons like Pinkalicious. PINKALICIOUS, DAMN IT! I watch that crap in the morning before my nieces go to school. Like, the main character has a goth friend that she threw a birthday party for, and the goth girl is like "thank you so much, Pinkalicious...but um, no, there are way too many people here and everything is loud and brightly colored and it's really just not my scene, so I'm out, but hey, you enjoy the party" and she just straight up ditches her own party before it really even starts. This is a show for babies made on a baby-sized shoestring budget, but somehow manages to do some more interesting character writing than a show intended for adults with ridiculous production values like Noir. And it's not like Noir couldn't have...you have a glacially slow show heavily centered around two (and then three) characters, and you don't do anything fun or interesting with them for roughly 25/26 episodes. What gives? Might as well just have had them sit around at the beach not talking and only occasionally glancing over to each other for all of that.
    1 point
  21. My confidence in Asus mainboards took a hit lately. As someone who is pretty much exclusively #TeamBlue I can just look at exploding 7800X3Ds and laugh while I once again feel vindicated and have something to point to when inevitably the next colleague asks my why, but it does not inspire confidence in ASUS' quality control if their OCP cannot detect a short and it just blasts the CPU with enough power to melt the socket off. Speaking of which, you should probably flash your BIOS too, just to make sure the mainboard doesn't put you on a fast track to a killed Ryzen CPU with some ridiculous SOC rail voltage that is higher than the setting in the BIOS, especially if you have EXPO on - and why wouldn't you. 7800X3Ds seem particularily susceptible, but they're not the only ones affected.
    1 point
  22. ...still jus' messin' wit' Divinity 2 moddin' an' waitin' fer the full Baldur's Gate 3 release in August...luvs the fact that the moddin' community fer D2 is still soo big, makes me miss the ol' days o' messin' wit' the Infinity Engine games...good times, they was... ...bah, gettin' a bit misty here...who's peelin' them damn onions??... ...WHO LUVS YA, BABY!!...
    1 point
  23. UK intelligence take on Russian labor market, which was discussed here few days ago.
    1 point
  24. Finished Solasta. Took me 40 hours. As far as the game itself, while I am not a fan of turned based, it does do turned based combat in the best possible way, like XCOM. The story and quest are fairly simple and straight forward, but not to the detriment of the game, instead the whole package is very lean and focused. There are no uneven parts of the game, the encounters are to the point and don't make the game drag on. For what it is I'm fairly satisfied with what I got for my money. The only thing that I particularly disliked is that it's a low level adventure and as such there is not that much to customize build wise (although that could also be the edition of d&d) and there is a noticeable lack of interesting items. I think there is an expansion/dlc coming that continues the adventure and raises the lvl cap to 16. I will definitely come back to it.
    1 point
  25. Hey @Shai Hulud, I'm sorry if we missed your submission I looked up your registered email and based upon that looked it up in our support system. It seems you've been sending us emails but when our folks tried to reply back, we would get this auto-response back from the email system: Whether or not your email is actually full or not, I'm not sure, but for some reason our system seems to think it is and won't send our replies out to you. Regarding The Ultimate, if you want to try emailing my work email, I can send you a DM and contact you that way so we can go through your submission. If that works for you, please let me know. Sorry about the trouble this has all been. P.S. Thanks for the ping @Boeroer
    1 point
  26. So I went to downtown Tehran and they only ship games now, no more going to the store and picking stuff up. Bad news since I live in a small town 17 kilometers away from Tehran. Turns out the only local gamestore in my town still has an acceptable collection of games on display. So I asked for Chernobylite(Stalker 2 hard-on?) and they had a used copy. Can't get past the tutorial... Is it just me or are games getting more and more...'indie'? Nah, @Malcadorwas right: getting old hurts. Time to bother young people and tell them how everything wrong happening around them is their fault.
    1 point
  27. Solasta is shaping up to be a pretty good game. The turned based combat is made palatable by the fact that there are not that many encounters. Although the story and quest are pretty simple so far, which may not be a bad thing for this game.
    1 point
  28. Makowiec with rum soaked raisins and topped with chopped hazelnuts: I cook fairly regularly but I very rarely bake, however this came out spectacularly good.
    1 point
  29. I'm assuming since you posted in this thread you are planning to play with BPM. If you plan to play vanilla, yes that changes things. There are a number of nerfs and buffs in BPM that overall remove most of the more broken combinations and end up favoring tanky builds that can also do damage like FFs. There are many many changes which you can see here https://www.nexusmods.com/pillarsofeternity2/mods/438 The most relevant ones coming from vanilla are probably these The "brilliant" effect is weakened - for caster classes it doesn't restore a spell of any tier but gives a cycle of a spell in tiers 1 to 3, then tiers 4 to 6, then tiers 7 to 9, so it is no longer possible to cast your high level spells, let brilliant restore them, cast again, etc. For non-casters it is basically the same, though there is a 3 second delay for all classes before you get resources out of combat effect extension is removed - strand of favor, cabalist's gambeson, and ooblit cannot extend effects out of combat. priests are significantly weakened - barring death's door no longer prevents death but provides a damage shield. Salvation of Time cannot indefinitely extend effects tacticians are weakened - tactical dilemma now requires flanked OR bloodied (not AND), and gives a harsher penalty. Brilliant tactician requires you be hurt or better and not flanked. Unbending is also weakened, as in vanilla it stacked indefinitely. It is still useful, and constant and rapid recovery last indefinitely so fighters overall are still quite good. blood mages are weakened - blood sacrifice has a recovery and prevents ALL healing for 6 seconds after use, making it much harder to use. In addition, spell restoration is split at tier 4 and tier 7, not tier 3 and tier 6 as in vanilla. This means level 7 spells restore with probability 1/3 not 1/2, and level 4 spells probability 1/2 not 1. In addition, wall of draining is half as strong as in vanilla, so you need roughly twice as many enemies to drain for it to be useful (generally 4+). Potions of Final Stand also have a fixed duration. Basically, blood mages are much harder to play in BPM and the kinds of builds where they are still good tend to be tanky and favor restoring tier 1 to 3 spells, since these are the only ones you will always get back. troubadour is slightly weakened - brisk recitation reduces phrases to 4s from 3s, but the class is still quite good and often the best pick for a chanter monks are slightly weakened - whispers on the wind costs 9 wounds making it hard to spam. Dichotomous souls costs 6 wounds instead of 4. Multiclass monks are only affected by dichotomous souls, which is still very usable at 6 wounds. assassins are stronger than before, given cheaper resources, and an assassin could do the whole game, I didn't mention it because the playstyle is IMO simplistic and cheesy: attack things with assassinate buff, go invisible, flee combat, regain assassinate buff, attack things, repeat. Many other changes, like various buffs to barbarians, rangers, paladins, rogues, fighters, and summons which indirectly buff summoner classes See the change list in the link for a full description, but most changes not mentioned are minor and improve the game in various ways Forbidden Fist attack builds more focus than I think any other attack. You can often get like 90 focus in one attack. Ciphers add a ton of versatility but the most important thing for POTD upscaled is your accuracy and defenses are improved. The cipher spell borrowed instinct gives +20 accuracy and +20 all defenses. It is easy to land against most enemies given ciphers can debuff will in various ways and the empty soul gives +10 accuracy to attacks targeting will. Psychovampiric shield also debuffs enemy resolve by 10 (meaning -20 will, and -10 deflection) effectively giving you +10 accuracy against that enemy's deflection. Phantom Foes has a huge AOE and flanks anyone in it, giving you effectively +1 penetration and +10 accuracy. These all stack, so you can gain +40 accuracy against deflection from ciphers. There's also many useful CC spells like Mental Binding (paralysis), Secret Horrors (mass debuff), Whispers of Treason / Puppet Master / Ringleader (charm/dominate/dominate+charm). And enfeebled from forbidden fist gives +50% hostile effect duration, so everything you punch that doesn't have a constitution resistance gets +50% duration on all these cipher spells. And bosses tend to be immune or resistant to a lot of things, but often they have no resistance to constitution afflictions, and in the worst case are generally just resistant (like dorudugan). Outright immunity to constitution afflictions is so rare I can't even think of anything that has it, though there's probably something. And soul annihilation is really really good. With a FF / soul blade you gain focus fast enough, even with casting the previous mentioned spells you can use soul annihilation every 15 to 20 seconds at max focus. The raw damage indeed helps against megabosses (everything really). So three stats are at play in determining the appropriate duration of forbidden curse from the forbidden fist attack intelligence - unfortunately intelligence boosts the duration, though you can still max intelligence if you want to wear the tankiest armors resolve - the higher your resolve, the more the duration is reduced. It won't be displayed correctly in the window though so getting it right takes some trial / error or previous experience. Generally you want resolve as high as you can get it dexterity - you want to attack with forbidden fist no faster than the actual duration of forbidden curse. To find the actual duration of forbidden curse, just check the character sheet immediately after using it on something. If it it say 2s, then you don't want to attack every 1.9s or the curse will build up. Ideally, you want to attack every 2s, but higher is fine, just not lower. In effect you can use dex as a dump stat. Wearing robes or devil of caroc breastplate (or lighter armor) you can still attack every 2s to 2.2s, even with dex 3, partially because of monk's swift flurry action speed buff Also you want items that reduce hostile effect duration, and abilities that reduce it. For a FF / soul blade this means you want up clarity of agony / enlightened agony when you get it, and you want the ring of the solitary wanderer when you get it. Until then, you may have to wear heavier armors to slow your attack slightly, or use small shield modal, or even the haymaker modal which add recovery time. It sounds complicated but you'll get the hang of it pretty quickly I expect. You just don't want the curse building up, because it causes a lot of raw damage. I've been meaning to post a thread with this class build, I may do it later, but I'll go over the main points here. These are my ideal stats for wearing robes. These are modified stats, with berath champion stats and various boons. 17/25/10/26/18/30 - starting stats 12/14/3/21/13/15 You don't have to max resolve because psychovampiric shield will get you to 35, but you may want to max it anyway, in which case I'd start with 9/13/3/20/13/20 or something like that Wild Orlan is the best race for this build IMO because perception and resolve are both useful and we don't care about maxing might. The other races are fine though, besides godlikes. Forgoing helmets can be really bad in certain fights and cap of the laughingstock basically gives you +10 accuracy. Fire godlikes are cool because of the armor but you don't really need tons of armor because FF heals you (though you can go that route). Tuotilo's shield is usually best, FF has its own attack so the weapon you use only matters with respect to its passives. I.e., holding a dagger with dagger modal gives you +10 melee deflection, so daggers are good early game. Once you get to Dunnage, buy Squid's Grasp. The immunity to flanking and attempted parley are very useful. The club Kapana Taga is a decent alternative (get that from the ship that patrols Forgotten Realms). I'll post a screenshot of example high level equipment. Hmmm honestly unsure, may give it a run through later. I usually stealth Maje island. But if a FF build can't do it there probably isn't much that can. If you start at level 4 with berath's blessings that would help more than you'd think, since you'd be able to pick up psychovampiric shield and clarity of agony (or weapon and shield style might be a better pick at that point, I'll have to test it). I don't generally build characters based on how they'd do on maje island which is why I'm uncertain... If you're willing to go just a little out of your way and circle back, you can easily reach level 4 if you skip the cave and do the quests in maje without fighting. Then once at L4 I think you could circle back and clear the cave and gorecci street. FF is strong enough I wouldn't call it "mandatory" to pick soul blade, but ascendant is not at all synergistic. This is a build about stacking accuracy and punching things. You don't need to cast disintegrate except in rare cases. The only megaboss where soul annihilation makes a huge difference is Dorudugan, but overall it increases your damage output quite a bit. You may have trouble damaging Dorudugan fast enough without it. And disintegration is cool but you won't be able to land it reliably on megabosses. Maybe... I have tested cantors some, but not nearly to the extent of transcendents. It's a different kind of build, you wouldn't be able to face tank things as much, you'd be eventually relying on instruments of pain, which you'd use to cast forbidden fist from a distance behind your summons (note you can do this anyway eventually with dichotomous souls), and enduring dance can give you +12 accuracy, though you'd fall way short of what a transcendent can get. But this build is really dependent on instruments of pain, which you don't get until level 19. So it would play very different before that, I expect you'd have to do a lot of casting summons from stealth and letting them fight which may violate your conditions. Bless the maker and his water. May his passage cleanse the world. ------- gear from top left counterclockwise cap of the laughingstock strand of favor devil of caroc BP ring of the solitary wanderer boots of the stone grog girdle of mortal protection ring of greater regeneration bracers of greater deflection giftbearer's cloth weapons: squid's grasp + tuotilo's palm (accuracy enchant, inward spikes). I do have seeker's fang in one of the slots but don't usually use it. The raw damage only procs with heartbeat drumming and swift flurry (though this happens pretty often), so in situations where you don't get flanked it is a pretty good rapier.
    1 point
  30. am incapable o' complaining while am a guest, save for when am paying for the guest-right such as staying at a hotel. have endured countless terrible meals, freezing temps, extreme heat and ill-trained pets/children with silent resolve 'cause the alternative is so antithetical to the way we were raised. HA! Good Fun!
    1 point
  31. Roasted chicken, steamed cauliflower, and rice. Not the tastiest thing I've ever eaten, but very healthy.
    1 point
  32. You get the bonus when hit (enemies attack or Pollen Patch for example) and the pen bonus is universally applied to any attack.
    1 point
  33. The loss of Evocation and Illusion spells significantly reduces the power and versatility of the class, but it can be played around if you're looking to work within constraints for fun or RP. The familiar is a nice buff (+3 to a stat, +1 PL, +random bonus), but the randomness means the PL is really all you can count on. If you summon another creature after the Familiar, the Familiar goes away, but the buff remains, allowing you to take advantage of other summons and prevent a loss of the buff from the familiar dying. That said, you're giving up a spell slot and cast time to summon it (Eldritch Aim, Chill Fog, Spirit Shield, etc.). Summons and summoned weapons do not benefit much from Power Level (They both scale based on Character Level, I believe), so being a conjurer doesn't help them much (+5% duration over other Wizard Sub-classes), but the upshot is they don't scale well with Power Level, so being a multi-class Conjurer doesn't hurt the much either. There are lots of mutli-class options that are fun. Access to summoned weapons means you can multi reasonably well with one of the martial classes (but loss of illusion means you don't have access to most of the major deflection buffs that make MC Wizards so powerful). A suggestion from other threads I've seen is multi into Priest of Wael to gain back the missing illusion spells, as well as some other priest uniques. I'm working on an RP flavored build for Fassina that is trying to crack this nut, since she is forced into Conjurer for all of her class choices. There's definitely some fun options there that I'm almost done testing in a playthrough.
    1 point
  34. hm, @Constentin Lévine did some digging into weapons in general over here: I assumed they tested pretty much everything, so I assume the cudgel is buffed in a way that it only affects the weapon itself. (IIRC even the "judged" de/buff only affects the weapon)
    0 points
  35. On a related note, does the bonus penetration from Magistrate’s cudgel on a fighter only apply to the weapon, or does it also apply to spells?
    0 points
  36. Malc Im surprised and disappointed that you complaining about lack of fast travel It doesnt take longer than 4-7 minutes to drive between districts. Take this time to appreciate the city, crash into some cars or have some fun killing pedestrians ...its easy to avoid the cops in a relatively fast car? Dont end up being one of these lazy gamers who cant spend 5 minutes traveling to a region And there is mod for fast travel if you REALLY cant handle driving https://videogamemods.com/mafia/mods/mafia-3-teleport-between-districts/
    0 points
  37. Completed Mass Effect 1 (legendary edition)... just some thoughts rather than a coherent recap: World building felt great The story felt... meh. Not what sold me on the game. Combat is for me still the best in any of the 3 games for one reason alone, it feels like you have 3 dimensions. I learnt one lesson, if I ever play it again, I need to remap the 'g' key for grenades, because I was always out of grenades from accidentally hitting 'g' when i wanted to holster weapons ('h' key) Companions were... ok? Alenko grated way less on my nerves this time around than he did when I played it originally. Didn't bother with any of the "romances". None of the npc's gave me any warm and fuzzy feelings. Mostly brought Garrus/Wrex for combat efficiency and Tali for her electronics/decryption skills (so I could loot crates). Took great pleasure in taking down the secondary villains in the game, which were mostly corporations with too little government oversight (ExoGeni, Binary Helix, Cerberus etc.) Loved the ominous feel that Sovereign exuded. It felt like a really enigmatic opponent. The only thing I hated more than the decryption minigame was the mako driving. it felt like what it is... a frustrating time sink (as did the mini games, but at least you could spend a bit of omni-gel to cut corners there) edit: Just started on ME2... did the intro comic rather than importing the save, as I wanted to play this game with Udina as the council lead and Ashley as the survivor on Ilos...
    0 points
  38. Mafia 3 is getting tedious now, wish there was fast travel
    0 points
  39. I'm with you on that one. In elementary my best friend's mom was a terrible cook and even though I tried to avoid eating dinner with them, sometimes I just had to sit there silently and shovel some of the worst food of my short life into my mouth, and gulp it down with a polite smile.
    0 points
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