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Madscientist

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Everything posted by Madscientist

  1. - Skald/corpse eater: skald is great with any melee class (permanent AR reduction to all enemies, paralyze all enemies). The corpe eater part was not so good. I did not want to use berserker because I did not want to hurt my party - shattered pillar/fury: I quit after a few battles. The monk part was useless because there was nothing I could spend my wounds on - sharpshooter/fury + wolf: It was nice, but my fighter and rogue did more damage I was always using the standart mercenary members and I played without using any cheats. I was playing classic difficulty. My impression was that dual wielding + lots of might is the best way do deal lots of damage. Casters are very useful for buffing and healing. Most offensive spells take forever to cast and miss often, but they are powerful if they hit.
  2. At the moment, traps are detected with perception while mechanics influences disarm trap and trap accurency. Now you need a char with very high perception in the party to find all traps. Per of your companions is too low to find all traps so either your main char or a hireling has lots of per or you have to remember the position of all traps ( and lose exp for disarming them). Stepping into a trap causes injuries so you have to rest and eat after each triggered trap. The need for a high per char in your party lowers your freedom of good builds, especially if you try the game solo without reload or you want to rest very little. I think that it makes sense that trap detection and trap disarming are on the same skill and they are not dependent on stats. Maybe the value needed for disarming them is higher then for detecting them.
  3. I think that might (or strengh and resolve after the next patch) should be additive like in PoE1. As you have said it: In PoE1 might was just one damage modifier among others so some chars could live without it. In my rogue build https://forums.obsidian.net/topic/93566-class-build-the-fast-assassin-dual-wielding-rogue/I have calculated that the damage difference between a rogue with zero might bonus and 50% might bonus would only be about 15%. (The exact numbers depend on your equipment, buffs, . . . so this is just a rough guess). In the new system where might is a multiplicative factor, the difference would be 50%. This is most importent for chars with lots of damage modifiers ( e.g. rogue/cipher with sneak attack + backstab + biting whip ). For casters it does not matter since might (or resolve ) will be the only source of damage most of the time. With the absence of Talents like scion of flames, the difference between additive and multiplicative stats is zero. I think healing modifiers were already multiplicative in PoE1 but I am not sure. Boeroer or MaxQuest could you please confirm (or falsify) this ?
  4. sorry, I did not count how often it appeared and I did not count how often I have reloaded. I was only happy when it was gone because the scroll sound gets on my nerves after some time.
  5. https://imgur.com/a/Y5X5d steps to reproduce: - have enough exp to level up - press the + to level up, select an ability, then go to the skill screen - select an active and a passive skill - switch between the skill selection and the level up summary by using the "next" and "previous" button result: The first time you go to the summary screen, the values for the skills you chose to increase show a number that may be correct or not. Every time you press "previous" and then "next" without selecting anything else, the numbers for the selected skills in the summary will be increased by 1. When you finish leveling up, your char will have the correct skill value. Its just the number in the summary screen that is wrong. expected behaviour: The numbers in the summary screen should be correct. They should not change by pressing the previous and next without changing anything else. EDIT: Looks like all numbers for skills in the summary screen are wrong
  6. https://imgur.com/a/IdhPD I have talked with the ghosts inside the pillar and convinced the huana to leave so I had to fight only the valians. They did more damage to themselves than to my party. After combat I chose to destroy the pillar and left the pillar, gaining a level up. The quest update appeared and disappeared several times in a row, always playing the "scroll sound" when it is shown. I left the ruin and it continued reappearing. I entered the ruin again and it continued still. Then I left the pillar again and the effect finally stopped.
  7. https://imgur.com/a/zSp94 When I look at a spell or scroll, the +12acc is shown in the description when using a 1h weapon, but the -50% recovery for dual wielding is not shown for spells and scrolls. I think the +12acc are not used when casting the spell. expected behaviour: Abilities that are primary or full attacks should use the combat style bonus. Abilities that are not full ot primary attacks ( most spells ) should not use combat style bonusses.
  8. https://imgur.com/a/2tGRh I found the stone and used it. Neither the description of the stone nor the tooltip on the character portrait tells me how long the effect lasts. Is it for some time, until resting or permanent?
  9. OK, I tried again and loaded a save where the amphoras are still there. https://imgur.com/a/HPJHD The wizard destroys the amphoras with fan of flames, you see an attack roll and damage and the green glow disappears after casting. The priest has the same effect as before. This is the only priest spell I have that causes damage, so I do not know if the problem is the spell or the priest.
  10. My priest has a weapon in one hand and nothing in the other hand. When I select a spell that targets an enemy ( I chose Pillar of Faith ) and right click to see the description, it shows the +12 bonus for using a single weapon. I wanted to test if this is true and casted the spell on the amphoras in the room. To my disappointment, no attack roll was shown in the combat log. But the spell had this green glowing that circles around it ever since. I have my wizard cast fan of flames. The green glow was there while she was casting, but it disappeared after finishing casting. The main difference was that fan of flames did not hit a target, because all targets in the room were already destroyed. The only way to get rid of the green glow of Pillar of Faith was to load the last save. https://imgur.com/a/WsazY
  11. https://imgur.com/a/h4BRR When I detect the traps in the lower left room of level two of the ruins, I can see the whole lengh of the spears as if they came already out. When there was such a trap in level one, only the holes on the ground were marked red. Marking only the holes in the ground looked much better than seeing the whole spears.
  12. steps to reproduce: - You have an item equipped in a slot and in your stash is equipment and also items that cannot be used ( like crafting material) - You select a piece of equipment from your stash where you already have an item of the same type equipped ( like you wear an armor and you select an armor from the stash ) - Move the item to your char and click on the correct equipment slot. You will equip the item you took from your stash and now you hold your old equipment. - Move your old equipment to the stash. If you click on an item that cannot be used, you will change equipment between the one you hold with your mouse curser and the one equipped. You can do this as often as you want. If you want to put the item into the stash, you have to click on an empty field or on a field that is filled with an item than can be used ( such as any other equipment, I think potions work as well )
  13. This is just a minor thing: I interrupt dead enemies https://imgur.com/a/g5Ic7 My mage cast casts minolettas concussive missles on a desert imp. The first hit kills the enemy and interrupts it (thats OK) Later hits interrupt the dead enemy. This was the last enemy alive in this battle.
  14. Interesting theory Maybe it is related to the " I look like Thaos bug". The image of all other chars looks normal, but the first char is overlapped with another image. You can see a square image on top of the first char, while all other chars have only a round image. By the way: What do the numbers next to the portraits mean? ( 13 and 14 in my example )
  15. After playing a bit in the beta I think of following options for a paladin tank: - keep her a single class paladin - paladin/unbroken : as tanky as can be but very little active abilities - paladin/skald: Thanks to phrase generation via crit you can permanently reduce armor of all enemies in front of you and you can even keep them paralyzed most of the time. You can use defensive chants to become tankier ( I do not know all chants at the moment, but PoE1 had a deflection buff ( or other defenses if you prefer) and you could get a shield that absorbed damage. - paladin/evoker (wizard subclass) Evokers have a 30% chance to cast evocation spells twice and they have access to illusion spells (e.g. + deflection from spells of the mirror image type ) and enchantment spells (e.g. shield spells for more armor ). As a tank you face lots of enemies. Cast protection spells on yourself ( almost instant and long duration), approach the enemies and burn them with fan of flames, hopefully hitting them twice.
  16. Boeroer, I have posted the problem you describe already somewhere and it needs to be fixed. The problem I have here is: Why is my current equipment shown at all when I put the mouse over things in the loot window? My mouse is over the blunderbuss, so there is nothing under it. (except the sand on the ground, but this has no tooltip)
  17. Sorry, I just killed the enemies in the area, looted the camp (again I cannot find repair supplies in my inventory), saw the cut scene with the ghosts ( again strange illumination turning on and off during scene) and then I looted the body. This happened every time I put my mouse over the bluderbuss. The tooltip of the loot is shown and a second later the tooltip of my equipped items are shown as can be seen in the image. This is my mercenary fighter and he is the first character in my party ( most left in the list of portraits).
  18. Goodbye, Wildstrike x 2 : p Not gonna lie, I was also super sad about this "fix", I have been having a TON of fun getting me both passives in recent character builds You still have time for playing ??? I have about 40h "playtime", but I finished the beta only once so far because 80 - 90% of the time I am reporting bugs. The good news is that my "actual time playing" is getting bigger because most things have already been reported. At least until the next update comes, then everything starts again.
  19. https://imgur.com/a/ShV5g My mercenary fighter loots a corpe in the sand in front of the temple entrance. When I put my mouse cursor over the loot ( its a bluderbuss ), a very short time later a tooltip with my current equipment appears over the loot description, making it very hard to read any of the two descriptions.
  20. https://imgur.com/a/VH1H7 When combat ended the combat log showed correctly that the mercenary rogue was healed for 1 health. Then I unequipped the belt and equipped it again. This produced the two strange messages.
  21. https://imgur.com/a/m4Pzr I consider this a text error, so I post it here. In combat, in the character screen and in the upper part of the text in the talent tree the sharpshooter class gets PERMANENTLY +2 penetration and 15% hit -> crit with ranged weapons. In the lower part of the talent tree says that you get 15% hit -> crit when attacking targets further away than 4m OR +2 penetration when the target is closer than 4m. This would mean that you cannot have both effects at once. The combat log shows that you can have both effects at once, so the lower description of the talent tree is wrong and everything else is correct.
  22. I got it. The damage in the combat log and the extended combat log is different because the penetration factor is not shown in the extended log. That mean the factor 0.3 if your penetration is smaller than the target AR and 1.3 if your penetration is twice the target AR. At least in many cases that is the problem. Sometimes the numbers are still wrong even if you consider this. expected behaviour: The penetration factor should be shown in the extended combat log ( pressing shift ) too, so the damage in the "damage" box is the same as the damage that you actually do on the target.
  23. https://imgur.com/a/6wHNn Outside of combat I told the priest to cast Pillar of Faith on those barrels. He moved towards the barrels and casts the spell, but it misses because "out of range". I tried it several times, sometimes it hits, but often I see this bug. When my wizard casts a missle spell ( I used Minolettas Concussive Missles), I always hit the barrels, no matter if the wizard has to walk towards the barrels or not. Expected behaviour: When you use an ability on a target, the target does not move and the char is able to walk to the target you should never see a "out of range" message.
  24. https://imgur.com/a/zApAf Nobody moved when I attack those enemies, so how can my wolf companion be out of range? Maybe its because the rogue kills the enemy with backstab before the wolf attacks, but then the log would have the wrong order. Regarding my first post: The damage in the normal log is often higher than in the extended screen. But they are often the same too. I have no idea why those numbers are sometimes different and sometimes the same.
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