Jump to content

Madscientist

Members
  • Posts

    1589
  • Joined

  • Last visited

Everything posted by Madscientist

  1. I was looking through the posted builds and I was surprised that I found nothing that comes close to the kind of char that I consider to be the archetypical rogue. I want to go full offense, attack as fast as possible and hit hard. This rogue is part of a full party. Since a melee rogues need a lot of micro management anyway, I want to take as much passive stuff as possible and only the active abilities that are needed. Status effects can be applied by other party members too. stats: mig 11, con 10, dex 20, per 19, int 8, res 10 I want to attack as fast as possible (dex) and I want to hit a lot (per). Mig is not so importent because rogues have lots of damage modifiers. I chose dex as most importent attribute mostly for RP reasons. Is max dex better than max might for a dual wielding rogue? race: elf (I chose pale elf because this is a stone cold killer) Is hearth orlans minor thread better than +1dex and -1per? background: raider (if focus on stealth) or drifter (if focus on mechanics) I am not sure what talents and abilities to take: (lots of questions below) lv 1: crippling (2 per encounter) or blinding (better debuff)? lv 2: 2 weapon style lv3: reckless assault lv4: weapon focus (ruffian or noble?) lv5: deep wounds lv6: interrupting blows lv7: persistent distraction lv8: savage attack lv9: dirty fighting lv10: vicous fighting lv11: deathblows lv12: outlanders frenzy lv13: sap lv14: vulnerable attack? lv15: shadow step lv16: fast runner about abilities: What about finishing blow (very strong but only 2 per rest), coordinated positioning, escape, feign death (for backstab) about talents: on top of the ones above, I thought about backstab (can you get close enough with stealth?), elemental damage+20% (for lashes) Regarding reckless assault, savage attack and vulnerable attack: I am not sure what stacks with what. Can I reach 0 recovery without potions when I use vulnerable attack? I chose interrupting blows, because of high per and fast attack speed I will interrupt a lot. So when I attack somebody, the target can hardly do anything. equipment: (once again I am nut sure and I am happy for any suggestions.) weapons: not sure between noble and ruffian. Here are some possible weapons I thought about. noble: drawn in spring, unlabored blade, sword of deanysis, spelltongue, ravenwing, nightshroud ruffian: azureiths stiletto, vent pick, resolution, purgatory I guess those 2 sabres do most damage, but I am not sure. armor: not sure since I want max speed. maybe Gwisk Glas? ring: ring of thorns (dex+3), ring of deflection, ring of protection belt: Arthes cord? amulet: nidhens finger (con+3)? shoes: boots of speed or viettros formal footware (dex+4)? cloak: liliths shawl (per+3) hand: gloves of swift action head: maegfolc skull (mig+4) more questions: - Is stealth any good? I do not want to avoid combat, so it is only used to start combat in a better position. If I attack enemies before the tank, most enemies will attack me and I am dead. So maybe be the tank should go first and I start with ranged attacks until I can go close relatively safely. If stealth is not so useful, I would go for max mechanics instead. - What sources of movement speed stack. I found several items plus a talent that makes me faster. - These attack spped calculations are really complicated. Can I reach zero recovery passively (without potion or spell) a) at all, b) with vulnerable attack, c) with what armor?
  2. I have a question: Often a paladin is considered as kind of fighter/cleric mix. At least I heared this in DnD. Do you think you could create a fighter/priest that is more powerful (tough as a fighter and buffs/debuffs/healing of a priest) than a pure paladin? Since all abilities will be per encounter, priest will lose the disadvantage that they have to rest to refill their spells.
  3. Hallo MaxQuest I have 2 questions: - In your formula "speed_modifier = (1 * multiplication of negative effects) / (1 * multiplication of positive effects)" I assume the value in the brackets is 1 if there is no positive and/or no negative effect. If there is no effect and you multiply 1 with nothing, you will get problems. - In PoE1 only dex influences everything, all other things influence only recovery or reloading. Dex increases attack speed by 3% per point. Does it mean a char with 43 (or more) dex would attack infinitely fast and causes infinite damage? (33 * 3 = 99; so it reduces the duration of attack/recovery/reload by 99%) Or does it mean that a char with 100% (33,333...dex) attacks twice as fast? (attack duration is halved) In other words: does "+X% attack speed" mean you do X% more attack in a fixed time or does it mean the duration of an action is reduced by X%? Whenever I see %, I ask % of what. off topic: I do long distance running. I almost every context, speed is measured in distance/time (like km/h). Only runners use time/distance (like minutes/km). As a scientist this is driving me crazy sometimes.
  4. All of this is just speculation, but here are my ideas for future chars: - The classical fighter/mage with mage self buffs and summoned weapons and fighters weapon specialisation and defensive talents. This should hit hard while having good defense. Spell duration is fixed (not based on caster level), so you have many low level spells and some medium level spells. Spell accurency is not so importent when you use mostly buffs. - Druid/monk focused on shapeshifting. Assuming a medium level shapeshift has higher damage than a monk fist (with greater wildstrike and elemental bonus). You hit very hard and when you get hit you can strike back with monk powers. Plus you get a few druid spells. - chanter/barbarian: The chants work passively unless you cast a spell and they hit everyone around you. Barbs want many enemies around them because of carnage. I think of a high level barb who uses low level chants to passively damage or debuff enemies around him. - Ranger might be bad for multiclassing if the animal stays weak and a dead animal gives a debuff to the ranger. Otherwise a ranger/rogue might be good. The pet causes flanked and you use twin arrows with sneak attack. Even more useful if deep wounds works together with the talent that the pet causes more damage on enemies with dots (sorry, name forgotten). - Multi classing a barbarian depends mostly on how things work together with carnage (focus generation, sneak attack, monk special attacks, shapeshifting, . . .) - Multi classing casters depends on how good their high level spells are. If they are very powerful, you want to stay with a single class. If they are not so great, combining the caster with something else will lead to a caster who can fight well or somebody who can cast many different kinds of spells (like mage/priest)
  5. I have read a guide on how to make a char for the triple crown solo. One point was that you should respec often, depending on the challenges ahead. For example if you need to sneak past enemies, you need to disarm traps or you need survival for a special bonus. Did anybody finish the game solo without respecing, on PotD or something else?
  6. I hope that PoE2 will not include skills based on usage. It sounds like it makes sense, but in most games (like the elder scrolls) it means that you repeat the same stuff all the time like in the example where you constantly damage and heal yourself. PoE2 will be a game where you select a fixed number of skills/talents/abilities (or whatever they call it) when you level up. You will also set your stats at at character creation and they do not change much when you play. This means you should think what kind of char you want to have before you start playing. I also think this increases your identification with this char. In The Elder Scrolls, at the end you will have a char who is good in everything. In the beginning you might feel powerful, but usually it gets boring fast when you kill everything with one hit. By the way, a lot of people (including me) say that Tyranny was very easy after the first chapter and there are some obvious choices that make your char much more powerful (like using only 1 skill for dodge and parry). My suggestion: PoE2 should be similar to PoE1 in this regard. You spend points when you level up and sometimes you get a bonus when you finish a quest. I liked the "leveling" for the soulbound items, but I do not want to have it for every type of item. If you want to optimize immersion, I think you could add a "no respec button" before you start a new game. If you do not use this, you can respec yourself and party members in every inn for money.
  7. - He said that all classes will have the same base accurancy but different health. In PoE1, many casters had a lower base acc, but their spells had an acc bonus. Does this mean the acc bonus of spells will be gone and we get talents for such things (some of them class specific)? Like a talent that gives an acc bonus to fire spells or fighters can have a bonus for slashing weapons? - He said there will be a fighter subclass that is specialized on one type of weapon. This sounds very powerful since many players create their builds with one specific weapon in mind. If I want to make a char who is dual wielding sabres, why should I use a medium bonus to ruffian class if I can have a large bonus to sabres only.
  8. I saw this a long time ago in Gothic and now I play Fallout:NV and I see it again: There is a group of enemies. If I cause damage to one of them, all attack me. So far, so good. But if I kill one of them with a single hit from a large distance the others do not react at all. I can one after the other without problems as long as each attack is a kill. I remember this behaviour for wolfs and scavengers in Gothic 1+2 and coyotes and dogs in Fallout:NV. There might be other examples. Can anybody explain this? At least I can guess why it happens mostly to groups of animals and not for hostile humanoids: Animals are often relatively peaceful and you have to get close to them until they attack. Other enemies attack you when they see or hear you from a larger distance. But in Fallout:NV it worked sometimes for humans as well, if I kill them from a really large distance with a sniper rifle.
  9. Like I said, I do not care if it is DnD or another system as long as we get a good game. NWN1 and 2 were 2 completely seperate games that where set in the same universe, used a similar rule set (DnD 3 or 3.5) and where modder friendly. I would be very happy if they make a new game with a great single player story ( I never did multi player) and if they add a modding tool that allows you to create maps yourself and has multi player it would be even greater. If I get that they can call it PoE3, NWN3, arcanum 2, fallout 10 or whatever they want. DnD (or anything else) is just a set of rules. What you make of it is up to your own imagination (or the imagination of the devs in case of a computer game). If the devs use their own IP, they can make the rules themselves and they don´t have to pay anyone for a licence.
  10. I did not really like NWN1. NWN2 was much better (though buggy) and MotB had one of the best stories ever. I think the most importent selling point for those games was the ability to create your own maps, items and classes with the modding tool. Some people have created very good games with those tools. At the moment they work one PoE2 which will be single player only. But I would be happy about a new game where you can make your own games easily. The setting does not matter much (Eora, DnD, Numenera, . . . ) because you can create it yourself The game gives you the basic rules and the tools to create own things. Imagine a game with the PoE rules set in stone age or outer space. Round grey aliens worship godlikes as their gods (sorry, those smileys just inspired me) PS: I think all games I know who allow you to create an own map where either similar to the RPG maker or they were a full 3D environment. Does a tool exist that allows you to make a 2D real time with pause RPG like BG yourself? (No need for great visual effects, BG1 style is enough). The hardest part would be painting your own map. I am a terrible artist, but some people might create something great. Or you copy the maps of BG2, but each door is connected to a different location than you are used to and the entire world is inhabited by xaurips.
  11. I am from germany. I could translate it myself, but the translated text on a white paper does not look as good as the book.
  12. about druids: I thought about a druid/mage. Those mage self buffs that give +acc, +def and I think some even added stats while being shapeshifted. about priests/paladins: I think that those get their power from their own faith, not directly from a god. So a priest without god might be possible in the PoE setting. We could have a nihilist priest who can dispell a target (removing all positive and negative status effects) or use a spell that prevents the target from getting any status effect (positive and negative) for some time.He can also cause the "demotivated" debuff on enemies. Their attacks get weaker because they realize that nothing they do has any meaning. There are already some godless priests in games (Fall From Grace in PST, Zhajive in NWN2, . . . )
  13. I am doomed. I cannot cook and my parents cannot speak or read english nor do they know anything about the american unit system. That means I will only get the usual stuff when I meet them next time. Well, there might be worse things in the universe than that.
  14. Savage Attack isn't actually that bad for Monks. Its 20% bonus only applies to the fist's base damage of 10-15, so it adds 2-3 damage, but then the same is true for a sabre say, where the bonus only applies to the base damage of 11-16 damage hence adding 2.2-3.2 damage. Given that fists are fast weapons, I think they probably gain a little more from Savage Attack than other one handed weapons. Now Novice's Suffering is a different story, since here the base damage is whatever a standard non-Monk unarmed attack is and so the bonus from Savage Attack is pretty small. Does this mean monks and other classes have a different "base fist"? I thought monks are only better in unarmed combat, because they have transcendent suffering. I just tested it, you can see the description of a weapon by right clicking, but you cannot get a description of an unarmed attack.
  15. I read the wiki about druid damage, thats why I was confused that different shapeshifts have different attack speed. For those who played a lot with druids or rangers: Do you think their damage increases when they level up? I never used shapeshift lately, but I think Itumaak did more damage as I progressed in the game ( This is just what I remember, I did not test it and I can be wrong.) What is the base damage of fists ( without transcendent/novice suffering)? I assume those talents do not affect attack speed with fists.
  16. MaxQuest, I looked again through your lists. Until then I did not know that different animal companions and druid shapeshifts have different attack speed. Your list shows everything except the damage. Where can I see the (base)damage and its developement as you level up for: - different animal companions of rangers - different shapeshifted forms of druids - fists (normal, monk fists (transcendent suffering) and with novice suffering. I have read that fists have the problem that they have low base damage and the talents give a flat bonus on top. For all normal weapons (the ones you equip) you can see their damage in their description. Regarding inconsistencies, my main question is if druids/pets with lower attack speed have higher damage? If not they would have a disadvantage.
  17. So the modal of the pistol is to use it as melee weapon? I think over 90% of players will shoot both pistols and then switch to a melee weapon. The only other thing I could think of is somebody who has 4 weapon slots, fast switching and hoping all hard enemies are dead after 8 shots. Pistols as melee weapon will surely be weaker than other melee weapons, otherwise it makes not much sense to use normal melee weapons. Well, after some reading I wound this: https://en.wikipedia.org/wiki/Pistol_sword You could have some special weapons that are not the best pistol and not the best sword, but useful for both things. I like the polish axe pistol at the bottom of the page most.
  18. Try this one: https://en.wikipedia.org/wiki/Rinderkennzeichnungs-_und_Rindfleischetikettierungs%C3%BCberwachungsaufgaben%C3%BCbertragungsgesetz and forget about this village in wales https://en.wikipedia.org/wiki/Llanfairpwllgwyngyll or new zealand https://en.wikipedia.org/wiki/Taumatawhakatangihangakoauauotamateaturipukakapikimaungahoronukupokaiwhenuakitanatahu see, how short they are I do not know an english example at the moment, but the german "Eissporthalle" in french would be translated as "hall of sports of ice". How are you supposed to know that these 5 words are the name for one thing, just throw everything together If I want to write something complicated in english, I have to use "word1 word2 word3" or word1-word2-word3. EDIT: How unfair, it does not show the whole lengh of the link PS: How can you post a link and the continue writing without your new writing becomes part of the link?
  19. I watched the video, very nice. I dislike that they want to remove the health/endurance system. I really liked those images in the low right corner. - Is this fan art? - Can you see this in higher resolution somewhere? I really like the cute version of Sagani.
  20. Thanks. Are you a linguist? About english, if I am not sure I look into the oxford dictianary because a) we used it in school and b) I have it at home. I do not know the differences between british and american english (or any other dialect) but at least in internet forums and when talking to other people nobody complained that they cannot understand me so far. The best english (as in I can understand it best) I have heard in norway.
  21. I looks like I speak a lot of things completely wrong. I am from germany. I was told, that a long time ago in english the spoken language and the written language was the same, but over time the writing changed while the speaking stayed the same. Is there any truth in this? In german, when you read something it is most of the time clear how to speak it. I was told that this is because in the past germany consisted of many different small kingdoms ( or whatever the monarch was called, duke, earl, count, . . .) each with their own dialect. When it became possible to print books, authors tried to write in a way that it can be understood in as many regions as possible so they sell more books. As a result, most authors around germany wrote the same way and since people read the same everywhere they spoke the same everywhere, because the books would show the correct way. Once again, I have heard it, I have no evidence. I really hate french (the language, not the people). I learned it for 4 years at school, but I have forgotten everything. Nothing is spoken as you write it. You have to leave away half of the letters, but the question is which ones. I hate advertisment, but without it I would never know how to speak Peugeot (sorry, I know only cars, movies and food from france). About roman computers: How did the romans use numbers above 3999? M (1000) is the biggest number I know. No 5000, 10000 or more.
  22. I knew I saw this somewhere before. PS: how can you post an image here? Edit: Thanks silent winter. Somehow I managed to post a large image here in the past. I did it often for bug reports in PoE1. I am getting old.
  23. Drakensang had a very good system ( good as in realistic, if you like it or not is another question ) - every char had a hit, parry and dodge value. Parry is used when you are attacked by a melee attack when you are equipped with a melee weapon, dodge is used when you do not have a melee weapon equipped, when you are attacked by ranged attacks or when your dodge value is higher than your parry value. - You can spend points to increase your hit and parry value, dodge is only influenced by your stats - armor absorbs damage like in PoE, but without minimum damage getting through - Each piece of armor had a hindrance value, which reduces your hit, parry and dodge value. Chars with light armor would hit more often and can dodge more attacks, but when they get hit they take lots of damage. Chars in heavy armor had more problems to hit things and got hit more often, but when they get hit they take little or no damage. I chose to give all my chars the heaviest armor they could use. If you specialize in one weapon type (spend lots of hit and parry points there) you will still hit and parry a lot and when you are hit you take little damage. Enemies (especially very powerful ones) will hit even dodge chars quite often and then they will take tons of damage (which is really bad considering the wound mechanic, you get a wound when your damage taken is higher than your constitution and you fail a saving throw) When writing this I realize that Age of Decadence had a similar system (dodge or heavy armor+block). I finished it twice as pacifist but for me combat is too hard in AoD.
  24. Maybe we need an option if we use a complex or simplified combat log. simple: char A hits enemy X for 30 damage char B crits enemy Y with spell Q for 40 damage over 20 seconds complex: char A hits enemy X for 20 pierce damage ( 30 - 10 DR) and 10 fire damage ( 15 - 5 DR ), acc80 - will 70 + roll 60 = 70 (hit) char B crits enemy Y with spell Q for 10 damage every 3 seconds for 8 seconds, acc 90 - ref 20 + roll 80 = 150 (crit ) and then is an entry that shows damage vs DR for each tick
×
×
  • Create New...