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Onuist

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Everything posted by Onuist

  1. Which 1.2x items do you mean? The spell damage bracers don't work in 1.03. Maybe they're fixed in 1.04?
  2. The accuracy gauntlets are in the 1st post, and I thought the +2 Per helmet was a backer item.
  3. The +2 Int Helmet is from 1 of the 3 traders in the Defiance Bay market. It's called the Dunryd Demon. It looks like a horned helm, not a leather helm.
  4. What are the best non-weapon items, by slot? I'll offer my thoughts on each, but I'd like to make a complete list using your help further down. EVERY PLAYTHROUGH ITEMS Head: +2 Int Neck: +3 Might, +3 Dex, +3 Per, +3 Res Body: +3 Res, +2 Any Arms: +2 Might/Con Ring 1: +3 Might, +3 Dex Ring 2: Ring of Protection +10, Ring of Deflection +10 Boots: 1.1x Flank Dmg Belt: +2 Dex/0.66*Prone RANDOM LOOT ITEMS Head: - Neck: - Body: - Arms: +5 Accuracy, +10 Deflection Ring 1: 1.1x Spell Area Ring 2: - Boots: +3 Move Speed Belt: +3 Con, +3 Might, +2 Might/Res EMPTY HEADERS TO COPY / PASTE Head: Neck: Body: Any Arms: Ring 1: Ring 2: Boots: Belt: Neck offers a lot of +3, but most slots only offer +2. That seems to be the most valuable slot.
  5. Bracers of Spiritual Power aren't working in 1.03. Ran some tests today. Druid with 17 Might (1.21x), Secrets of Rime and Winter Wind. Cast ~50 times on 5 targets. 36 - 61 Tooltip Damage (1.21x) 42 - 71 Additive Multiplier Rime (1.41x) 48 - 81 Additive Multiplier Bracers (1.61x) 42 - 70 Test Results It might be that Rime and Bracers cancel out? But more likely bracers just aren't working. I couldn't have done 42 damage on a regular hit if both Rime and Bracers worked.
  6. My priest was the last man conscious in combat. I cast withdraw to heal. But that ended combat, which ended Withdraw's stasis, which denied me the spell's endurance and put me right back in combat as the monster stopped walking away and attacked me. I cast it again because it was my last hope. Same thing. Finally the priest fell unconscious. But my party, which the priest had fled, got back up when my he went down. No game over screen. I'm glad that wasn't game over because I'm playing Path of Iron. But I wish Withdraw had just healed me and kept me in combat so that I could have won the fight legitimately. Or at least finished its stasis after combat ended, so the enemy would have walked away. Now I want to start over because it feels like cheating to continue.
  7. I do, too. But for the moment, I'm baffled at the number of posts concerning attack speed in this thread.
  8. Attack speed should be moot. Most of your attacks come from retaliation. For true maximum dps, you need to stack 3 pieces of retaliation gear and tank at least 3 enemies. Fast dual wielding is roughly 0.7 attacks per second. 3 dual wielding enemies will trigger 27 retaliation attacks in 3 seconds; a dual wielding monk will make 3 attacks and a 2H barbarian will make 1 attack in that time for 30 monk attacks vs. 28 barbarian attacks. 7% more attacks is not worth mentioning. The draining enchant, base damage vs. flat DR and multipliers are much more important.
  9. Casters can think of armor penalties as half their value applied to overall spellcasting, so a robe is -7.5% magic speed, because recovery for spellcasting takes slightly less frames than casting. A fast spell's routine (cast + recovery) takes about 2.23 seconds. A robe adds .16 seconds to a that, hide adds .27. Pallegina dies because beetle's shell is 0.27 seconds slower. Would sleeves again.
  10. Awesome thanks for this. OP, wizards start with clothes. Hire one at the tavern, adjust their background for the set you want, trade them some garbage armor and let them spend their days at Caed Nua, if you don't want to kill innocent people. Edit: Is it greedy to want one for robes for comparison, now?
  11. Any other restrictions/specifications? Gonna take this run much more slowly, i do have other things i need to do this easter but ill post updates on my progess as it goes Only that she's super protective of Aloth
  12. Iselmyr. Female Human (meadow) Barbarian. High: Might, Resolve Low: Int oh and Kith Slayer talents / weapons.
  13. More weapon comparisons. Assuming an optimized druid and rogue at level 12. Uses 20 Might and 10 Dex, because Might is easy for me to calculate and has huge effects on static DR, while Dex is difficult for me to calculate and should benefit all attacks evenly. Talon's Reach 48.75 damage (slash, 32.5 * (1.0 + 0.3 might + 0.2 bracers)) 80 accuracy (vs. deflection, 65 base + 10 spell + 5 wood elf) 2.23 second routine Summer Flame 42.50 damage (burn, 25 * (1.0 + 0.3 might + 0.2 bracers + 0.2 talent) 80 accuracy (vs. reflex) 2.23 second routine Rogue w/ Stilettos 34.65 damage (pierce, 11 * (1.0 + 0.3 might + 0.5 sneak + 0.5 deathblows + 0.45 enchant + 0.2 reckless + 0.2 savage)) 84 accuracy (vs. deflection) 1.32 second routine Rogue w/ Hunting Bow 34.38 damage (pierce, 12.5 * (1.0 + 0.3 might + 0.5 sneak + 0.5 deathblows + 0.45 enchant)) 91 accuracy (vs. deflection, assuming wood elf + marksman) 3.0 second routine Summer flame is more accurate than the others in practice, because reflex is easier to debuff than deflection (hobbled & 2:1 attribute deflation). Hobbled is -24 reflex and comes from a level 1 druid spell [huge AoE]; blind is -28 reflex and comes from a level 1 wizard spell [large AoE]; parties built around casters can consistently open with both for an effective +52 accuracy vs. reflex but only +24 accuracy vs. deflection. Other conditions tend to be more costly and/or single target, but if the wiki is to be believed, paralyzed gives -200 reflex, which means summer flame would always crit. DPS vs. Sky Dragon: 6.83 Summer Flame 6.49 Stilettos 4.79 Talons 2.97 Hunting Bow This assumes no buffs / debuffs, but includes modes and the multipliers above. Stilettos are inflated by theory, but also benefit most from buffs and DR reduction. These numbers assume two conditions enabling sneak attack at all times, discount time melee rogues spend waiting, positioning or unconscious and apply to a singe target. Two conditions is manageable (hobbled + blind), but seconds spent positioning is never 0 for melee though is often 0 for ranged. AoE is simply a 1x factor for each additional target, although you usually only have 1 - 3 targets worth focusing in a given combat. So far my takeaway is that casters can be roughly equivalent to melee rogues at single target damage for as long as they can spare 1 spell every 2.23 seconds. Of course, if you're first reaction when fighting a dragon is to burn through level 1 spells or dive into melee, you have bigger problems than DPS minutiae.
  14. Good advice. Thanks. 67 frames seems more accurate for Fast [2.23 seconds]. 335 frames transpire between unpause and the beginning of my 6th burst of summer flame. I'll double check my numbers tomorrow. Hopefully I can still edit my post then. On the bright side, 67 is only 1.5% lower than 68, so reliability seems high so far.
  15. I tested spell speed this evening. Fast 2.23 seconds consumed Frames to Effect: 14 Frames to Completion: 35 Frames of Recovery: 32 AVERAGE 4.3 seconds consumed Frames to Effect: 53 Frames to Completion: 79 Frames of Recovery: 50 SLOW 7.93 seconds consumed Frames to Effect: 128 Frames to Completion: 132 Frames of Recovery: 106 I used naked Wood Elves with 10 Dexterity as a baseline. Recorded casting in FRAPS at 30 FPS and checked speed frame by frame in After Effects. Dissected single spells and verified with queues of 5 spells. Speed seems to vary some within categories, as fireball and burst of summer flame gave different results. There is a slight delay between when the system declares a spell has been cast and when it realizes that spell's effect, probably based on the effect's animation. I tested the same spell with 10 Dex and 20 Dex to find that the next spell occurs 30% faster, so Dex expedites casting time and recovery time, but had little effect on realization time. For comparison, a hunting bow is 3.0 seconds consumed, 45 frames to completion, 45 frames of recovery. Fast spells are ~25% faster than hunting bows, deal ~100% more base damage and can reach a 1.4x damage multiplier (talent, bracers), so a good fast spell is akin to a hunting bow with a 2.4x damage multiplier and swift aim. Below is my raw data pasted from notepad. --------- FAST --------- (DRUID summer flame) 10 frames to be told cast 13 frames to see damage 35 frames to end casting animation 32 frames to start new casting animation //13 to damage [0.43 seconds] 35 to end [1.17 seconds] 32 to new action [1.07 seconds] 67 frames total [2.23 seconds] (DRUID summer flame [20 Dexterity]) 7 frames to be told cast 12 frames to see damage 29 frames to end casting animation 23 frames to start new casting animation //12 to damage [0.4 seconds] 29 to end [0.97 seconds] 23 to new action [0.77 seconds] 52 frames total [1.73 seconds] (WIZARD fireball) 14 frames to be told cast 17 frames to see damage 36 frames to end casting animation 34 frames to start new casting animation //17 to damage [0.56 seconds] 36 to end casting animation [1.2 seconds] 34 to new action [1.13 seconds] 70 frames total [2.33 seconds] --------- AVERAGE --------- (DRUID blizzard) 50 frames to be told cast 53 frames to see damage 79 frames to end casting animation 50 frames to start new casting animation //53 to damage [1.77 seconds] 79 to end [2.63 seconds] 50 to new action [1.67 seconds] 129 frames total [4.3 seconds] --------- SLOW --------- (DRUID returning storm) 128 frames to be told cast [4.27 seconds] 132 frames to end casting animation [4.4] 106 frames to new action [3.53] 238 frames total [7.93 seconds] *Changed a few frames after verifying with a paused queue. Fast -1 frame, Average +3 frames.
  16. Does anyone know the frame usage of spells? I know people have broken attack routines into attack frames, rest frames and reload frames. I'd like to know the same for spells, but don't know how to test it.
  17. Is the druid spell beetle's shell affected by the target's DR? If I shell my tank who has 10 DT vs. slashing, will the 100 HP shell survive 20 slashes of 20 damage or only 10?
  18. Keep in mind you want at least 16 for most dialogue options, sometimes 18. You might be disappoined if you dabble 13 or 14 points in conversation stats. That leaves you mediocre at both combat and dialogue.
  19. The more I think on it, the more I agree Durance wins at mechanics for roleplay. Mainly that thing he did in that event you can talk to him about. He's technically a world famous engineer...
  20. I do that for the first dungeon, but don't use any custom NPCs after that. Also I prefer chanter - you have plenty of mechanics even -1 vs. rogue, but summons early game are crazy good, way better than rogues before itemization and talents, imho.
  21. Grieving Mother seems like a great choice. High Per and Dex, used to more detailed work than any but Durance based on story and is used to seeing things no one else can. Plus her natural +1 is good mechanically. Good call maybe I'll assign it to her. Kind of worried about her HP, though. I feel better with Eder's HP, and if I accidentally walk into enemies while scouting I'd rather it be him, but I worry that if he eats a trap I'd have to rest and run out of supplies. No way I let Aloth do traps. I love his voice overs, but last run I wiped in late chapter 2 finishing a dungeon with 5 after a trap crit him for 210. And he was my trapsmith... Path of Iron makes things so intense!
  22. You can build for interrupts. Hunting bow, max Perception, the interrupt talent at 6 and a chanter singing the Concentration debuff at all times. Get pet knockdown. This lets you be somewhat useful but dump Might and Con. Also take the +20 damage skill at 1 since huge Int and fast attacks synergize with it better than the DoT.
  23. Of the story companions, which do you think is best to teach mechanics, roleplay wise and gameplay wise? Roleplay I'd say Kana. His family background and attention to detail make him my pick. Gameplay I'd say Pallegina or Sagani. Someone with the hitpoints to eat a trap and not die, but whose HP don't pace resting. Maybe Durance because he starts with some.
  24. Count me in for scaling spiritshift. I'd love to choose abilities at odd levels to improve my spells or spirit form. That said, toggling armor is somewhat of a redeeming feature late game. You might be 12% less accurate and do 2.5x less damage, but at least you're attacking 50% faster?
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