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mahe4

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Posts posted by mahe4

  1.  

     

     

    This thread, lol. Only thing that keeps you from having MORE casters is lazyness. In terms of power wizards and priests are awesome.

     

    Oh stop with insulting bovine fecal matter.

     

    You got issues. I wasn't insulting anyone. Now for you that's an entirely different story.

     

     

    You damned well were.  You said that anyone who doesn't use more casters is lazy.  That's pretty damned insulting in my book.  So stop it.  Stop insulting people.

     

    damn you are a real ****, if you think that this is insulting.

    and yes calling you a **** is an insult!

    • Like 2
  2. Hello world!

    I'm in my first playthrough, playing a party consisting of 6 Chanters. For the Lulz of it :)

    But i seem to miss some talents. Namely Close shooter, or the Trap enhancement talents and more.

    The Pillars Wiki says these are Talennts usable by every class. But I cant find them.

    Wanted to skill Close Shooter cuz i have 4 Ranged Chanters ^^

    the "official" wiki has so many errors... never use it as a reliable source...

    not long ago, it still said, that the wound mechanic of monk would stagger the damage the monk received...

    as good as this game is, the wiki is one of the worst i have seen on rpg games.

  3.  

    dual wielding sabres, simply gives the most damage output. period.

    it does nearly as much damage as a two handed weapon, and it is onehanded.

    so if you just go for max damage, and not any other fancy combos, that can be made with weapons, as peddroelm suggested, there is one best answer: sabres

     Is this true even vs enemies with High DR or do Estocs or Maces then get better damage output?

     

    yes it is true for every enemy besides the extremely high DR enemies like bosses.

    and when you face them, you should debuff them regardless of your weapon choice.

    and the moment you debuff them with some -DR debuffs, dual sabres get the lead again...

  4. sabres might be king - but in my   melee party rogue gets them .. rest of the guys must search for alternatives ..

    well that is another good reason to take another weapon.

    but i certainly don't see any reason why i need a barbarian AND a rogue...

    one is enough damage... but then on the other hand, i didn't play through potd yet, sooo...

     

     

    Just for the record, I'll be playing on either Normal or Hard, with no Iron Man mode or anything. And I'm not terribly fond of min-maxing my characters, so I won't be dropping any stats very low (or necessarily maxing any all the way, either).

    you don't need to drop anything very low for barbarian.

    just make sure to not have less than 15 intellect and get as much might and dex as possible.

    the rest can be distributed as you wish, without any major set backs.

  5. the spell is supposed to give all foes in the the area the "flanked" debuff.

    but the debuff disappeares often without any apparent reason.

     

    to recreate, you just simply cast the spell on an enemy.

    always have the cursor over the enemy to watch the flanked debuff.

    after the enemy is attacked some times, the debuff disappears.

    if it doesn't happen right away, just normaly flank the enemy and attack it until the timer disappears and unflank him.

    but the debuff also disappears pretty often, without normaly flanking the enemy.

  6. That doesn't sound right.

     

    edit: Actually, just did a quick test against a group of Phantoms/Shades.  It seems like they can lose the debuff after a teleport or maybe there's even a chance that there's a check to have it reapplied after the initial attack landed.  I did however have the debuff last the entire 28s on one of them, with the Rogue hitting it multiple times.  Didn't really check on non teleporters yet, but I used to use that ability often, and it seemed to last forever on most enemies.

     

    The debuff in general isn't just for Rogues though.  It removes 10 deflection.

    i tested it myself on some xaurips...

    it had a 38sec duration, and then after about 8 seconds, it disappeared...

    seems like a bug to me, is there somewhere to look, which bugs are reported, so i don't report a bug a second time?

  7. That doesn't sound right.

     

    edit: Actually, just did a quick test against a group of Phantoms/Shades.  It seems like they can lose the debuff after a teleport or maybe there's even a chance that there's a check to have it reapplied after the initial attack landed.  I did however have the debuff last the entire 28s on one of them, with the Rogue hitting it multiple times.  Didn't really check on non teleporters yet, but I used to use that ability often, and it seemed to last forever on most enemies.

     

    The debuff in general isn't just for Rogues though.  It removes 10 deflection.

    oh ok... i think i noticed that disappearing behaviour on phantoms/shades/shadows, and then never tried to use it again...

    thanks for the heads up!

  8. if you make a ranged rogue, you don't need constitution.

    dump it.

    you want to do as much damage as possible, so max might and dex.

    dependig on how much you value your rogue disabler abilities, invest or dump intellect.

    if you want to disable with other party members, like ciphers, to prepare them for sneak attacks, you can dump intellect as well.

    if you want to use the rogue abilities invest a little in intellect.

    perception and resolve aren't as important.

    as a ranged character you shouldn't engage alot of enemies, so deflection isn't as important.

    ranged weapons are bad at interrupting, so forget about your interrupt rating.

    and you also shouldn't get interrupted yourself much, so concentration isn't as important.

     

    i would recommend this:

    might max

    con min

    dex max

    per remaining points

    int min

    res remaining points

     

    but if you want to have more attribute dialogue options, all that would change a little again.

    • Like 1
  9. 'Tis obvious, after reading comments, that my stuff is a deeply biased projection of reality! That's not about lacking rigor, that's more about available free time and programming skills : I hardly see a way to code a generic fight simulator, taking into account all the possible skill combinations, and I'd definitely play the game and have social life, rather than coding such painful things :grin: . I'd be glad to share the code though.

     

    According to the numerous constructive advices (thx for them), I'd rather fix the class (Fighter, the most passive builds) and probably race (except if I can implement interesting native abilities). Higher level simulations are runing (lvl6 @Petrivanzyl, then 12), but still without active skill.

    As I see no way to deal with simulating all active skill or spells in a generic way, maybe it could be relevant to pick a single, complete, lvl12 melee class build around there (let us call him Brian), fork the fighting simulator to adapt it to Brian's skills and abilities, and use it as a reference character to test and rank the population. If it provides a decent 'nemesis' Fighter build, optimizing the probability of victory just with autoattacks, it may succeed killing Brian with the few active skills it may have ?

     

     

    What language did you use to code your program?

    Python.

    you could also randomly pick talents.

    and for active usage, you could generate random usage patterns. (1. ability use skill 1, 2. ability use skill 2, 3. ability use skill 1, etc) and also randomly generate the time between every use in these patterns.

    but that would be a lot of work to implement, and i think, that i wouldn't have the time for that... so i don't blame anyone who don't want to take their time to code that...

  10.  

    c'mon guys. instead of theorizing he started to program a simulation! he actually did something!

    and all you guys do is complain?

    you are all so pathetic!

     

    Yeah, it's so pathetic that we ask for actual rigor before presenting test results as meaningful.

     

    it is pathetic to complain about an effort someone did, without doing anything yourself.

    if the the whole test would be meaningless, because he made a mistake, okay... but we get actual data for assumptions we made.

    in this simulation you can see (to a certain point) how important which attribute is.

    as we thought, is the constitution attribute pretty meaningless.

    it is also interesting, which weapon choices came out on top.

     

    but hey! the simulation isn't perfect! so we need to complain about, that someone took his leisure time to program a simulation tool...

    this behaviour is just simply pathetic!

    • Like 1
  11.  

     

    Game also provides you with the console. Also, one thing is if you accidentally picked a bugged ability, another if you consciously went for it. Anyway, whatever's fun for you. But this in no way should be a part of balance discussion, especially since it's confirmed to be fixed.

     

     

     

    and the game disables achievements when you use the console.... *sigh*

     

     

     

    Ok, what about having 200+ DT and 100 lvl1, lvl2, lvl3 & lvl4 spells? This doesn't disable achievements (which I couldn't care less about and which you can reenable anyway with smth like CE if you feel like it). "Using what game provides". This argument is getting silly.

     

    /whatever

     

    reenabling something with cheat engine also isn't what the game is providing...

     

    but of course you are right, that exploiting shouldn't be in this topic, if you compare two classes!

    all i wanted to say is, that i don't have a problem, if people get their achievements, if they use exploits, that is all. but of course that has nothing to do with this topic here!

  12. Game also provides you with the console. Also, one thing is if you accidentally picked a bugged ability, another if you consciously went for it. Anyway, whatever's fun for you. But this in no way should be a part of balance discussion, especially since it's confirmed to be fixed.

     

     

     

    and the game disables achievements when you use the console.... *sigh*

     

  13.  

    monk, gotta constantly get hit to do less overall damage than rogue/barb....and fists go out of style fast.

     

    sounds awesome. by awesome I mean ****ty.

     

     

    Since when is it less damage?

     

    If we're talking vs. a large group and vs. Barb? Perhaps, but I think that's balanced that Barb is ideal for the groups and Monk vs. the fewer, singular targets.

     

    As for less damage than Rogue? Torment's Reach = Guarenteed crit. A crit is 50% additional damage, Torment's Reach is 50% crush damage. If you get a Monk with multiple wounds, you can "crit" every half second. It's very hard to outdo that. Rogue matches that damage for as long as an ailment like Blinding Strike is up, but loses out once that advantage is gone. Monk on the other hand can save up and utilize it's extra damage whenever it pleases.

     

    oh please... it was already shown to you, that you half as second crit thing is total garbage...

    you can do an attack every 0.7 seconds was it i think, and that is with fists which are just suboptimal...

    rogues can do 1.4 times damage just with sneak attacks and they don't need to slowly die in the process...

     

    you are clearly overexaggerating, because you fanboy this class so much.

    would be nice if you could come back down to reality and have a sincere discussion instead of preaching your non-factual opinion...

  14. One thing you fail to mention when considering Brute Force is that fortitude can be lowered. Too bad Barbarian doesn't have any passive abilities which lower nearby enemies' fortitude by 20 if they fail a will save. If there was such an ability, barbarian would have a twisted way of using Brute Force on enemies low will.

    to be fair, deflection can also be lowered.

    and the enemies you normally struggle with, have about 20 more fortitude than deflection...

     

    but that went a lot offtopic...

    the question was which is better as DD and accuracy on monk vs barbarian isn't that different...

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