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Dead Optimist

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About Dead Optimist

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  1. Oh, thank you for this. As my Chanter builders usually run low might (being buff / summon engines) this changes things a lot. Hmm, well it is still really useful to know. Thanks again.
  2. I did not know it applied to spells. Does it adds burn damage to all spells? (pure debuff for example) And by DoT, do you mean just DoT in the traditional sense (apply an effect) or do you also mean spells that apply themselves over and over (e.g. fire wall)? And is the burn damage increased by the Chanters talents (+fire damage talents) or the casters talents? I.e. who would need Scion of Flame for the boost to take effect? Sorry for all the questions, but the wiki is rather poor and I cannot test myself atm. Thanks for the responses! Yes it adds fire dmg to all spells, not just fire spells. Dot - spells that apply debuff on enemy that deal dmg over time. Firewall dont apply debuff but deal dmg in intervals so it should work on it too. Probably casters talent but need testing. You can test things by console. Thanks a lot for the information here. One last one: where do I find out about console commands? Also, I say I cannot check atm as I am at work xD
  3. I did not know it applied to spells. Does it adds burn damage to all spells? (pure debuff for example) And by DoT, do you mean just DoT in the traditional sense (apply an effect) or do you also mean spells that apply themselves over and over (e.g. fire wall)? And is the burn damage increased by the Chanters talents (+fire damage talents) or the casters talents? I.e. who would need Scion of Flame for the boost to take effect? Sorry for all the questions, but the wiki is rather poor and I cannot test myself atm. Thanks for the responses!
  4. Does anyone know if the burning effect of "Aefyllath Ues Mith Fyr" (lvl 3 chant) apply per hit? Would the 6 hits from a blunderbuss apply the damage 6 times?
  5. Attributes are in the first post, here are abilities and talents, but consider this a theoritical build - I'm only level 4 in my solo game with this. Biggest problem is that hardest part is before Caed Nua and until then this build doesn't have its main pros Maybe I am just clueless, but I can't seem to find your attributes are posted. I am very curious what your starting stats were at character creation. I would very much like to try this build. Aww, my bad. Sorry I took Aumaua, max Might, Resolve, Perception. Put the rest in Condition. Dex and Int are dump stats. So, 20 might 18 resolve 10 in the rest ? or go under 10 in int/dex for increased perception ? Dump usually means drop to the lowest value. So 20 MIT, 18 RES, 18 PER, and 13 CON with 4 in INT and DEX, I think.
  6. Maybe there is an element of lore than ties it all together. However, I do not know that. I only have my own understandings. I come into this game, and my Warrior in full plate armour, with a massive shield is there with 2-4 might and is able to consistently dodge out of attacks while in close combat, while my wizard is there with 18 might and when we come up to an old wall I am told my wizard is able to push it over (not explode it, push with his body). As I said, balance and game play wise the stats are fine. I find each of them very useful, and I have MAXed and MINed them all and used them all to various degrees. I just wish there was some way to distinguish physical power from mental power. However, it seems in the world of PoE there is not and my mages will continue to pick people up and push over walls. It is hard to divorce your mind when the text boxes that pop up continuously imply that might = physical brawn. If they added the option [MIGHT X][Wizard etc.] _____ and [MIGHT X][Fighter] _____ for some of the dialogue options, it would be appreciated. Some way to differentiate in game between someone who is physically capable and someone who is magically capable.
  7. There was an extended discussion on Wood elf vs Orlan bonus (+5acc vs 10% hit to crit) which concluded with +5acc being superior in almost (if not) all situations (as the increased accuracy resulted in more crits and less misses). While the .3 multiplier is different than the 10% hit to crit, I would think the same logic applies (it is better to, overall, hit more). But maybe you could build a character to take more advantage of the .3 modifier. A crit focused build.
  8. Yes, it would be nice if there was a staff/orb/something that gave a mild passive boost to spells while equipped (like more accuracy, fasting casting speed, minor damage increase of a certain type). Something to focus your arcane energies with.
  9. Priest still needs might for his healing. After my (limited) play time with PoE, I find my characters rarely fit one role. Well, I guess you could roughly divide all classes between RANGE and MELEE, where range focus on attack speed and power, while melee focus on defence and maybe something extra. But outside of that, classes usually do a combination of things. For example, Chanters can be either tank-support (with stuns and debuffs) or support-range damage (with the reload chant and other buffs). Paladins are in a similar boat as Chanters. Then there are Wizards and Druids who are crowd control-damage dealers etc. etc. for each class. This usually gives you different ways to build a character. So for Wizards, you could give up some might for max INT and DEX in order to maximise your AOE and casting time for the CC element, or max MIT and either INT or DEX for the damage dealer focus. For Chanters you can go max INT, PER and RES for tank (dumping MIT and DEX) or go MIT and DEX (dropping PER and taking less INT and CON) for the range support. And so on. This means when you think of a tank, while INT might not be the first thing you consider and while it may normally be dumped for Fighters, it might be needed for a tank Chanter, Barb or Monk. So I find it hard to say, as an overall rule, which stats are good for which arch-type, without being very, very vague (not so useful for a guide).
  10. I find it funny how you can have a fighter with a might of 2 be an incredible tank that takes beatings for days. Sure, he can barely life up his fork to eat, but boy can he take a punch and dodge like hell in that heavy full plate armour and full body shield... I understand why the stats affect what they do, and I think it gives fine game balance, but I do think there should have been a clearer divide between the magical and the physical generally, for RP/immersion/lore/etc. reasons.
  11. I have no idea, but maybe when it "steals" the spell the enemy wizard loses access to it? So it acts like a spell block + giving you another option. Again, I do not know if this is fact or not.
  12. When you have a weapon that hits multiple times, like the Blunderbuss, does each hit get considered for interrupting the opponent? The Blunderbuss says it fires 6 projectiles. and the PoE wiki says "When a character is hit while performing an action ... his action is interrupted if he can't maintain his Concentration", which leads me to believe the Blunderbuss 6 hits would each be counted. I am asking because of a utility Rogue build I was thinking of. I saw another post saying the Blunderbuss counts 6 times for stuff like Envenomed Strike, so I thought a Rogue with high Interrupt stat, Envenomed Strike, and Deep Wounds would be very effective. High might would not be (as) needed, as you would inflict heavy DoT with DW and ES while stalling the target. Anyway, if anyone knows how interrupt and the blunderbuss works together, I would be greatly appreciative.
  13. Attack rolls are Accuracy-Enemy defense + d100. If the end result is less than 16 it's a miss. If less then 51, it's a graze for 50% damage. If less than 101 it's a hit for full damage. If it's more or equals 101 it's a crit for 150% damage. I just modified this with the racial passives and weighted them with the damage. Basically if you multiply your average damage with the end result you get your average damage per swing. It also bears noting that there are ways to push up the critical damage multiplier. Which is a possibility for both races. The only time where it would matter for midget only is when the accuracy is so low that crits are impossible - even with the 5% bonus for the elf. Which is extremely unlikely since we are talking about DPS characters - accuracy is something you want to push as high as possible. If somehow your accuracy was still too low, for example in the first scenario the crit multiplier should be 300% instead of 150%. Which is not possible. There are a few abilities that increase crit damage IIRC (just saw that new thread on Bloody Slaughter): Would these be more beneficial for the Orlans due to higher crit chance? (I'm not really fully clear on how the hit-to-crit thing works in connection to higher accuracy).
  14. I am reading through this to try and get an idea about the best way to do things (I like trying to min/max over RP), and I was interested by your ranking of the Fire Godlike, as it is so different to what others have put. What is your reasoning for this? EDIT: also, how does the Orlan crit chance influence AoE spells, and CC spells? Would it increase the duration of CC spells?
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