
Daemonjax
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Everything posted by Daemonjax
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I have done the same it depends how you build it you can level up your monk so that they have no duration skills and no aoe skills, if you dump points in res you make up the lack of will. Its actually a really powerful build i see a nerf incoming tbh. PS- 18 might, 19 con, 10 dex, 9 per, 4 int, 18 res, moon godlike is what im running with no weapons and the heaviest armour i could find. I'd rather dump con instead of int as a moon godlike monk.
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My impressions of the game
Daemonjax replied to Danvil's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
XCOM: Enemy Unknown (2014) is widely regarded as a pretty good tactical game, but if you play long enough you'll see that you also use the same winning tactics over and over again. Doesn't make it not fun. I can't think of anything I've played besides Chess that would live up to Luj1's standards of what constitutes good tactical gameplay. Having said that, there's room for improvement, and I don't particularly disagree with any of his points when taken in the context of being constructive criticism. -
What Varana said. Although spelling was up to the individual and very variant, the grammar and conjugations were, for the most part, consistent. Also, this isn't Old English, nor is it even Middle English. Old English is Ænglisc, and Middle English is this. What we are concerning ourselves with is Early Modern English. If you're good, you might be able to understand Middle English after you learn what some of the new unused runes mean. Old English is a bit harder, though. When I was at University back in the day, we had to read (and actually understand) Beowulf in the original Old English. That was fun. Chaucer (Middle English) was significantly easier.
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2nd Edition multiclassing and dual classing (only humans can dual class) were just fine for a PnP tabletop game that had a good DM in charge of everything. Thiefs were also good to have in the party for the same reason. 2nd edition didn't translate to video games very well -- too much relied on a good DM. 3rd edition, on the other hand, was perfectly suited to video games... there's a rule for everything in 3rd edition, in some book somewhere. And that is the edition that made multiclassing OP (including prestige classes).
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You can grep the conversation files to see what the stat requirements are for conversations. At first glance the wiki seems accurate, though. I think it's pretty essential to bring at least some npc companions along for atmosphere. You can bring different companions on different playthroughs, though.
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How to dispel domination?
Daemonjax replied to grubolsch's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Dominate is an upgraded version of Charm -- no hit/defense penalties. Dominate can be used on a teammate that is charmed or dominated. So, if you don't like being dominated/charmed, bring a cipher that can cast dominate. -
IE Veteran's feedback
Daemonjax replied to Athrogate's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They could decide to have spells read from an external file so would could mod them and add to spell lists... Probably the best thing they could do for modders is upgrade the game to unity 5.0 because it has a free to download personal edition. -
Xcom: Enemy Unknown (1994), widely regarded as one of the best PC games of all time, has a ridiculously long list of bugs that was never fixed by the developers (http://www.ufopaedia.org/index.php?title=Known_Bugs). It took years (decades in some cases) for modders and independent developers (http://openxcom.org/) to fix all the bugs. It was still a great game despite the bugs. I played the **** out of it back in 1994. If I time-traveled to 1994, and had no way of getting home (quantum leap style), would I still play xcom? Hells yeah. So, what's your favorite Pillars of Eternity bug? Here's mine: Extremely High Prices in Certain Stores Work-around: Switch the language to English or gain positive reputation in the area If the game is played in some languages other than English, some shops will have drastically inflated prices. The only known ways to set the prices to be normal again is to set the language to English or to gain reputation with the area or the shop owner specifically, giving you a discount and therefore forcing the prices to their correct state.
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True, except it's closer to 2.25% in practice due to the animation transition delays. Really? That would at least bring it a bit back in line with Might... though probably unintentionally. I hope Obsidian does a once-over on the attribute system before PoE 2. Design decisions are one thing (stop complaining about Might being both physical and magical, FFS), but when one attribute is almost strictly better than another in every way, that's just a broken system that needs to be mended. Dexterity is strictly better than might (due to it being a reduction instead of an increase), except for spellcasters that like to use damage/healing spells since there's no way to increase spell damage like you can for weapons. It also really shines for classes that have inherent damage bonuses, like rogue and cipher (to a lesser extent). Might is definitely more of a (damage) caster attribute. A str 10 rogue does nearly as much damage as a str 20 rogue, and that becomes more true at higher character and equipment levels -- e.g. a 3.0 damage multiplier (at 20 strength) is only 11% more damage than a 2.7 damage modifier (at 10 strength). The difference is more substantial at level 1, though, and there is the fortitude save bonus to consider. There's exceptions -- like with moon godlike might starts looking better if you want to maximize heal amount.
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You're asking for the eqivalent to D&D 3.5's 5-foot steps to disengage. I don't see how that would work in a non-turn-based game without stepping all over some existing spells and abilities which facilitate disengagement. A significantly slowed movement with high defense against engagement. It would only work if enemies were occupied, and is far less of an escape button than rogue / barb abilities. But there's talents which give a bonus for disengaging already.
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While I agree the Stronghold could be better, and I really hope it can be improved with mods, I think it's meant to be upgraded only while you're committed to exploring the Endless Dungeon all the way to the bottom and have no other use for your money because you've basically beaten the game already. When you look at it under that light, most of it starts making more sense. I could be wrong, because we can't know the minds of the developers unless they speak them. But I think that's why the stronghold is the way it is... it's not really something you're supposed to invest in until you're in the endgame -- the Endless Dungeon. But don't a number of it's features (the taxes, and to free material upgrades) only function while you have new quests to do? There are quests in the Endless Dungeon, and I did say it wasn't perfect.
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While I agree the Stronghold could be better, and I really hope it can be improved with mods, I think it's meant to be upgraded only while you're committed to exploring the Endless Dungeon all the way to the bottom and have no other use for your money because you've basically beaten the game already. When you look at it under that light, most of it starts making more sense. I could be wrong, because we can't know the minds of the developers unless they speak them. But I think that's why the stronghold is the way it is... it's not really something you're supposed to invest in until you're in the endgame -- the Endless Dungeon.
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You could automate it full using autohotkey and tapping the screen image to look specifically for hits or misses from your character to get a count. I would manually edit the video to cut off the beginning and end before analysis. I don't think what you're proposing is worth it, though. Alternatively, you can do what I do and use virtualdub to count the number of frames between a reference point -- like when the recovery bar is completely depleted... just a handful of attacks is good enough.