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Purudaya

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Purudaya last won the day on July 16 2018

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About Purudaya

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    (5) Thaumaturgist

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  1. No, but I have tested an arquebus assassin and an arquebus holy slayer seperately with the 200% bonus (which the holy slayer won't have access to in the community patch release due to PL) in high level encounters - keep in mind that I wouldn't expect +200% at low-mid level, only at PL 10. It takes about 3-4 shots from stealth to kill most enemies (you can actually abuse red hand's two shots by hitting smoke veil right after the first), but of course there are some enemies with low armor that you can score harder hits on. Even so, +200% isn't that much better on an arquebus than +150%, and since you don't feel the full benefit until later levels it really doesn't feel OP. Most of my tests have been at level 16-20. For me, the unmodded assassin is underpowered (exception: assassin/evoker, but that doesn't make much use of backstab) when compared to other single-target DPS classes, slightly less so once vanishing strike is available. But that's quite late game and usually only nets 2 backstabs unless you're using light weapons, and those don't benefit much more from the extra +50%. If 200% seems too high compared to 150%, what about giving a backstab bonus to assassins only the way tricksters get a unique sneak attack malus? This is probably getting a little too creative for the confines of the poll, but what about tying sneak attack and backstab to subclass? Assassin > Debonair > Streetfighter/Vanilla > Trickster? It's late, I'm probably giving it too much thought All I can say is that I've tested +200% on a level 20 assassin using dual sabres, axes with modal, and arquebus - and it feels right for both the level and the class role compared to other martials/martial multis at the same level. If you have time to test it out, I'd love to hear what you think.
  2. I'd love to see this end at 200% at PL 10, personally. I've modded this and tested a few builds - it doesn't feel OP given the time/resources it takes to proc invisibility and position backstabs, and vanishing strike isn't as much of a balance problem because faster/low-base-damage weapons don't benefit as much as they would with the lash. Just recently tried a single class assassin with dual sabres focusing on Gambit and Vanishing Strike. The 200% backstabs are powerful, but it doesn't unbalance the class against other single-target DPS builds. Just my 2ยข.
  3. I know you've already contributed to the upcoming community patch, but if you ever wanted to release a custom "Boeroer's Cut" rebalance I'd be extremely stoked to play it
  4. So I ran the eyedropper tool over shared pixels and some of the whites are indeed whiter in the originals - from the examples you picked, you can see it most clearly on deep wounds, accurate carnage, and what looks like rapid casting (the star and hourglass). It might just be that the gradient range is slightly different here than in vanilla, that the emboss effect has something to do with it, or that the devs used two gradients with the white icon as the middle layer. You could try duplicating the gradient layer and setting one to 80% opacity and the other to 20%, then stacking the layers so that the 80% is on top and the white icon is immediately beneath it - the background will look the same but the whites will end up 20% brighter. To each their own, of course; they look great all in all. Thanks for all your hard work on this.
  5. It looks like you're using a vertical gradient for the backgrounds but it's rendering on top of the white icons, which might reduce clarity. Maybe set the icon layer on top of the gradient layer so that it doesn't get darkened? Just a thought
  6. So I've been doing a lot of build testing lately and I've been running into some long-standing limitations with weapon styles: if you really want to optimize a martial character, two-weapon style is almost always far-and-away better than two-handed and (especially) one-handed style. I've even modded one-handed to give more hit-to-crit conversion and two-handed to give more bonus damage, but the problem remains that attacking with two weapons on full attack (even with -35% damage) is just too good when it comes to proccing on-crit effects and applying afflictions. Even a one-handed monk with accuracy pumped to high heaven doesn't trigger swift flurry and heartbeat drumming as often as a monk with two-weapon style and decent perception spamming full attacks. What I'm asking is this: Full attacks with a weapon in the off-hand trigger an attack with both weapons. Is it possible to trigger some other effect on full attack for one-handed and two-handed styles? I feel like the only way to make one-handed and (to a much lesser extent, two-handed) competitive is to give them some extra functionality on full attack that they don't have otherwise. Does anybody have any thoughts?
  7. Question about the community patch: Is this a +20% lash (+5%/PL) or a flat +20 DMG (+5 damage/PL)? Was kind of confused by the combination of +20 and +5%. Or is it actually like it says: +20 flat damage, then +5% lash/PL? Because that would help improve backstabs for weapons with low base damage. Anyway, thank you all for your work on this. Can't wait to play the final release, this rebalance has improved a lot of class combinations that were hard passes before.
  8. I've had the same problem with stunning blow exactly twice out of around 60 recent combat encounters (I use SSS for build testing) since version 4.0. Loading the most recent save has fixed it both times - if you're able to reproduce this reliably and it's not just a one-off, I'd recommend uploading your save with a bug report.
  9. Could you please share the specifics of this build? I haven't seen stalkers get much love and would be curious to see what synergies/benefits it provides over other wizard/martials
  10. Have you considered adding in a streetfighter/monk? Great single-target DPS, especially if you go Helwalker on the monk side. The extra incoming damage shouldn't be a concern as you'll be able to stun-lock most enemies by spamming stunning surge (refund resource on crit). Max perception and dexterity, dump resolve to 7-8, invest a few points in intellect and might (you'll get +10 to both from the Helwalker passive and turning wheel). Dual Sabres, swift flurry, thunderous blows, enduring dance, stunning surge, turning wheel, heartbeat drumming, tough, persistent distraction, deep wounds, and deathblows are the must haves. Confounding blind is also helpful for increasing crit chance and devastating blow is a great boss finisher. Both swift flurry and heartbeat drumming proc extra attacks and can proc off of each other. Given that you'll have almost unlimited full attacks via stunning surge, you'll often deal 2-3 extra hits per attack (all doing sneak attack+deathblows damage due to persistent distraction). Hit Enduring Dance at the beginning of combat to generate wounds quickly to get the +10 might and intellect (harder hits, longer-lasting stunning surges), then use thunderous blows situationally to increase PEN (otherwise, avoid spending wounds to keep bonuses up). If you do get overwhelmed or run up against enemies immune to stun, switch over to Duality of Immortal Presence: Body for a quick +10 CON. Focus as much equipment as possible on maximizing accuracy/crit chance and you'll have a great time. Bonus: open combat with blunderbusses using the powder burns modal to trigger Heating Up right off the bat (your low RES will help to keep you flanked longer).
  11. Monk, especially Helwalker. Trickster's defensive bonuses will mitigate the Helwalker's squishiness while the +10 intellect from turning wheel will make your spells last longer. Hit dance of death (later enduring dance) at the beginning of combat to generate wounds quickly, then spend points on stunning surge and repulsive visage to stun/fear lock enemies in melee range so you can pick them apart. Fun, versatile build that's great for either off-tanking or solid DPS. The +10 might also lets you focus on maxing dexterity, perception, and intelligence at character creation for high speed, more critical hits, and even longer spell durations.
  12. A high INT/PER Rogue/Cipher with dual mortars typically gains max focus with one (max 2) full attacks, depending on how enemies are clustered. Streetfighter/Ascendant is especially powerful with the powder burns modal proccing Heating Up. Bonus: dump resolution so that the distracted affliction (and thus Heating Up) lasts extra long through your ascended phase, providing extra casting speed.
  13. Damn, I've been playing so long that I don't even think about the stealth conditions anymore. My instinct is that any action (aside from movement) breaks invisibility and only offensive actions/aoe buffs break stealth, but I could be wrong. Either way, it feels pretty natural/logical and I don't think you'll run into any nasty surprises. To your build: barbarian is not a bad choice for a sniper build because your reload speed will benefit from the passives. But if you want to make a stealth-focused sniper, I would recommend assassin/bleakwalker: if you use the paladin's flames of devotion ability, its damage lash will stack multiplicatively with the passive damage bonuses from sneak attack and assassinate and will allow you to hit extremely hard with the arquebus. Keep in mind that paladins in PoE are different from most other RPGs and don't necessarily require the type of roleplaying traditionally associated with the class. But if you're set on barbarian and the firearm type doesn't matter, also consider single class with dual blunderbusses. At high level, you'll be able to trigger full attacks against multiple enemies at once, which can nuke entire mobs with the right equipment. Even better with a single class monk, but I'm not sure how far you're willing to stray class-wise.
  14. Choosing single/multi classes happens only (1) at the moment you create a character/adventurer or (2) at the moment you recruit an NPC. You might be thinking of dual-classing as in the infinity engine games, where you could pick up a second class at level up if certain requirements were met - that doesn't exist in PoE2.
  15. I'd recommend just using the unity console mod from Deadfire Nexus. It's more intuitive, has more options, doesn't disable achievements, and requires no memorization.
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