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nemesis205bw

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Everything posted by nemesis205bw

  1. Yes we could but at the end the conclusion is apparent: 20 bonus acc is much better than for example +50% bonus elemental damage most of the time due to how it works especially on classes like rogue which has alot of bonus damage. When you factor in on hit procs from weapons and abilities and being able to actually deal damage on higher armored enemies due to pen on crit, it's a no brainer. Also spells are affected by it in much better way because having +60 accuracy on whisper of treason after 3 sec in combat is extremely valuable. All of those benefits that acc offers are exponentially better on POTD.
  2. My Helwalker / Berzerker was punching for 50 on a non crit, so a Ranger + Cipher does 450 damage unarmed? Wow. Or maybe Barbarians Brute Force (Target Fortitude, instead of Deflection if its lower) is realllly overpowered. it was best scenario. Normally its around 50% more dps on normal enemies and 200% more on strong enemies
  3. It doesn't work like that... I will consider the average situation where your accuracy equal to the enemy's deflection. That means your attacks will be: 15%misses, 35% grazes and 50%hits. If you add 20 accuracy it will become: 30% grazes, 50% hits and 20% crits. In the first scenario your average damage would be: base dmg * (.35 * (0.5 + dmg bonuses) + .5 * (1 + dmg bonuses)) = base dmg * (0.675 + 0.85 * dmg bonuses) In the second scenario your average damage would be: base dmg * (.3 * (0.5 + dmg bonuses) + .5 * (1 + dmg bonuses) + .2 * (1.25 + dmg bonuses)) = base dmg * (0.9 + dmg bonuses) In the case of a ranger/cipher how much dmg bonuses you can have? 60% from weapon, 20% soul whip and maybe 30% from might ie 110%. If we compare the two scenarios the dps increase will be: (0.9 + 1.1) / (0.675 + 0.85 * 1.1) = 2/1.61 = 1.24 That means only a 24% dps increase from +20 accuracy... Obviously depending on the scenario it will be higher or lower but when you compare it to other things that got nerfed for example monk +50% bonus dmg which will translate to only around 20% total damage. Also you didnt factor armor: - with higher accuracy you will graze less often which most of the time deals minimum damage due to pen reduction - with higher accuracy you will crit more often which increases your pen allowing overpen +30% most of the time - with higher accuracy you will land hits more often and so effects that work on hit that can proc alot of dmg - with higher accuracy you will be able to proc on crit effects that are devastating The total result including penetration gives as 63% damage increase with your calculations which is even better In the first scenario your average damage would be: base dmg * (.35 * (0.5 + dmg bonuses)*0.25 + .5 * (1 + dmg bonuses)) = base dmg * (0.54375 + 0.5875 * dmg bonuses) In the second scenario your average damage would be: base dmg * (.3 * (0.5 + dmg bonuses)*0.25 + .5 * (1 + dmg bonuses) + .2 * (1.25 + +0.3+ dmg bonuses) = base dmg * (1.0875+ 0.775dmg bonuses)
  4. I did some calculations and came to conclusion that having 20 bonus accuracy equals to having around 40% bonus damage or 60%+ on POTD. It is crazy. If your base chance to hit is 50% and with 20 bonus accuracy its about 70%, then that equals 40% more dps. For this reason the highest dps is achieved by ranger + cipher multiclass. Ranger mark + wounding shot + passives is 60 accuracy. Add to it cipher buff +20 accuracy (currently strongest accuracy buff) and you have 80 accuracy advantage which gives you up to 800% more dps than other classes without those buffs. The funniest part is all of those buffs except wounding shot accuracy buff works with cipher spells, so you can land whisper of treason on marked target with almost 100% chance and it will crit most of the time for huge duration. So to take strongest enemy on your side do the following: - mark the target and send pet towards it - use borrowed instinct which will land because of that +34 accuracy from ranger and +10 extra accuracy from cipher passive. It will also debuff its will by 16 points - use whisper of treason with that juicy 86 bonus accuracy (mark, pet, cipher passive, ranger passive, borrowed instinct +20acc, borrowed instinct -16 will on target) -enjoy your strong ally This takes about 5 seconds to do at the start of combat.
  5. yes, exactly. Once you hit level 13 and get this invocation, you can have unlimited resources for whole team.
  6. yes you are right. I corrected it. I am playing on different than english language, sry.
  7. As most of you probably know, the balance and difficulty in this game is way off. Some abilities are so much better than others and have too big impact making other choices redundant. Lets help obsidian make this game better and list broken stuff with proposed solutions. Here is my list of the most problematic and toxic abilities I encountered. I will list only those gamebreaking ones as there is much more than that. Please do the same. Paladin - Lay of hands on shieldbearer subclass Problem: causes immortality that can be applied over and over especially with brilliant inspiration. It allows you to become immortal for up to 180sec (without brilliant) or forever (with brilliant). Solution: remove immortality and instead put on a target buff that ressurects him after he die while this effect holds. This will allow to do this up to 3 times because of wounds, making it far more intuitive to use. - Armor stacking Problem: its far too easy to stack so much armor that most enemies will deal only minimum dmg (25%) which combined with large shield modal let you receive only 12.5% dmg from most enemies. Currently having only 1,2 or 3 armor points above enemy pen makes too big impact which can lead to situation where ogre crits your fighter for 80dmg and the same ogre crits palading for 20dmg all because of 3 armor points difference. Solution: change how armor works. Make it reduce dmg by flat amount (like POE1) and additional reduction equal to armor advantage times 10%. Having 3 armor more would reduce dmg by armor value and 30% opening up more builds and armor options without mandatory focus on every armor point you can get. Cipher: - Time Parasite Problem: currently it allows you to stack action speed to more than 350% with single cast and up to thousands % range with more casts making it totally broken. Solution: put a 50% cap on attack speed gained. - Ascendant subclass Problem: ascendent effect is far too easy to achieve - in most fights you can fill it with single shot (longbow with multiple projecticles) or 2 shots with dual wield pistols/blunderbuss which happens almost instantly one after another without recovery. Solution: increase the upper cap for focus 2x of what it currently is. - Ascendent effect Problem: it lasts way too long and is too powerfull allowing you to spam top tier abilities one after another Solution: make it consume focus which would still allow many casts, but atleast you would consider casting lower tier abilities Chanter - Dragon summons Problem: their fireball ability is way too strong. It can be empowered (drake resource) to deal 100+ dmg in aoe and apply dot for 40+ seconds that ticks for 30. Solution: remove dot effect from fireball - Starting phases Problem: currently, you can cast your highest level invocations at the start of combat. It is especially strong with summoning abilities or brilliant buff invocation Solution: reduce starting phases to 1 per 3 power levels and add passive that let you start with 1 more to compensate (you will still end up with lower starting amount). With this change, chanter will be able to start combat with lower level summons or wait some time to summon stronger creature giving them some choice. - Brilliant invocation Problem: it lasts too long, cost too little, is available too soon and brilliant effect is too strong Solution: rework brilliant inspiration so it doesnt restore resources, or nerf its duration to base 6 sec which will restore 2-3 resource points over its duration depending on int. - +100% healing chant Problem: it is too strong with other healing effects and completely breaks some abilities Solution: change it to tick every 3 sec based on healing received up to a cap. You already have this functionality on some weapons with lifesteal effect Fighter: - Unbending Problem: it has toxic synergy with +healing effects (look above but also items/food etc.) making you unkillable for very long time and can be cast over and over again Solution: change it to reduce dmg received by 25% and redirect that 25% to close enemy to compensate (you already have this functionality in cipher pain link). Upgraded version changes it to 33% in 1 path while the other path puts lesser version (12.5%) on allies. Monk: .... where do I start? turning wheel, lightning strikes, shatter pillar, 9 power level abilities, dance of death + blade tunning... take your pick
  8. Undying is fighter's ability that recovers 50% of all dmg you receive as health. its long lasting buff with relatively low cost. Genius status allows you to regen resources in very fast rate and its invocation so it can be cast over and over again. There is also a chant that increases all healing you receive by 100%, so if you heal for 50% dmg received, it becomes 100% which makes you unkillable. Genius recovers your resources so you can cast it over and over again. Alternatively, you can equip items and use food resting bonus that increases your healing received and take upgraded undying which heals for 75%. With that bonuses it becomes over 100% so you dont even need chant.
  9. NO. We talk about character builds & strategies. There are already topics about POTD. We just list broken things here for devs to see and hopefully do something about it.
  10. I am not using anything best or super optimized. Just playing the game with my favorite class cipher and his mate paladin that does the tanking. Of course I have good knowledge about the mechanics or abilities, why should I force myself to put points in different attributes or use different abilities? It's tactical game and everyone does what they can to make characters stronger. Do you solve math problems or whatever the easiest method you come up with or you force yourself to not use certain tools or equations to make this problem harder? If someone wants to become God in a game one can pick easiest difficulty or use console to give his characters 99 in every attribute. For us, people that like to be challenged and forced into intellectual analysis and actual thinking, people who like to solve each encounter like a puzzle and people who like using their brain, this game has nothing to offer. I would nerf every mentioned ability and few others and put blessing option for people with lower IQ which gives them those broken abities so they can feel better about themselves. Also, it's not just about the game difficulty. It's about the general abilities design and mechanics which are awful and needs overhaul. Best place to start is armor rating followed by summons (especially drakes fireballs). Make armor more progressive because currently having only 3 armor points more let you take minimum dmg. Make it flat reduction like in POE1 and additional reduction by percent equal to armor advantage times 10. So if you have 17 armor, you take 17 dmg less plus 10% less for each point above enemy pen. Harder hitting enemies would naturally deal more dmg to armored characters which makes sense. Seeing ogres hitting my pal for 4dmg is laughable
  11. According to survey on this forum, actually most people play POTD or veteran. Those who play lower difficulties regret it and reroll on higher difficulty. If POTD is so stupidly easy that I can 2 man party clear 3 skulls areas, then how must other difficulties feel... I didn't even try to make super strong combo, I know there are even more op builds out there. I dumped all other chars and use only watcher single class ascended cipher and mercenary paladin/chanter as someone to use amplified wave on. Still easy, literally 0 challenge. I don't even have to think. If cipher die, my paladin just keep summoning drakes and wins fights because noone can hurt 18 armor dude with 15hp regen aura and lay of hands that give extreme regen plus immortality.
  12. I wasnt min-maxing. I just picked cipher as my watcher and recruited paladin... I already told how. dual wield pistols and use just 1 attack to refill full focus because of draining whip giving 150% you mean 1 basic attack? Did you ever use this ability? It gives +50% action speed PER ENEMY HIT. How can you argue like that without ever using abilities I am bringing up? NO. Its level 10. You have access to big drake that can hit fireballs for 100dmg in aoe that also apply dot ticking for 30+. oh and its unlimited casts Again, you have no idea about this game! Paladin subclass allows lay of hand to cause immortality while this effect holds!
  13. No you dont. You dont have to multiclass for it. Just have chanter and fighter in your team. Its available on 16 level.
  14. Well, they already had some base from POE1 as 90% of abilities are copy pasted. They didnt make everything from scratch.
  15. It was nice way of saying it considering how dissapointing this game is in terms of abilities design. Few stupid abilities just ruin the game and fun. Also my point was they will never balance POTD if you can make yourself immortal no matter the enemy dmg. Even if they gave enemies +50 accuracy and defenses bonuses, encounters would just last 20x longer.
  16. I literally just pointed out all the things I would like to see changed. There is so many ways to achieve this. This game feels unfinished and rushed. The easiest changes would be: cipher make Ascended consume focus so you cant spam top tier abilities for 30sec. +3 power level is enough of bonus and you will be able to cast 3-4 skills while ascended. chanter increase cost of high level summons so you can start combat with only 3 power level less summons paladin remove immortality from lay of hands fighter make unbending reduce dmg by half instead of healing for half. Change its upgrade so it never reaches 75% reduction monk make shatter pillar no longer recover wounds by ability dmg. Only basic attacks should count. Set max limit to 10 to compensate idk how these went thro if they are so easy to change.
  17. This game is so badly balanced in terms of classes abilities that its impossible to balance POTD. Literally every class has something so stupidly OP that it allows it to solo 3 skulls dungeons on POTD. I would nerf every single ability in this game so their impact is low to moderate in terms of performance. All classes I have played so far: Cipher - why can I stack full focus on cipher ascendent in 1 shot which allows me to spam +3 power level strong abilities from the beginning of fight? I dont even have to go thro reload animation. Amplified wave crits for 100dmg in huge aoe as well as CCing enmies and can be spammed so fast that enemies cannot get back to feet - why I have spammable -5 armor debuff so early in this game, while other abilities on different classes that reduce only 3 armor points are 8 or 9th level of power? Dragons are joke - why can I have +300% action speed while reducing all enemies action speed by half all in 1 ability that can be cast at the start of combat? 300% action speed puts my spells on 0.3 sec cast time and 0.7sec recovery time. Is this a joke? Chanter - why can I summon highest level summons I have access to at the start of each combat? Why can I summon 2 powerfull dragons so early in this game that can aoe 1shot most enemies and if they survive put super strong dot on them? Remove empower from summon skills pls - why can I have +100% permanent healing aura that when combined with fighter 50% healing from dmg received makes me immortal? I can cast it 7 times and for total 160+ sec of immortality - why can I cast super strong buff at the beginning of fight that gives me +1 resource every 3 sec? Combined with above, it can make me immortal FOREVER Paladin - why can I have so much armor on 1 character when we have this kind of system where armor can reduce ALL dmg by 75% instead of flat reduction like POE? Large shield modal allows me to receive only 12.5% dmg and synergises well with stoic steel passive - why can I get extra 21 deflection from 1 passive so early? srsly? - why lay of hand can be casted 12 times per encounter for 120 sec of immortality (yes, it makes you immortal now) or 18 times with empower. - what if I refill my zeal with genius inspiration? Can I die somehow? Monk - why can I get immune to melee dmg so early in this game? Dance of death + blade tunning + high int = immunity to melee dmg as soon as power lvl 3 and it also reflects FULL DMG back with 100% accuracy - shatter pillar - can you delete this subclass pls? - why level 9 abilities are joke? 1500 dmg with 100% accuracy or AOE + untargetability that can be spammed forever untill your enemies die? - why can he have + 80% dmg from turning wheel and lightning strikes that can be active all the time? Its broken when multiclassing. to mod - STOP DELETING MY TOPICS AND POSTS. I am not breaking any rules. I am allowed to talk about balance of classes and abilities!
  18. This game is so badly balanced in terms of classes abilities that its impossible to balance POTD. Literally every class has something so stupidly OP that it allows it to solo 3 skulls dungeons on POTD. I would nerf every single ability in this game so their impact is low to moderate in terms of performance. All classes I have played so far: Cipher - why can I stack full focus on cipher ascendent in 1 shot which allows me to spam +3 power level strong abilities from the beginning of fight? I dont even have to go thro reload animation. Amplified wave crits for 100dmg in huge aoe as well as CCing enmies and can be spammed so fast that enemies cannot get back to feet - why I have spammable -5 armor debuff so early in this game, while other abilities on different classes that reduce only 3 armor points are 8 or 9th level of power? Dragons are joke. Totally unbalanced ability copied and pasted from POE1 without taking into account armor system overhaul. In POE1 it increased your dmg vs enemies by flat 5 and here it can potentially increase your dmg to enemies 4 times!!! - why can I have +300% action speed while reducing all enemies action speed by half all in 1 ability that can be cast at the start of combat? 300% action speed puts my spells on 0.3 sec cast time and 0.7sec recovery time. Is this a joke? Chanter - why can I summon highest level summons I have access to at the start of each combat? Why can I summon 2 powerfull dragons so early in this game that can aoe 1shot most enemies and if they survive put super strong dot on them? Remove empower from summon skills pls - why can I have +100% permanent healing aura that when combined with fighter 50% healing from dmg received makes me immortal? I can cast it 7 times and for total 160+ sec of immortality - why can I cast super strong buff at the beginning of fight that gives me +1 resource every 3 sec? Combined with above, it can make me immortal FOREVER Paladin - why can I have so much armor on 1 character when we have this kind of system where armor can reduce ALL dmg by 75% instead of flat reduction like POE? Large shield modal allows me to receive only 12.5% dmg and synergises well with stoic steel passive effectively making none but the strongest enemies penetrate my armor beyond that 12.5%. I dont think my paladin ever got reduced to less than 80% health - why can I get extra 21 deflection from 1 passive so early? srsly? - why lay of hand can be casted 12 times per encounter for 120 sec of immortality (yes, it makes you immortal now) or 18 times with empower. - what if I refill my zeal with genius inspiration? Can I die somehow? Monk - why can I get immune to melee dmg so early in this game? Dance of death + blade tunning + high int = immunity to melee dmg as soon as power lvl 3 and it also reflects FULL DMG back with 100% accuracy - shatter pillar - can you delete this subclass pls? - why level 9 abilities are joke? 1500 dmg with 100% accuracy or AOE + untargetability that can be spammed forever untill your enemies die? - why can he have + 80% dmg from turning wheel and lightning strikes that can be active all the time? Its broken especially when multiclassing dps class. No ability should have such a huge impact.
  19. Its so stupidly easy that I intentionally go to red skulls locations for some challenge and wipe the floor with enemies without any problem. I play 3 man team and there is no challenge for me. things that make this game too easy: - chanter summons. You shouldnt be able to summon 4 ogres at the start of every battle - ascendent cipher especially when combined with ranger for accuracy buffs. You can generate full focus with 2 shots from dual wield pistols that always hit thanks to +40 free accuracy from ranger and then when ascendent spam everything for perma cc and huge dmg (amplified wave) or insta delete 1 strong target (disintegrate ticking for 80 raw dmg). Even tier 2 skill mind blades jump 10-12 times for 30dmg per jump and it has 0.5sec casting time. If you start by marking enemy, engaging him with pet for acc buff and use borrowed instinct on him for almost guaranteed hit you will end up with +60 accuracy bonus that will allow you to land and crit everything you unleash during ascendent. - paladin. This guy has so much armor that its impossible to hurt him. Everyone deals 12.5% dmg to him because of that stacking armor buffs and large shield modal. Oh and thats if they somehow manage to hit him because he also has free 21 deflection from 1 passive. Lay on hands heals for crazy amount and you can use it up to 12 times in combat or 18 if you use empower or even more if you take zeal generating passives. It also makes you unkillable (literally, thanks to subclass) for 10 sec per cast which means 180 sec of immortality. Use him in multiclass with chanter for +100% healing chant for even more immortality as well as OP summons that hit like a truck. He also has aura that regens more than fighter and is permament, with +100% healing chant and that aura you cant die. Chanter multiclass allows you to cast invocation at the start of each combat that gives you genius effect that generates 1 zeal per 3 sec which allows you to be immortal FOREVER. - monk/druid. Transform into bear for tankiness and then spam aoe stun torments reach forever because of shatter pillar wounds generation on dmg. You can also become permanently immortal on this guy while dealing even more dmg. All you need is high int and keep casting blade tuning and dance of the death. It reflects ALL dmg back to the attacker with 100% accuracy (unlike fire godlike) while not stopping dance of the death. That makes you immortal in melee. I didnt want to make this game easy, I know there are some stronger combinations. I just wanted tank, ranged dps and melee tanky dps. So dissapointed.
  20. if I want a story I go watch tv series or movie. I play games like this for the combat, builds and tactics. Its intellectual joy to figure out the best strategies on hard difficulties.
  21. these buffs have 10sec duration but only 6sec chanting time. Would it be possible to keep 2 at the same time? What about higher int? Also you forgot about this https://i.imgur.com/oyXrNC5.png
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