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Everything posted by KDubya
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output_log.txt This file is from the crash folder. It won't let me upload the other two files in that same folder. If I copy them to my desktop I can upload the output log but not the error file. output_log.txt
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The problem with using Stunning Blow is that it uses mortifications not wounds. The more you use it the less Swift/Lightning Strikes you'll have available. Replacing prone with an affliction with a duration like dazed would be a great idea. It could be done for Knockdown as well, then give Mule Kick the upgraded affliction plus the 1.5 seconds in the air or whatever.
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A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
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A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
So your Cipher bowmaster misses out on Marksman or +5 accuracy at range greater than 4m. That's it? And for this you are going on a crusade to change the game???? I don't think a conditional change of +5 accuracy fundamentally makes a Cipher gimped. -
That sounds hilariously broken
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Being able to start combat with two phrases in the bank allows for an instant cast of the paralyzing foe only cone. That alone makes them not suck. Really liking a Skald mixed with a Barbarian Mage Slayer. Nice combat potential from the Barbarian and you just stick to a few phrases and use the armor debuff and paralysis invocation as needed. Makes for a useful support member of the team.
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is also worth considering hellwalker due to new might math. a dwarf with 21 might and lesser wounds is gonna start any combat with 24 might. what might does and does not stack with is peculiar and a bit nonsensical at the moment, but simple casting the 1st tier priest might inspiration gets you +5 stack-- so 29 might almost from the get-go. can get 7 more wounds and 36 might by being hit a couple times. food choices and resting bonuses is gonna have the low-level hellwalker consistent exceeding 40 might with the resulting bonuses multiplied. then there will be gear. HA! Good Fun! Having the opportunity to make a tanky Monk that doesn't need to get hit just appeals to me entirely too much, hence I always look at Shattered Pillar first and usually only. That and the damage increase taken from Helwalker sounds like a quick way to get dropped. Is that an additive or a multiplicative penalty? Even as an additive it effectively makes every attack against you a critical hit. Meanwhile a Shattered Pillar can keep his deflection up and not take any damage and still have enough wounds to bang out Torments as needed. Maybe at higher levels having more wounds might be a bigger boost but right now at max level 9 being stuck at five is plenty.
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how does the penetration mechanic feels like?
KDubya replied to Ancelor's topic in Backer Beta Discussion
Now Might is applied multiplicatively so all your other damage boosts get increased by might. There is a thread on it somewhere. The UI is screwy in that it doesn't clearly show the actual influence of Might. Now keeping Might low on guys with big damage boosters like Cipher and Rogue is a bad idea. I actually was thinking that pumping Might instead of Dex might be the way to go now. Especially if you dual wield, the free -50 action speed blows the slightly less than -3% per point of dex right out of the water. -
I rolled a custom team for PotD, leveled them up to 6 at start to match the Watcher. For a healer/support tank went with a Templar - Darcozzi Paladin (Goldpact misses out on auras and the upgraded sworn enemy doesn't actually give back your zeal) and a Priest of Wael. Paladins inherently are the tankiest with their Deep Faith, they have more deflection than a shield using fighter with the weapon and shield stance. Priest of Wael gets some illusion spells like Arcane Veil for an instant cast big deflection boost. Pop that and no one is hitting you. Once the upgraded Sworn Enemy refunds the zeal cost when the target is killed that'll open up a lot of cool Goldpact builds that will pick a target and then beat them down with the big accuracy and damage boost plus the extra armor. Mix it with a Devoted for extra penetration plus the fighter skills, Unbroken for additional armor and better defense from stances, Berserkers for all they bring, Shattered Pillar monks, Ciphers for Biting Whip or even a Rogue. Lots of possibilities.
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output_log.txtGame crashed after getting wiped by the fish guys at the ravine and then trying to load a hard save from yesterday. It asked for files so here they are:
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The usefulness of Guardian Stance vs Enemy AI
KDubya replied to mostundesired's topic in Backer Beta Discussion
As cool as that sounds in theory, in practice it'd suck donkey balls. Just imagine your frontline getting scared and then running causing multiple disengagement attacks that probably crit and kill you dead. Or you engaging the enemy then dropping a scare on them and watch the slaughter. -
A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
I agree about Island Amaua. Slog Zones don't seem common enough to warrant the racial. There are a few other racials that need tweaking too (Moon Godlike's heal needs to scale with level, etc.) Past that though .. . I don't think "power creep" is a concern at this stage. We're still in beta, they can still make changes. That's especially true right now when, mechanically, the classes that got all these passives are dominating in effectiveness, and the ones that lost access are hurting. Try playing a ranged-weapon single-class cipher right now if you don't believe me! In the case of a single class ranged Cipher what exactly would adding any of the weapon style stances do for them as they are all only for melee? A weapon switching gun user will be hampered by not having any weapon slots to fill with guns. My proposal of adding the Quick Switch and Arms Bearer to weapon proficiencies would address that. The only other passive that might affect them is Gunner which is now Ranger only. If you add that you need to add the rest and then it starts to be tricky as far as what Fighter take at second level when all of their choices can be chosen with a low value weapon proficiency pick instead of a valuable ability pick. I'm a big believer in stopping Power Creep before it happens. Give everyone access to Weapon Focus and then try and take it away at a later time See how well that works out for you. -
The usefulness of Guardian Stance vs Enemy AI
KDubya replied to mostundesired's topic in Backer Beta Discussion
If enemies easily disengaged and ate the disengagement attack it'd broken. Disengagement gets an accuracy buff of +20 and a damage buff of +100%. Its pretty harsh. If you disengage from an Unbroken then the attack also gets +10 penetration which could easily push it into the multiplicative 1.3 damage boost from over penetration. Add in a prone from Guardian and it'd be game breaking if enemies willingly chose to eat that attack. Plus engagement doesn't mean they need to attack the engager, they just need to not leave his engagement range. They are free to hit anyone they want as long as they don't move too far away. -
It might be missing out on the +50% sneak attack but it still hits like a truck. Plus sneak attacks are not automatic, they are conditional upon having some sort of affliction up. My teams tend to be mainly durable damage dealing melee, no squishies allowed The durable part might come from an above average Constition, deflection, armor or some combination. A rogue trying to get a sneak attack off doesn't do much more damage if any than a Witch under the effect of Frenzy and possibly Blooded.
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A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
My suggestion is to add Deep Pockets, Arms Bearer, Quick Switch, and Field Triage (have it remove one injury from one character or maybe even all?) to the Weapon Proficiency choices starting at level four. All of these add flavor but no real power creep issues arise from this. I'd also change Island Aumaua back to what they had before with the extra weapon slot. -
A Sharpshooter/Beguiler Ranger/Cipher using dual scepters does pretty good. Between the modal and Sharpshooter's less than 4m you have great penetration at 11, which is enough to overpenetrate mail and breastplates. Damage gets +20% modal and +40% biting whip. Just keep the enemy under Phantom Foes for the Beguiler effect. As an extra bonus Wounding shot is a Full Attack so the dual scepters both get in on the fun. They are also dual damage type.
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With the new penetration system you no longer need a big damage weapon like a Great Sword to get past armor, you just need penetration. So a fast attack speed small weapon with good penetration can outperform big slow hitters. So we want penetration. What else would be good? Speed What goes great with speed and penetration? Damage OK lets see where we can get speed, damage and penetration. Penetration Berserker Frenzy adds the Tenacious buff for +4 penetration Monks get Thunderous Blows which adds Tenacious buff for +4 penetration Devoted get +3 penetration with their chosen weapon Ciphers get +1 penetration from Hammering Thoughts Speed Dual wielding gets you -50% attack speed Fighters get two weapon style for -20% attack speed Fighters reduce armor penalty by 20% with Armored Grace Berserkers get -25% attack speed from Frenzy Barbarians get +20% on kill from Bloodlust Monks get -20% attack speed from Swift Strikes and +5 Dexterity Damage Berserker Frenzy adds +5 Might Barbarians get Carnage Ciphers get +40% +60% damage from Biting Whip + Soul Whip Monks get +50% lightning lash from Lightning Strikes Fighters get weapon specialization for +15% damage Barbarians get +20% from One Stands Alone when surrounded by two or more Barbarians get +25% from Blooded when low on health So it looks like some combination of Berserker, Cipher (Soul Blade), Monk (Shattered Pillar) and Devoted Ranking the classes you get: Penetration Devoted/Berserker for +7 penetration Devoted/Monk for +7 penetration Berserker/Cipher for +5 penetration Monk/Cipher for +5 penetration Devoted/Cipher for +4 penetration Berserker/Monk for +4 penetration (its the same buff for each) Speed (not including dex) Berserker/Devoted 50 (dual wield)+20(two weapon style)+25(frenzy) + 20 (Armored Grace) +20 (on kill Bloodlust) = 135 less armor Monk/Devoted 50 (dual wield) + 20(two weapon style) + 20 (Armored Grace) +33 (Swift Strikes) = 123 less armor Monk/Berserker 50 (Dual Wield) + 13 (Swift Stikes Dex) + 25 (Frenzy) + 20 (on kill Bloodlust) = 108 less armor Berserker/Cipher 50 (dual wield) +25 (Frenzy) + 20 (on kill Bloodlust) = 95 less armor Devoted Cipher 50 (dual wield) + 20 (two weapon style) + 20 (armored grace) = 90 less armor Monk/Cipher 50 (dual wield) + 33 (Swift Strikes) = 83 less armor Damage Looks to be too complicated to actually figure it but it looks like: Berserker/Cipher Berserker/Monk Monk/Cipher Berserker/Devoted Monk/Devoted Devoted/Cipher The top contenders look to be Berserker/Cipher and Berserker/Devoted. I'd give the nod to the Berserker/Cipher for the utility of Cipher powers, Soul Annihilation and that you can keep Might at base and spend elsewhere due to the huge boost from Biting Whip. The Chainsaw will be a Witch (Berserker/Soul Blade) Race = human for the fighting spirit or whatever suits your fancy Might 10 - soul whip adds so much that +3 per point is not real good should perhaps add some here since Might acts differently now. Constitution 15 - health is life Dexterity 15 - 13% faster action speed Perception 10 using accurate clubs plus you have focus Intellect 18 - more duration and more AoE for spells and carnage Resolve 10 I'd take few cipher powers like Mind Wave (or whatever at creation) and Mind Blades (I really like the power, it has good range, fast cast, good penetration and hits several enemies), Biting Whip and Iron Will. The rest will come from Barbarian passives. I'd skip Shout and Barbaric Blow to save the charges for Frenzy. Weapons to use are fast speed. I'd start with clubs and stillettos on switch for when you need more penetration. Add in hatchets when you can.
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A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
The thing is that you don't need weapon styles to be good with weapons as a Paladin. Its not as if they somehow suck without them. You just aren't the Best without multiclassing with a Fighter. I have no problem roleplaying that. You do, however, need to have weapon styles to differentiate yourself as having more weapon skill than a priest, or a frickin' wizard. "I've spent my entire life training in drills over and over as a career solidier in a dedicated fighting force of frontline infantry. I'm as good with a sword as any jackass in a robe." The Wizard can also take Weapon styles in the proposed system and will be just as good as your Paladin so i'm not sure what you are gaining in the new system other than a general power creep for everyone. -
how does the penetration mechanic feels like?
KDubya replied to Ancelor's topic in Backer Beta Discussion
One interesting side effect is how weapon damage no longer determines how useful your weapon is against high armor foes. In PoE you grabbed a two handed weapon to punch through armor. Now you just need penetration. A stiletto will out damage a Great Sword in the right armor range. Dual wielding fast weapons no longer gets penalized with the old armor system. I think a chainsaw build of a Berserker/Soul Blade (Witch) with +4 penetration from frenzy and another from cipher using accurate clubs will have a base pen of 10 without enchantment. You'll be hitting at +25% speed from frenzy with a +5 Might boost and another +40% from Biting Whip. -
A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
The thing is that you don't need weapon styles to be good with weapons as a Paladin. Its not as if they somehow suck without them. You just aren't the Best without multiclassing with a Fighter. I have no problem roleplaying that. -
No reason to minmax him into uselessness. I'd go with an Unbroken/PsyBlade Hearth Orlan - get 10% hit to crit when sharing a target OR Pale Elf for the extra elemental armor OR whatever you want Unbroken gets you the big disengagement attack and +2 armor from shield Use a club and shield, swap to stiletto and shield when need more penetration. Club gives you option of reducing will on attack and has +5 accuracy Might 10 you get +40% from Biting Whip so the +3 per Might is not as useful (Might now is multiplicative rather than additive so there are good reasons to add) Con 15 - health is life, more is always good Dex 13 -little bit faster actions Per 15 -more accurate Int 15 - longer durations and bigger AoE Res 10 - easier ways of gaining deflection The +2 shield armor bonus effectively gives you the next tier armor without the increased attack malus. Soul Whip makes you hit hard, clubs are fast and accurate. You have Cipher abilities like Psychovampiric Shield to buff your Resolve. You have Disciplined Strikes to increase accuracy and get 50% hit to crit that lasts 20+ seconds and you can keep recasting. You have good defenses and armor and with Defender stance you get another 3 engagements to go with the extra from Unbroken. This guy can tank good enough while doing good damage and has Cipher powers. You can even avoid the Cipher powers and just use Soul Annihilation for the massive Raw damage melee attack.
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A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
The reason to debate the possible unintended consequences now is that if we can identify trouble areas then the dev team can think about how to overcome them before they do all the work of adding them. Plus what else is this forum for besides arguing about wild conjecture? So your reason is for roleplaying purposes. Great, that's what the game is about. Roleplaying can justify pretty much anything with enough thought and effort. Again not a problem. In my roleplay I'd see the situation as my paladin served in a knightly organization (multi class with Fighter) and now he is both a martial master and a member of his Order. See roleplay just showed that you need to multi to get weapon styles. When you get down to the mechanics then you can see possible problems. Example - your paladin gets base deflection 20 just like everyone else. You take Deep faith for +20 to all defense. You now have 40 deflection, you add a medium shield and you are at 52 deflection. Your paladin drops the shield and goes for dual wielding and his deflection is 40 which is still more than a weapon and shield Fighter will have. A Fighter gets the 20 base deflection and takes weapon and shield style and a medium shield, he now has 38 deflection (and +18 reflex) Anyone else grabs the medium shield and they have 32 deflection. Currently your paladin is more tanky then anyone else and by a large margin. Now if you add in weapon styles your Paladin can pick up another +6 deflection and +18 reflex bringing him to 58 deflection. You can get to this by taking the Fighter multiclass and paying the cost. Getting this for a measly proficiency pick means it is nearly free, plus you are then free to multi with something else or stay pure for high level abilities. -
A case for not adding general abilities to Proficiencies
KDubya replied to KDubya's topic in Backer Beta Discussion
True, it's not an absolute requirement, but you're giving up a lot if you don't. It's easy to say you don't need two-weapon fighting but a 20% boost to action speed is huge. Similarly, yeah, you can be a ranged character without dual-classing Ranger -- but not having Marksman and Gunner will make a big difference in effectiveness over the life of the character. And the return of a few open talents to general availability doesn't take anything away from the specialist classes. Fighters still get stances and Confident Aim; rangers still get Driving Flight and (probably) Twinned Arrows. So the issue is you want the power boost without having to take the class that currently exclusively has the ability? I want a dual wielding Monk, taking Fighter for the two weapon style would add a lot of DPS, I'd also like some cool Cipher abilities along with soul whip. Right now I need to choose between a Monk/Fighter and a Monk Cipher. Make two weapon style available and I will take it and make a Monk/Cipher.