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peddroelm

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  1. ok took a couple more glimpses since the combat performance at low levels was less than expected. 

     

    Long Pain - attacks as fast as fists, once activated BUT has  HUGEMONGOUS activation cast + recovery. A build focus on this ability should focus on ways of getting around that. Perhaps high dex, perhaps drop plate ..

     

    With plate armor on , 10 DEX, many battles would end before my monk could activate and make use of it. Damage is not very impressive at low levels - it gets huge at high levels when the multipliers to base damage kick in. I'm not yet sure what could be done to speed up the process besides high dex.

     

    Since it is not a weapon attack that does damage I cannot measure the duration (would need frame counting for that).

     

    Perhaps activating at start of combat by friendly fire for wounds is an option for some fights ? Don't know what attack speed mods would do to help not weapon attack ability cast recovery duration ..

  2. into the fray base damage level scaling
    5,6,7 22-30
    8,9,10 22*1.15-30*1.15
    11,12,13 22*1.15*1.15-30*1.15*1.15
    14,15,16 22*1.15*1.15*1.15-30*1.15*1.15*1.15
     
    clear out base damage level scaling
    7,8,9 30-40
    10,11,12 30*1.15-40*1.15
    13,14,15 30*1.15*1.15-40*1.15*1.15
    16 30*1.15*1.15*1.15-40*1.15*1.15*1.15
     
    The long Pain level scaling (~*1.15 per step but not quite)
    summons dual ranged fists. (12m)  (crush damage type)
     
    BDR 16-24   +8 ACC lvl 7,8,9  
    BDR 18-27  +12 ACC lvl 10,11,12
    BDR 21-31  +16 ACC lvl 13,14,15 
    BDR 24-36  +20 ACC lvl 16  

    //

    • Like 1
  3. Girdle of the Driving Wave gives you one Knockdown per encounter. BUT that special Knockdown is a clone of the old Knockdown ability and did not get updated when they buffed Knockdown and so it's still not a full attack despite me reporting that long time ago. :(

    Works exactly like the new one on a 2 handed user and the +1*Lvl Accuracy abilities gets great at higher levels. 

     

    Funny to see carnage hitchecks get better accuracy than the main hit as you start leveling up :) ..

  4. Ranger companion stats progression .

     

    Takedown ability helps since it shows damage range. (with 10 might and no bonus from abilities it will show "rounded" base damage range)

     

    Wolf stats with 13-19 base damage. Others 11-17.  Pierce/slash damage type.

    9 DR and 5 DR penetration. Bear starts with 11 DR.

     

    at levels 4,7,10,13 & 16 the base damage gets successively multiplied by 1.2. At those levels they get 2 extra DR (3 with resilient companion perk), and +5 Accuracy that SADLY DOESN'T APPLY to special ability hit-checks (takedown vs fortitude).  

     

    Wolf base damage table. 

     

    13-19 lvl 1,2,3

    13*1.2 - 19*1.2 lvl 4,5,6

    13*1.2*1.2 - 19*1.2*1.2 lvl 7,8,9

    13*1.2*1.2*1.2 - 19*1.2*1.2*1.2 lvl 10,11,12

    13*1.2*1.2*1.2*1.2 - 19*1.2*1.2*1.2*1.2 lvl 13,14,15

    13*1.2*1.2*1.2*1.2*1.2-19*1.2*1.2*1.2*1.2*1.2 lvl 16   32.348 - 47.278

     

    Abilities damage mods will work of this ever increasing damage range. And at the end multiply with lashes such as Marked Prey and Chanter burn aura.

    Wolf has damage output since his extra +2 to the initial damage range gets repeatedly multiplied and also has one of the fastest attack speeds.

     

     

     

    wolf Accuracy formula. 30 base + 5 perception + 3*(Lvl-1) + 5* [Lvl-1)/3]

     

    At level 16 that is 30 + 5 + 45 + 25 = 105.

     

    Takedown hitchecks at level 16 .

     105 + 16 (level) =121 damage vs deflection.

     (105-25) + 16(level) = 96 prone vs fortitude.

     

    Might still be useful for the  +1*Lvl ACC abilities get to improve chances of a hard hitting hit/crit. 

     

    Wolf starts with 36 endurance and gains +12 per level ending up at 216 at lvl 16. (bear ends with 238)

    Lvl 16 DR 19 without resilient and 27 with resilient companion.

     

    Resting bonuses apply to companions. You can speed their attack rate a bit via rest DEX buffing.

    • Like 1
  5. ok I figured it out. 

     

    Takedown ability helps since it shows damage range. (with 10 might and no bonus from abilities it will show "rounded" base damage range)

     

    Wolf stats with 13-19 base damage. Pierce/slash damage type.

     

    at level 4,7,10,13 & 16 the base damage gets successively multiplied by 1.2. At those levels they get 2 extra DR (3 with resilient companion perk), and +5 Accuracy that SADLY DOESN'T APPLY to special ability hit-checks (takedown vs fortitude).  

     

    Wolf base damage table. 

     

    13-19 lvl 1,2,3

    13*1.2 - 19*1.2 lvl 4,5,6

    13*1.2*1.2 - 19*1.2*1.2 lvl 7,8,9

    13*1.2*1.2*1.2 - 19*1.2*1.2*1.2 lvl 10,11,12

    13*1.2*1.2*1.2*1.2 - 19*1.2*1.2*1.2*1.2 lvl 13,14,15

    13*1.2*1.2*1.2*1.2*1.2-19*1.2*1.2*1.2*1.2*1.2 lvl 16   32.348 - 47.278

     

    Abilities damage mods will work of this ever increasing damage range. And at the end multiply with lashes such as Marked Prey and Chanter burn aura.

    Wolf the king of damage output since his extra +2 to the initial damage range gets repeatedly multiplied and also has one of the fastest attack speeds.

  6. Marked Prey used to be a lash. I don't think it still is. Never used it though. ;)

    it still is. It used to take a long time to cast and provide 40% lash, nowadays it casts reasonably fast but only 20% lash. Works for both ranger and pet. 

     

    Should add tons of pet damage on a pet focused build. It is the one multiplicative damage skill for pet damage after chanter's burn lash aura.

     

    @maxquest 

    level 4 wolf 10 might ,  33.4 damage crit. 

       19 * (1+ 0.2 + 0.5) = 32.3

     

    Something is up :)

     

    EDIT

    13*1.2 - 19*1.2 base damage at level 4 fits the damage inflicted in game so far.

  7. torment's reach unload session.
     
    Fist / Sabre TR unload 10 dex plate & vulnerable armor
     
    time 0               Damage : 26.159  sabre
    Timediff:     0.854  Damage : 19.496  fist
    Timediff:     2.275  Damage : 15.176  sabre
    Timediff:     0.835  Damage : 28.087  fist
    Timediff:     2.263  Damage : 18.035  sabre
    Timediff:     0.836  Damage : 16.342  fist
    Timediff:     2.275  Damage : 33.406  sabre
    Timediff:     0.830  Damage : 20.491  fist
    Timediff:     2.273  Damage : 40.256  sabre
    Timediff:     0.838  Damage : 30.824  fist
     
     
    Switching weapons : sabre/dagger
    time0                Damage : 7.180   dagger
    Timediff:     0.833  Damage : 26.796  sabre
    Timediff:     2.273  Damage : 11.622  dagger
    Timediff:     0.844  Damage : 16.684  sabre
    Timediff:     2.273  Damage : 23.378  dagger
    Timediff:     0.826  Damage : 29.941  sabre
    Timediff:     2.252  Damage : 18.367  dagger
    Timediff:     0.846  Damage : 22.652  sabre
    Timediff:     2.261  Damage : 21.139  dagger 
    Timediff:     0.845  Damage : 18.681  sabre
     
    swich again this time with dagger/sabre
    time 0               Damage : 30.655  sabre
    Timediff:     0.837  Damage : 25.238  dagger
    Timediff:     2.265  Damage : 42.863  sabre
    Timediff:     0.837  Damage : 9.210  dagger
    Timediff:     2.275  Damage : 27.838  sabre
    Timediff:     0.830  Damage : 16.409  dagger
    Timediff:     2.259  Damage : 44.802  sabre
    Timediff:     0.834  Damage : 8.085  dagger
     
    Torment Reach full attacks behave differently from the above. It still waives recovery between attacks but the final recovery is still fast even with the slower weapon in the main hand. This makes me curious to try 2 slow weapons.
     
     
    double spears
     
    time 0                    Damage : 32.617  
    Timediff:     0.846  Damage : 16.614  
    Timediff:     2.265  Damage : 27.540  
    Timediff:     0.835  Damage : 29.820  
    Timediff:     2.266  Damage : 15.735  
    Timediff:     0.837  Damage : 20.062  
    Timediff:     2.258  Damage : 32.565  
    Timediff:     0.839  Damage : 24.647  
    Timediff:     2.271  Damage : 15.248  
    Timediff:     0.838  Damage : 11.498  
     
    Double spear. Same torment's reach "unload speed".  Will try double fist next. 
     
    Dual fist
    time 0                    Damage : 21.800  
    Timediff:     0.839  Damage : 38.249  
    Timediff:     2.288  Damage : 27.231  
    Timediff:     1.021  Damage : 36.639  
    Timediff:     2.271  Damage : 28.428  
    Timediff:     0.833  Damage : 19.421  
    Timediff:     2.269  Damage : 33.678  
    Timediff:     0.851  Damage : 29.064  
    Timediff:     2.255  Damage : 17.523  
    Timediff:     0.830  Damage : 20.342  
    Double fist - same torment's reach unload speed...
     
    dropped the plate and turned off vulnerable attack. 
    time0                     Damage : 17.840  
    Timediff:     0.843  Damage : 20.738  
    Timediff:     1.099  Damage : 19.844  
    Timediff:     0.827  Damage : 12.360  
    Timediff:     1.110  Damage : 26.172  
    Timediff:     0.831  Damage : 17.858  
    Timediff:     1.114  Damage : 13.976  
    Timediff:     0.830  Damage : 22.789  
    Timediff:     1.099  Damage : 32.809  
    Timediff:     0.851  Damage : 20.158  
     
    dropped the plate and turned off vulnerable attack. Finally it speed up.
     
    Throw in a potion of DoaM for good measure.. (no recovery)
     
    time 0                    Damage : 29.952  
    Timediff:     0.843  Damage : 20.681  
    Timediff:     0.692  Damage : 21.747  
    Timediff:     0.840  Damage : 27.008  
    Timediff:     1.362  Damage : 14.770  
    Timediff:     0.853  Damage : 20.788  
    Timediff:     1.205  Damage : 21.615  
    Timediff:     0.839  Damage : 26.754  
    Timediff:     1.262  Damage : 19.562  
    Timediff:     0.843  Damage : 15.144

     

    Here I probably couldn't click fast enough (can't queue multiple torment reaches in POE ..)

    • Like 1
  8. 10 DEX Rogue with heavy plate, two weapon fighting.

     

    unforgiven speed small flail & sabre

    queued blinding strike//crippling strike & autoattack. 

                 time 0 Damage : 18.279  // blinding strike sabre hit (off hand first)

    Timediff:     0.952 Damage : 30.216  // blinding strike flail hit

    Timediff:     1.487 Damage : 17.188  // crippling strike sabre hit (off hand first)

    Timediff:     1.002 Damage : 22.770  // crippling strike flail hit

    Timediff:     1.416 Damage : 17.201  // autoattack flail hit (main hand first)

    Timediff:     1.491 Damage : 7.988   // autoattack sabre hit

    Timediff:     2.405 Damage : 25.275  // autoattack flail

    Timediff:     1.512 Damage : 25.739  // autoattack flail

    Timediff:     2.341 Damage : 14.501  //

    Timediff:     1.503 Damage : 16.123  //

     

    total time between first blinding hit and until the "landing" of both hits for first auto attack 

    0.952 + 1.487 + 1.002 + 1.416 + 1.491 = 6.348 

     

    sabre & unforgiven speed small flail

    queued blinding strike//crippling strike & autoattack.

                 time 0 Damage : 20.599  // blinding strike flail hit (off hand first)

    Timediff:     0.855 Damage : 21.367  // blinding strike sabre hit

    Timediff:     2.270 Damage : 24.950  // crippling strike flail hit (off hand first)

    Timediff:     0.871 Damage : 32.495  // crippling strike sabre hit

    Timediff:     2.403 Damage : 28.057  // autoattack sabre hit (mainhand first)

    Timediff:     2.339 Damage : 17.256  // autoattack flail hit

    Timediff:     1.479 Damage : 16.017  // keep autoattacking

    Timediff:     2.350 Damage : 17.351  

    Timediff:     1.494 Damage : 19.978  

    Timediff:     2.335 Damage : 11.872  

    Timediff:     1.474 Damage : 20.122  

    total time between first blinding hit and until the "landing" of both hits for first auto attack 

    0.855 + 2.27 + 0.871 + 2.403 + 2.339 = 8.738

     

    A bit of the catch is time 0 is NOT at the beginning of the blinding strike attack animation, but at the point the damage was inflicted (few fractions of a second error). 

    At the end of the full attack ability the full recovery of the main hand is applied so it benefits to have the faster weapon in the main hand.

     

    The real mistery happens in between the two hits. 

    (Sabre recovery + portions of sabre and flail attack) shorter than (Flail recovery + portions of flail and sabre attack.)

     

    Calculated speed flail recovery on above rogue 0.6666 . Calculated sabre recovery duration on above rogue is 1.3333.

    Either the recovery between the 2 hits of a full attack ability is completely removed or receives a hefty discount. 

    ((1 * 0.55) + ((2 / 3) * 0.45)) + 0.11 = 0.96

    ((1 * 0.45) + ((2 / 3) * 0.55)) + 0.11 = 0.92666

     

    ((2 / 3) * (0.5 + 0.5 - 0.2 - 0.2)) / 0.6 = 0.6666

    (0.5 + 0.5 - 0.2) / 0.6 = 1.3333 

     

    TLDR; Full Attack abilities used with different speed weapons will complete faster with the faster weapon in the main hand.

     

     

    Second test. 10 Dex Noble fighter with armored grace plate with rapier and mace, dual weapons and vulnerable attack on.

     

    Rapier + Mace knockdown + autoattack

                 time 0 Damage : 30.121  // mace knockdown

    Timediff:     0.948 Damage : 5.511  // rapier knock down

    Timediff:     1.579 Damage : 6.085   // autoattack rapier

    Timediff:     1.662 Damage : 14.711  // autoattack mace

    Timediff:     2.301 Damage : 3.434   // more autoattack

    Timediff:     1.679 Damage : 18.019  

     

    total time between first knockdown hit and until the "landing" of both hits for first auto attack 

    0.948 + 1.579 + 1.662 = 4.189

     

     

    mace + rapier knockdown + autoattack

    time 0              Damage : 6.436  // rapier knock

    Timediff:     0.841 Damage : 24.906 // mace knock  

    Timediff:     2.398 Damage : 24.913 // mace autoattack 

    Timediff:     2.297 Damage : 4.876  // rapier autoattack

    Timediff:     1.749 Damage : 9.516  

    Timediff:     2.286 Damage : 3.137  

     

    total time between first knockdown hit and until the "landing" of both hits for first auto attack 

    0.841 + 2.398 + 2.297 = 5.536

     

    calculated autoattack cycle duration (mace + rapier swing)

    1+0.11+ (0.5 + 0.5 - 0.2 - 0.2 + 0.2)/0.6 + 19/30 + 0.11 + 19/30*(0.5+0.5-0.2-0.2 + 0.2)/0.6 = 4.031111 (~ the measured autoattack data)

     

     

    Same fighter but with double mace.

    Timediff:   time 0  Damage : 27.659  

    Timediff:     1.087 Damage : 20.233  

    Timediff:     2.433 Damage : 20.108  

    Timediff:     2.394 Damage : 11.557  

    Timediff:     2.436 Damage : 24.680  

    Timediff:     2.458 Damage : 17.268  

    Timediff:     2.372 Damage : 25.506  

    Timediff:     2.434 Damage : 26.900  

    Very Strong indicator that the recovery between the attacks is eliminated. 

    In the previous cases we (probably) have ~45 + ~55% of average and fast weapon attack animations. Total as expected under 1 second at 10 dex.

     

    (1 * 0.55) + ((19 / 30) * 0.45) + 0.11 = 0.945

    (1 * 0.45) + ((19 / 30) * 0.55) + 0.11 = 0.9083

    • Like 1
  9. since I'm currently attempting to figure out the attack speed mechanics I decided to take a peek at the bear and wolf companions. 

     

    I did not expect to see such a huge difference. The wolf attacks slowly but the bear is much much worse. Delays between attacks are in realtime seconds (normal game speed)

     

    Bear delay between attacks 
    Timediff:     5.241 Damage : 11.533  
    Timediff:     5.240 Damage : 3.704  
    Timediff:     5.225 Damage : 3.374  
    Timediff:     5.243 Damage : 6.494  
    Timediff:     5.258 Damage : 14.414  
    Timediff:     5.207 Damage : 3.061  
    Timediff:     5.242 Damage : 6.224  
    Timediff:     5.276 Damage : 1.836  
    Timediff:     5.240 Damage : 2.393  
    Timediff:     5.256 Damage : 2.518  
    Timediff:     5.224 Damage : 4.223  
    Timediff:     5.241 Damage : 6.780  
    Timediff:     5.240 Damage : 3.729  
    Timediff:     5.242 Damage : 5.400  
    Timediff:     5.241 Damage : 15.541  
     
    wolf delay between attacks
    Timediff:     3.186 Damage : 1.642  
    Timediff:     3.188 Damage : 4.925  
    Timediff:     3.190 Damage : 13.482  
    Timediff:     3.179 Damage : 3.424  
    Timediff:     3.178 Damage : 4.749  
    Timediff:     3.192 Damage : 2.074  
    Timediff:     3.166 Damage : 5.882  
    Timediff:     3.171 Damage : 15.993  
    Timediff:     3.177 Damage : 5.207  
    Timediff:     3.143 Damage : 5.897  
    Timediff:     3.177 Damage : 14.611  
    Timediff:     3.195 Damage : 5.350  
    Timediff:     3.157 Damage : 10.565  
    Timediff:     3.182 Damage : 18.196  
    Timediff:     3.175 Damage : 15.110  
    Timediff:     3.189 Damage : 3.633  
    Timediff:     3.193 Damage : 11.489  
    Timediff:     3.192 Damage : 3.712  
    Timediff:     3.177 Damage : 7.453  
     
    Values don't seem too far of MaxQuest's attack speed thread. 1.546 + 3.6 + 0.2 = 5.346;  0.918 + 2.142 + 0.2 = 3.26 
  10. I'm currently wondering on the benefits of vulnerable attack myself. (pure win for abilities that ignore attack speed/penalties  - HOF//VD, and pretty hard to call otherwise)

     

    In my full melee party (currently level 12) I have 5-6 dualwielders with various amount of weapon damage bonuses and in many cases it is not immediately apparent when it is worth it and not ( depends on the currently attacked enemy DR and deflection // weapon pair).

     

    Since a have a few free days coming up I might set up a few testing sessions for my benefit. Since testing time is limited I'm trying what setup will wield most insight .

     

     I'm thinking auto attacking at fixed FPS without interruption (passive targeting dummy) with CONSTANT WEAPON damage for fixed duration (say 5 minutes) against target with uniform DR and sum the total damage inflicted at the end with vulnerable attack on and off. There is another RNG component caused by hit quality . Perhaps test it all uber accuracy (only crit shots) ? So many variables :(.

     

    Change practice dummy's DR and try again with a few characters/weapon pairs. Still this would take a few hours :( ..

     

     

    EDIT

     

    I can speed this up

    The only unknown is attack speed /// number of attacks in the alloted time interval: no need to set mess with hit quality as long as no misses or constant damage. I can calculate damage per hit for chosen hit quality, min/avr/max weapon damage roll vs variable DR afterwards.  Could even make a spreadsheet out of it  but the attack speed bits will be at best incomplete... (MAXQuest's attack speed was abandoned before completion :( )

    It is long overdue we had a reasonably complete attack speed/"theoretical" DPS calculating spreadsheet ..

  11. game version up to 3.05 beta

     

    Tested  Aegis of Loyalty  (minimum damage with negative damage mod vs charmed/dominated/confused friendlies ) .

     

     Has -0.9 damage modifier AND uses MIN BDR (NO RNG roll) . Great ability for reverse engineering damage mechanics but only works for paladin. (perhaps can be added via console to all classes for testing purposes?)

     

    Test numbers

     

     11 * (1 + 0.21 + 0.3 + 0.5 + 0.5 - 0.9) = 17.71 // 17.71 in log (crit with exceptional axe)

     14 * (1 + 0.18 - 0.5 - 0.9) = - 3.08   // -3.1 in log ( white 2h graze)

     11 * (1 + 0.18 + 0.15 - 0.9) = 4.73 // 4.7 in log (fine sword )

  12. took a glimpse at the long pain ability

     

    The long Pain 3.05: 
    summons dual ranged fists. (12m) that attack with fast weapons attack speed. (crush damage type)
     
    BDR 16-24    +8 ACC lvl 7,8,9  
    BDR 18-27  +12 ACC lvl 10,11,12
    BDR 21-31  +16 ACC lvl 13,14,15 
    BDR 24-36  +20 ACC lvl 16       
     
    Similar to the bonus from transcendent suffering ACCURACY bonus on those ranged weapons DOES NOT apply to the ability hit-checks (TR cone hits, stunning fists, force of anguish, skyward kick fortitude,..).  So for the really hard checks (prone a dragon) accurate weapons remain unbeatable .
     
    +5ACC marksman only works for the projectile hits and not apply to the ability hit-checks (TR cone hits, stunning fists, force of anguish..)
     
    Turning Wheel lash doesn't work (as stated in description, melee only). Enervating blows don't work, melee only as per description.
    Torment's reach works.  Lightning strikes lash does work(MUST). Chanter burn aura lash DOES work.
     
    Will trigger apprentice sneak attacks in the appropriate conditions.
    (ALL DAMAGE BONUSES AND LASHes VERY RELEVANT DUE TO THE HUGE BDR) 
     
    Overall a very hard to ignore perk (borderline overpowered). It adds tremendous flexibility to every monk build without the need for extra weapon set. Keep the monk in the first line next to a hostile that feeds it wounds while he demolishes the back line with truck like hits and special attacks..
     
    Flagellant's Path is a travel ability with its own BDR - it doesn't care at all about the equipped weapon.
  13. I found it to be a good build for offtanking and intercepting those guys who wanted to reach my squishy casters. Since they kill single enemies very quickly (faster than any rogue I ever had) while being sturdy enough they got rid of those annoying swarmers prettxy quickly. The other benefit of this is that the ranger can stay in the center of the party where his consecrated ground will heal them all.

     

    Ironically in my melee party the ranger is almost as squishy as my rogue (both 17 CON) - but he dropped more times since I tend to pay more attention to the rogue (engage even later with her) and use the ranger to "pull" with wounding shot  archebus. Barb holds dearly to the boots of cheese (shod faith).

     

    He is  dead last in damage inflicted in my melee party (fighter and rogue are ~tied for 2nd and 3rd place way behind the barb). The best gear however sits on barb, rogue and fighter. I'm confident his damage output/utility will greatly pick up when I'll be able to give him decent weapons and stunning shots ... does the damage inflicted include pet damage ? I doubt it.. 

    Why no stats window for pets like all characters get ?

  14. not being able to see the stats makes it hard to compare at a glance the value of each pet type. Will have to respec the ranger soonish to switch to dual wield and I'll take the wolf out for a spin. 

     

    I went bear first because I used him as the first to engage the blob from my melee line. (extra DR) .. Once blob formed barb could carnage it. Fighter and monk could join or dart for back line casters/archers with the rogue. Pala would join close to the barb (carnage needs the aim aura the most and I didn't get the braces of accuracy this time :(  ..Bear would often drop eventually but by that time the battle would be already won. Lay on hands helped the bear but I ditched it for FOD - much better mix with dual wield paladin .. 

     

    Now I need that stalker link so after beefing up over a few levels fighter + barb + monk can usually engage the blobs directly..  Pet + ranger go for stragglers with the rogue..

  15. Back when I tested the pet damage there were no multiplicative bonuses from skills, only additive (sneak,carnage,vicious ..etc). But since the base scales high - you could say the base acts as a high multiplier for all those additive bonuses.  Only multiplicative thing that comes to mind would be chanter(which I don't have in my melee party)  burn lash aura ..

     

    Still I cannot over how slowly they attack :) . Perhaps I should also check wolf (maybe bear attacks much slower ? ) .. 

    Also top of the line gear is kind of out of the question.. In a potentially 6 dual wielder melee party tough choices must be made regarding weapon/equipment quality.. At level 8 some of my guys are criminally under equipped .. Perhaps I'll manage to raise more gold later :) ..

  16. My melee party advanced to lvl 8 and I decided to run just a few quick tests on melee ranger + pet pair.

     

    The pets are much stronger (scale) than I remember them .  Sadly no luck so far managing to read their max level stats via console (I have a vague feeling it is possible to do).

     

    But just glimpsing the combat log they reach respectable ~100 ACC at level 15 and tons of DR. The high DR score + the heal companion perk makes them reasonably durable.

     

    On the offensive front not much can be done to speed up their attack so I wouldn't spend waste many perks on boosting pet damage.  (durable companion, stalker's link and perhaps the pet healing should be enough). You can speed up the ranger's attack speed so focus on maximizing damage there. 

     

    The key perk to melee superiority of the pair is IMO stunning blows. 

    Sadly ranger's stunning blows fortitude hit check doesn't benefit from on weapon ACC or weapon focus :( and has very low duration ... STILL

     

    Possible endgame ACC for the stunning blow hitcheck 

    30 base + 42 lvl + 9 per (-7+5) speed modal + 15 lvl + 10 STALKER's LINK + 6 paladin aura= 110. 

     

    Dumping perception pretty terrible idea. Dual weapons should help landing hits fast enough to keep the victim perma-stunned. Flanking - very useful.

    High accuracy on weapons useful to score crit chains vs deflection debuffed victim. Special effects on crit very likely to happen(just avoid the ones with stun on crit :) ) ..The big deflection debuff will also help the pet score hard hitting crits (even without perks). Apprentice Sneak attack a no brainer after stunning attacks.

     

    Sadly the stalker's torc is a random drop ? didn't get it this play-trough ..

     

    Disorienting weapon in main hand useful. Will cip fortitude before the stunning blow hit check. Doesn't work like that for monk stunning blow (debuff will for the next swings)... 

  17. Managed to take a bit of closer look to Charge. It DOES NOT add a full attack at target destination like full attack abilities do. 

     

    A proper full attack ability gets ACC bonuses from weapon focus (+6) , on weapon ACC (up to a LOT) and 1*LVL ACC for abilities , OFF hand strikes FIRST without recovery between attacks (but will play the attack animations).

     

    Charge will hit the destination target with the 2 weapons, MAIN HAND strikes first WITHOUT ACC bonuses from weapon focus (+6) and on weapon ACC (up to a LOT) and then the charge "weapon"  attack that as per usually hits WITHOUT ACC bonuses from weapon focus (+6) and on weapon ACC (up to a LOT)  but AT LEAST it gets the 1*LVL ACC for abilities. At least the attacks seem to hit INSTANTLY without extra animation .  (just charge recovery after landing at destination)

     

    So the accuracy difference between Charge's full attack simulacrum and proper Full attack (ex knockdown) abilities at character level 15  is between (21 and 41!! ACC). 

     

    Minor saving grace is Disciplined barrage that can help those hits land .. (makes disciplined barrage even more MANDATORY than it already is).

    To clarify Disciplined barrage applies to full attack abilities and all charge attacks but the accuracy difference noted above remains.

     

    Another minor bonus is vulnerable attack DR penetration applies to all components of charge attack. ( Doesn't for all abilities you'd expect it to work for example torment's reach cone hits ..). This makes me suspect charge might apply Chanter fire lash aura  burn damage (a lot in case of crits) like flagellant's path (used ?) to do . (to test)

  18. charge does add the full weapon attack at destination and is glorious. Only "downside" is that is a high level  lategame ability .  See a few posts below

     

    I cannot fathom fighters without ridiculous INT score. Their best ability which they get at creation, Disciplined Barrage requires it. Other fighter abilities also benefit greatly from it.  Yes it suppresses all sorts of other accuracy bonuses (paladin aura/potions/scroll of valor/etc) but it has instant cast and potentially "long" duration.

    With it the fighter will lead the party in crit department and also enhance the power of his other abilities  (knockdown will be very had to dodge..). It also makes the fighter a scary scroll caster if you need to use them (crazzy accuracy and confident aim) .

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