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MaxDamage

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Everything posted by MaxDamage

  1. Actually, if you take for example Adra dragon. Thats ~118 deflection. Lets say your fighter has ~75 acc with a 2 hander. This means that with a one handed spear you re getting 92 acc. According to this picture http://cloud-4.steamusercontent.com/ugc/29612972887407194/D7ADE496F63C39DD3E13921ACDDAE0E20CD8B4EA/ 1h spear is getting ~ 0.45 and 2h weapon gets ~0.27 avg damage per attack. You should ofc modify this by the weapons base damage as well but well.. just look at that. I d like to have those 2 weapons: 1h warhammer with stun and 1h spear with stun Where is that 1h hammer with stun?
  2. Im going to use it to make on crit stuns appear more frequently. +12 acc helps to land crits.
  3. Level 3: never miss alacrity of motion. Its the same as improved alacrity in bg2 if you know what i mean, increases the rate at which you throw spells dramatically. I have 2 priests and a wizard. at the start of combat they all have spells per level: 4 4 3 at the end of combat wizard has 0 0 0 priests have like 4 1 0 this is a bit imba rly
  4. It becomes a huge chore on PotD / Ironman because you know you should rest every battle because every one can lose you your savegame. It really needs the mod or a game option removing rests entirely. You could plow through all the loading screens. Or iroll20s rest if you value your time.
  5. No thats a wonderful mechanic and should definately stay. 1)Thats for balance. Neither you nor the opponents get a quick start. And you re still allowed to smack them with ranged/spells first. 2)No frustrating prebuffing for the player. Prebuffing is something that was rly annoying in BG2 although quite neccessary. Im enjoying the fact this part of the game is gone. Rest restriction is on the other hand stu.d and should go away. a)loading screens are too long. b)ironman forces you to plow through all those loading screens while youre running to the inn and back. Frustrating mechanic, they should just dump the rest system completely and leave it for the PnP geeks, instead we should hav eeverything replenished after each combat. Or make this mod.
  6. Thats right its the way i have to play both BG2 and PoE. But you have to be attentive and pause often and see so that your guys dont idle etc. Have to pause every split second. But thats how it s supposed to work when you re controlling 6 characters with complex abilities and with engagement system. The proposal for unpausing cooldown is good though and i ve been thinking bout that too. Otherwise autopause is slightly useless an d even harmful.
  7. Dump Int and dex, max res/per/con, rest goes to might. you get around 17 might as a dwarf. As for a race the giants with bonuses against prone and stun are prolly the best but they are kind augly i prefer to take dwarf with poison resist. Races like "flame aura for free" or "resist cold/fire for free" are kinda like cheating imo.
  8. Hazard AOE: 1000 raw damage vs fortutude (-10 accuracy) It really does 1000 raw damage to a creature stepping upon it?
  9. Is this possible to replace enchantments levels like fine -> exceptional or superb?
  10. Do the debuffs stack? For example, fear gives -10 acc and blindness gives like -20. Does it make -20 or -30 when both of the spell are combined?
  11. I find that in PoE, in a party of 6, you have so much resources you tend to even forget about half of them and may not even learn what every spell does. You just randomly throw stuff at enemies and eventually they just succumb. I dont forget. I pause very often and press tab very often to check recoveries.
  12. I like pala because you re getting revival. sworn enemy is very powerful too.
  13. If you include DR, the diffirence must be even wider because the fighter will full damage hit only on 96-100 roll. He will always be taking MIN damage if there s a hit. The barbarian will be getting full damage - damage reduction on the rolls 80-100. So it can be even ~2-3 times.
  14. You can cast these spell seals in combat, they arent any sort of a trap rly.
  15. Fighters only have +15 deflection compared to Barbarians. 15 vs 25 (10 difference) and 10 vs 15 (Cautious Attack vs buffed Defender). I still fail to see how that is a lot. Though with the talk about increased mob sizes between Hard and PotD, the +2 targets might really come into play. Any numbers on how many more enemies are there in average? Simple math if you have an attacker with 50 accuracy and fighter with 95 deflection/barbarian with 80 deflection: Fighter is going to take ~0.23 attack damage per hit on average. Barbarian is going to take ~0.37 attack damage per hit on average i e barb tank takes ~1.5 times more damage because of -15 deflection in this case.
  16. Spell accuracy = 3*(level -1) + 1*level + base accuracy + accuracy bonuses This formula gives 45 accuracy for all the spells. But priest's seals have like 70-84 in combat for me. Whats the reason?
  17. Looks like you are correct. But the priest seals accuracy is still way way above this. They have stupidly high values. Like 70-80 while they should have ~45
  18. He he he i didnt take cipher because cipher has bad rep and i also didnt take rogue because the paladin has more base health as well as the revive ability. Ironman and all that. Could be useful o have multiple sources of revival. Also, im not a fan of mass gunline parties. I dont like this part of the game where ranged >>>>>>>>> melee. Im playing only hard atm.
  19. What do you think about this on PotD: 2x fighters maxed deflection (perception/resolve), min dex and int, maxed con, rest go to might(17 might on dwarf) paladin: min per/res, max dex, str, con, rest goes to INT. Paladin damage dealer. Because i want to have his abilities like aura of acc and crit but most importantly, resurrection power and liberating exhorhation. wizard: as ive explained elsewhere. max res/per/int min con/might, rest goes into dex (~16) 2 x priest: max res/per/int, might ~10 , dex ~16. i favor cast speed above might. priests heal, buff and revive. TWO more sources of revival. three sources of revival total.
  20. They have to make wizards cheaters in every crpg game... why ))) 'weapon ineffective' try again xD
  21. Yes im perfectly set up to be doing just that. Im pausing split seconds already and i have ~ 16 dex. Thats how much i could get after minimizing might/con and maxing per/res/int.. But now Im starting to understand how OP wizards actually are combined with the overstackability of deflection and their powerful CC. They kinda get special treatment twice: deflection through the roof and cast speed. Also, ability to min con with no downsides.
  22. Deleterious Alacrity of Motion is the star spell of the third level, functioning effectively as a multiplicative factor on your wizard's power during its duration due to allowing you to cast a lot more spells in that period of time than he would otherwise be able to (and more than other casters can too), and at higher levels wizards are mostly constrained by the time to cast spells, not by spell slots, so long as you rest before important battles. With its long duration, your wizard will be able to end most fights by non-stop casting before the duration runs out. Not that the other spells of the third level are bad - Fireball is really good, for instance, especially when you cast DAoM and spam three fireballs in the blink of an eye at the enemies as they move in to engage your group. Thank you i ve learned something new. Indeed thats extreme lol. If the wizards have cast hastening spell then i just dont know... they are amazing or smth and my wizard has ~15 -16 dex already improved alacrity anyone? xD
  23. Yeah the spell acc part is a bit unfair should be fixed prolly. Also. Imo its important to nerf 10+ sec prone spells. You start getting them from priest level 2 on lol... Slicken is ridic enough already.
  24. Actually, the wizards have lower base acc. Should be hurting their spell acc compred to the others. Yeah maybe all casters should have the same base spell accuracy? But then, it is homogenization. Which is kinda boring. As for CC power, wizards win clearly before everyone reaches spell level ~4. then maybe druids get a bit better in some areas but still worse in the same areas as before. At level 6 wizards are back no1. But i think confusion is at level 4. CC doesnt get much better then that already. The 10+ second prone spells are a bit imba imo. This includes the druid's wave and the priest's level 2 seal. Also the Cipher's OP power which hopefully gets brought in line. 10+ sec prone spells should get nerfed thats about it. Level 1-2 druid and priest CC are pretty insignificant compared to the wizard's(the seal is an offender the the game balance imo). level 3 im not sure. level 4 - confusion baby xD THen the wizards are pretty broken in the deflection stacking department as ive explained. 100% set up to ignore engagements etc.
  25. Wizards have some of the most powerful spells in the game like the petrification, confusion etc. They also have an ability to reach stupid levels of deflection unlike both druid and the priest. Being nearly autonomous. All spell levels have its wizard star spells. perhaps bar the 3rd level? Even at 1 and 2 level you get slicken, fan of flame, and the overpowering blindness at level 2. No increase in acc pls they should work by the game's rules as everyone else does. Dont have a lot of spells to choose from thats why there are grimoires. There might be a bit of hassle with wizards but their disables are usually overshadowing any other because of their power. Spells like blindness lvl2, confusion and petrification. You dont cast anything on top of those from druid/priest because it wont stack i e less powerful. Cipher has some OP CC and perhaps the priest has that repulsing seal which is slicken on steroids but other then that wizards are pretty better in some areas. You get a pretty autonomous CC caster pretty narrowly specialized but extra tough and with powerful status effect spells. Maybe get Cipher in line with others rather.
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