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Ruminate

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Everything posted by Ruminate

  1. How about starting the Cipher's focus at 0, but change the "Greater Focus" talent to give 5*level focus at the start of combat? They can also change the Monk's Mortification of the Soul to a passive talent that grants 2 wounds at the start of a battle (and remove the limited duration on wounds, too). They can also add a new talent to the Chanter that gives them 1 Invocation at the start of a battle. You can take this talent six times to start with 6 invocations at level 12. (You'd be sacrificing damage or survivability talents for better support) I'd also like to see the Wizard, Druid, and Priest's "+1 spell level X per rest" talents changed to "-1 spell level X spell per rest, +1 spell level X per encounter". They can remove the per rest to per encounter conversion at level 9 and 12. You would need to spend a talent point for the conversion and its a more gradual increase in power rather than a huge leap.
  2. Knockdown has two effects: a full attack and a prone vs. fortitude The prone vs. fortitude is an ability check and not a weapon check. Edit: I just tested it again to be sure. Apparently the +12 accuracy for wielding a single weapon doesn't work with the actual knockdown, but +accuracy enchants on weapons do work with it. And because its an ability check, it also gains a 1*level accuracy bonus. This is pretty convoluted.
  3. You would need ~233 max endurance to match the healing output of the current Lay on Hands at 16 might and 16 intellect. What you propose is a straight up nerf.
  4. Zealous Focus isn't replaceable by the Priest's Inspiring Radiance. They stack. You can't use Holy Radiance before combat either.... not unless you're not patched to 1.03 for some reason. And even though Blessing's accuracy modifier doesn't stack with Zealous Focus, its 1.1 damage modifier does. Blessing + Zealous Focus gives you 6 accuracy, 1.1x damage, and 5% hits to crits (this isn't suppressed by Dire Blessing's hits to crits either). The only aura thats questionable is Zealous Endurance because its completely suppressed by Armor of Faith. So Zealous Focus (which boosts accuracy) stacks with Inspiring Radiance (which boosts accuracy when you use Holy Radiance)? Why do these two abilities stack when other similar effects don't? I actually don't like using Blessing very often because I prefer to save Level 1 spell uses for Armor of Faith. Anyway at the moment it seems like the game does a very bad job of communicating to the player what stacks and what doesn't stack, which is odd because I would have imagined that this would be a hugely important design goal from the very start. Activated abilities don't stack, but Inspiring Radiance is mechanically not an activated ability. Its a passive talent that triggers from activating Holy Radiance. Its the same reason why Zealous Focus' hit to crit talent upgrade stacks with Dire Blessing.
  5. Zealous Focus isn't replaceable by the Priest's Inspiring Radiance. They stack. You can't use Holy Radiance before combat either.... not unless you're not patched to 1.03 for some reason. And even though Blessing's accuracy modifier doesn't stack with Zealous Focus, its 1.1 damage modifier does. Blessing + Zealous Focus gives you 6 accuracy, 1.1x damage, and 5% hits to crits (this isn't suppressed by Dire Blessing's hits to crits either). The only aura thats questionable is Zealous Endurance because its completely suppressed by Armor of Faith.
  6. Draining doesn't work with it, unless you're referring to the rogue version that retaliates with a Full Attack.... but the rogue doesn't have One Stands Alone, so you can't be referring to the rogue ability. Draining only works on weapon hits. Retaliation from items does not count as attacking with your weapon. One Stands Alone and Carnage works with it, but that is because they work with any attack that is considered melee, not just weapons.
  7. It is a thorns effect. It always hits. It does a set amount of piercing damage(regardless of weapon), which is then reduced by enemy DR. Weapon-only damage bonus does not affect it, but all-around damage bonus does.
  8. Couple of things to think about: Despite the non-existent description, the Herald property on the Outsworn Buckler is a +5 all defense buff aura. The radius appears to be the same as the other auras and modified by intellect. Its minor, but its something. The Darcozzi Paladin's Inspiring Liberation accuracy buff does stack with all the other accuracy buffs. +16 accuracy to Gaze of Adragan is nothing to sneeze at.
  9. you do not take a -2 penalty to might. you have a -2 towards potential max might. is no point buy or similar such stuff. we got same pool o' points as every other race, which makes most o' the attribute penalties and bonuses a bit illusory. our ourlan melee combatants can starts with an 18 might. and yes, a bonus that is close to the dps gain from 1 point o' might, which is indeed meaningful for a racial bonus, particularly with certain weapon choices. thanks. HA! Good Fun! If your orlan starts with 18 might, then your max dex is 18. You have 2 points leftover to spend on support or survivability. A human can start with 20 might and 18 dex. That alone is worth more damage than 18 might/18 dex/10% hits to crits. actually, our typical spread is 18/15/15... and sometimes 16/16/16. we get the dps benefit from orlan w/o the commensurate loss to other attributes. is a zero sum game with attributes. the racial benefits are a separate factor. and you don't get free points as a human. again, the pool total is the same. HA! Good Fun! I never said you get free points as a human. I'm saying the human is better than the orlan at min-maxing damage in a thread about min-maxing. I'm not saying the orlan is bad either. Like I said previously, the orlan is the best at min-maxing on-crit weapons.
  10. you do not take a -2 penalty to might. you have a -2 towards potential max might. is no point buy or similar such stuff. we got same pool o' points as every other race, which makes most o' the attribute penalties and bonuses a bit illusory. our ourlan melee combatants can starts with an 18 might. and yes, a bonus that is close to the dps gain from 1 point o' might, which is indeed meaningful for a racial bonus, particularly with certain weapon choices. thanks. HA! Good Fun! If your orlan starts with 18 might, then your max dex is 18. You have 2 points leftover to spend on support or survivability. A human can start with 20 might and 18 dex. That alone is worth more damage than 18 might/18 dex/10% hits to crits.
  11. The Hearth Orlan converts hits to crits 10% of the time. If accuracy = enemy deflect, you only "hit" 50% of the time. On average, the racial gives you 5% more crits. Base crit damage is an additive +50% bonus damage. On average, the racial gives you +2.5% more damage. ....the racial isn't even worth 1 might. Its only useful if you're min-maxing weapons with on-crit abilities. Its not useful for min-maxing damage, especially since the orlan takes a -2 penalty to might.
  12. Are there any other items that proc when you take a crit? Combining them with a low deflection character + Girdle of Mortal Deflection seems interesting.
  13. Spells have bonus to accuracy because the baseline accuracy the devs balanced things around is 30. Fighters, Rogues, and Monks have an accuracy of 30. Wizards, Druids, and Priests have an accuracy of 20, but their spells grant an accuracy bonus of +10, pushing it to 30. Ciphers have an accuracy of 25, and most of their spells grant an accuracy bonus of +5, pushing it to 30. (some of the Cipher spells are outliers and have an accuracy bonus of +10.... its probably an oversight and will be nerfed)
  14. It's 30 endurance. It's....not that great. Upgraded it does more, but that's again part of the problem. Paladin has numerous abilities which are subpar and need an additional talent to upgrade them and make them....respectable. Still not amazing, but decent. The result is to service any one job, you're spending twice the levels every other class is spending, and you're STILL doing mediocre. Flames of Devotion has the exact same problem, as does the Paladin's Faith. Its not a 30 endurance heal. The description on Lay on Hands says ~30 endurance heal, but what it doesn't tell you is how that interacts with its 5 second duration. It ticks once on initial hit, again every ~3 seconds, and a final tick when the duration ends. With 10 might and 10 int, it lasts 5 seconds and the total heal is somewhere between 50-60. Darcozzi Liberating Exortation gives another +10 accuracy for 20 seconds. It also blocks all negative debuffs that may hinder your damage for the duration. The Paladin can pop it on themselves twice per encounter. Its a shame the Paladin can't pop their attack speed buff on themselves, though.
  15. The fighter's Constant Recovery is overrated, while the paladin's Lay on Hands is underrated. At 10 might and 10 intelligence, Lay on Hands heals for ~57 endurance over the course of ~5 seconds. At 10 might, Constant Recovery heals ~3 endurance every ~3 seconds. A battle must last over ~57 seconds before Constant Recovery outperforms Lay on Hands. Lay on Hands also scales better than Constant Recovery because it is affected by INT. A fighter makes the best tank for one reason and one reason only: +2 engagements A better solution to fix the tank disparity is to increase the number of engagements on Hold the Line to +2, and reduce the number of engagements on Defender to +1. A fighter used as a primary tank would want both as early as possible, so they aren't really nerfed. Their max engagements remain the same. On the otherhand, this would buff any other class that wants to tank.
  16. You're comparing a monk built to offtank to a rogue built to DPS. a.k.a. apples and oranges I know what modifiers the rogue is capable of (+1 might on a human beats out the Orlan's crit passive and -2 penalty to might, btw, and thats ignoring the human's own passive), but the monk actually has a higher ceiling. This requires that the monk take enough continuous damage to spam Rooting Pain, have 10 stacks of Turning Wheel, keep Swift Strikes up at all times, and to wield Purgatory, Resolution, and Blood Testament. The rogue and monk have similar DPS talents, so I won't mention them. Also, if the monk can take enough damage to spam Torment's Reach on every attack and still maintain 10 stacks of Turning Wheel, their DPS becomes otherwordly. Easier said than done, though. You'd need a dedicated healer and some friendly fire spells like Antipathetic Field, Ray of Fire, Wall of Fire, etc. Would make for an interesting party.
  17. Are you playing on normal? If so, do the following: - Change your formation so Eder is in the front. - Remove Eder's shield. - Equip your wizard and Aloth with a rapier. - When you see the shades, have everyone charge forth with their melee weapons. - The shadows will bunch up. - Use Arcane Assault on all of the bunched up shadows. - Mop up any survivors with your melee weapons. The most "difficult" encounter was the room with the Phantom because it can perma-stun a party member, but that encounter becomes a joke if you use per-rest spells (which you won't need for any other fight in the dungeon). The entire Temple is a showcase on how powerful one-hand melee is against high deflection enemies. Aloth conveniently comes pre-equipped with a rapier, BTW.
  18. On PotD, my non-PC unarmed monk has out-damaged my non-PC firearms rogue. Both were obtained as soon as I reached Gilded Vale. Neither have been removed since they joined (character records are deleted when you remove them for another party member). Rogue stats: 20 might 18 dex Marksman Gunner Weapon Focus; Ruffian Penetrating Shots Monk stats: 16 might 16 dex 16 con Hold the Line Weapon Focus: Peasant Two Weapon Style Lower Wound Threshold Despite the monk having less DPS talents and stats, he's still doing more DPS than the rogue (I have a control wizard that knocks everything down and blinds them). A melee rogue would undoubtedly deal more damage than the monk if you have someone help with afflictions, but they won't have nearly as much survivability. Also, whats with the Paladin hate? I love the high INT Darcozzi Paladin. Liberating Exortation turns into a very potent accuracy buff for my control wizard. Both the accuracy buff and hostile effect immunity lasts for 20+ seconds, You can pop it twice per encounter, too. Very useful on Path of the Damned. Not to mention Lay on Hands scales with the high INT, and Zealous Focus is affecting everyone in the party (another +6 accuracy for the wizard? Hell, yea.). They don't have a lot of DPS, but they're more inline with Chanters and Priests, all of whom are more about force multiplying than dealing damage.
  19. Spell accuracy = 3*(level -1) + 1*level + base accuracy + accuracy bonuses The accuracy on your character sheet is for weapons only.
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