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Everything posted by Kaylon
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Update: Replaced Lethandria's Devotion from the 2nd setup with Toutilo's Palm which has great synergy with this build. Using Tuotilo's Palm greatly increases our attack speed (we benefit fom dual wielding and Two Weapon Style bonuses), adds 20% chance to riposte (this is a free hit with the shield which benefits from Monastic Training for increased damage, accuracy and penetration) and of course superior defenses. There's absolutely no drawbacks for our dps since we will always spam Soul Annihilation (thanks to Sun and Moon double hits) and use only the main hand (flail) for damage. PS. The same combo can be even more effective on a soulblade/rogue who benefits from greater damage bonuses...
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For this challenge you have to rely on your configured AI and on a strong party who can deal with most situations with little input from your part. Picking the right party formation helps too. The idea is not to have lightning reflexes but a very strong party with good AI. It's like playing on autopilot with little intervention from your part.
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If she can stay stealthed and far from the action she should be fine. You can use withdraw scrolls for special situations.
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While the word "speed" was improperly used by me, my math was perfectly right. In this particular case (no other bonuses involved) you can talk if you want about +42.8% recovery speed while the action speed increase is only +34% (the action includes the attack and the recovery). A streetfighter will have 0.7s attack and 2s recovery with his passive ability and 0.7s attack and 1.65s recovery if he's also dual wielding. The action speed (and dps) increase from dual wield is now just 15%. PS. Take your own advice and return to MaxQuest's guide because you still don't get it...
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Doesn't give the full picture, it's just weapons in general. But still literally thousands of simulations with all sorts of different stats, armor, bonuses, penalties, etc. But with the full attack nerf, the difference for builds is diminished in weapon styles. Also 42.8% = 1/(1-.3)-1 which is how you convert recovery time bonus to action speed bonus. You should read the action speed mechanics guide as well as my umezawa guide for full details. Sorry to burst your bubble, but it's you who don't understand how it works... First, the 42.8% you're talking about is just a coefficient used to calculate the recovery, not an effective reduction. And secondly, the reduction applies only to recovery which is just a part of the total action speed. Example: Weapon with 0.7s attack and 4s recovery, with no other mods involved. With dual wield it becomes 0.7s attack and 2.8s recovery. The recovery was reduced by 1.2 / 4 = 30%. The action speed however was reduced by 1.2 / 4.7 = 25.5% One reason why dual wield was superior to 2h weapon was because full attacks skipped the recovery of one of the weapons - it can be seen like an artificial increase of speed and dps as a consequence. The other reason was because it allowed to benefit from two sets of enchantments which sometimes were affecting both weapons. Actually the 30% base damage advantage of the 2h will always stay the same, while the dual wield bonus becomes less effective the more speed bonuses you add because of the diminishing returns. And for this reason every bonus/penalty your build has can make a lot of difference in the end, not just the weapon. For just auto attacking the 2h weapons are superior in most situations, no need to make simulations for that.
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Portraits IV
Kaylon replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Wow, that's great! Thank you so much. -
Portraits IV
Kaylon replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hey! Not the best but gave it a shot, still working on my versions - someone else maybe can knock them out if you don't like.. no judgement Thanks, could you do the small version too? -
You can't turn around enemy's ship. You have 2 choices: 1. you destroy its sails while it's advancing/running -> it will continue to advance/run slowly, but can't turn anymore to shoot <- ideal situation 2. you destroy its sails while it's turned for shooting at you -> it will just fire the canons every x turns because it can't turn anymore
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If you plan to use invocations then max your mig, per and int. If you want to crit more often then dual wield two fast weapons (daggers, rapiers or clubs have also an accuracy bonus or Sun and Moon flail which hits twice and has two chances to crit). You can dump res and spread equally your points between dex and con. If you don't play on potd or if you use Berath's blessings stats bonus you can drop con to 7-8 and increase dex instead.
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Portraits IV
Kaylon replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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It's simple - the chanter can add 15% lash damage and a 40% reload reduction on top of other buffs (through invocations). Thus a chanter/rogue with the Red Hand will easily outdamage anything but a Helwalker/Rogue using the Red Hand. (And of course I'm talking about sustainable single target damage, because I'm sure some people using blunderbusses and spells/scrolls will disagree)
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Sorry, I forgot your word was law here... Of course the tank has the role to protect - but the "aggro" part comes from mmorpgs. In single player games you shouldn't have problems protecting the other characters using strategic positioning or careful pulling and being a wall between enemies and your party. Only in mmorpgs the game tracks the "aggro" generated by each character and the tanks need artificial abilities to increase their "aggro" because they can't do damage.