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Kaylon

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Everything posted by Kaylon

  1. After a little more testing it seems the oozes need to make contact in order to merge. Once an ooze reaches 50%hp it will try to find another ooze of the same size and merge with it. Also the oozes aren't stopped by any obstacles... With a party it shouldn't be difficult if you split in two groups and keep the oozes aggro-ed and out of sight of each other. PS. When they become greater or lower they will try to merge instantly...
  2. Yes, I knew about this one. I just wanted to be sure it can't be found as random loot somewhere else.
  3. Not 100% sure, I'm just supposing only normal attacks are considered weapon attacks.
  4. In potd I think you need at least 147 deflection to avoid crits from his normal attacks.
  5. Yes, the Symbiote is a ranged attack and the Wall is mandatory to tank his first form. (If you don't have Barring Death's Door anyway...)
  6. Ok, I checked his abilities... The Corrosive Solvent ability allows him to remove 8s of the beneficial effect on crits with weapons... Symbiote attack covers you with black slime and creates new oozes when you move. And Corrosive Splash does AoE damage and lowers your corrode resistance by 2. Also the oozes can get a buff named Covalent Bond (50% attack speed and +5PL) - probably when two halves are close to each other.
  7. It just removes 10s, however I'm not sure if all his attacks can do this or just some of them - anyway the conclusion is you can't to tank him using active buffs...
  8. What file contains the loot tables? I'm trying to find if the Bracers of Deflections can spawn somewhere.
  9. Interrupts will just delay the inevitable while stuns will do the same unless you can perma stun both oozes. The most reliable way to prevent their merging is to put enough distance between them. Summons and Stasis Shell are the only options for a solo to deal with this - that restricts greatly the classes who can solo this encounter (an inquisitor, herald or votary might have a chance). PS. I think his crits remove 10s from your active buffs.
  10. This boss splits in two Gigantic Oozes which will fusion again once they're low on hp, reforming the boss fully healed. This can repeat endlessly... Haven't found yet a reliable way to prevent the fusion.
  11. In PoE1 the main hand had normal recovery, while the shield used dual wield recovery. In PoE2 both hands use the dual wield recovery. In both games the bash attack suffered because of the lack of enchanting bonuses. You will be stuck with 7pen, low accuracy and low damage, meaning lots of grazes/misses and very low damage against high levels enemies. Tuotilo's Palm is an exception because it benefits from the Monastic Training bonus, however it has also lower base damage than a normal attack. Would you use an unenchanted weapon in your off hand for the defensive bonus?
  12. If you don't want to switch weapons then Tarn's Respite, Mohora Tanga and Rust's Poignard are the best candidates because of their penetration bonuses - with mythic enchantment and food bonus they can penetrate any armor. Swords can have problems against enemies with both high thrust/slash armor, but you can use the fists with Monastic Training as back up and cover all the melee resists. Using the black plate or a devoted/cipher can open also other options.
  13. I'm missing something or there's absolutely no benefit from exporting/importing the watcher? When importing the watcher at the character creation you start as a lvl1 with no items and you're stripped of all abilities.
  14. 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...
  15. 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.
  16. I don't know whom you're trying to convince with your walls of text. I pointed some obvious flaws in your reasoning - which you completely ignored, answering beside the point. Personally I'm done with this thread and, with all that was said, I think people are able to judge by themselves from now.
  17. Being able to lower the difficulty but not pick the blessings doesn't make much sense. Not having the blessings should be tied only to Berath's challenge IMO.
  18. If she can stay stealthed and far from the action she should be fine. You can use withdraw scrolls for special situations.
  19. 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...
  20. 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.
  21. Comparing weapons without the full build bonuses/stats doesn't give the real picture. Also I don't understand how you arrive at 42,8% action speed increase from two weapon style...
  22. Wow, that's great! Thank you so much.

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