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Everything posted by Kaylon
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From your explanation it seems the way accuracy is affecting your damage is only an approximation. Example: 15<your accuracy-enemy's defense<50 means you can never miss and every points of accuracy will decrease your number of grazes by 1, while increasing the number of criticals by 1. ie over 100 attacks you will gain the difference in damage between a critical and a graze. This difference is 100% (which translates to an average 1% dmg increase) if you don't have any critical dmg bonus. If you have the Doemenel bonus, a durganized weapon and possibly the annihilation enchantment the difference between a critical and a graze becomes 210%, which means each point in accuracy will increase your average dmg by 2.1%...
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Yes, it seems there's a bug in the calculator with Sure Handed Ila - it doesn't apply the 20% recovery reduction, just the reload reduction...
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Fists are fast weapons (in theory you could use only 2 weapon types for the calculator). For the recovery it depends what dexterity you have - with less than 6dex you should always see it, while with higher dexterity it will start being skipped (and it should be 0.7frames, not 7frames ).
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That's not what I said... With normal durganized weapons, gauntlets of swift action and two weapon talent you can't have any recovery penalty - thus the best you can wear are durganized robes/monks outfits. Also the Iron Circle adds another 5% recovery penalty in your case which makes you even slower. If you're using instead durganized weapons with speed enchantment (Strike Hard, Last Blade of the Forge, Rimecutter, Danulya) then you can wear up to durganized breastplate. If you want to reach 0% recovery while using also Vulnerable Attack, then you're limited to durganized padded...
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Just with durganized weapons, gauntlets of swift action and two weapons style you can't have any recovery penalty from armor if you want 0% attack recovery. If you have weapons with speed then you can use up to durganized breastplate and still have 0% recovery. If you want also to use vulnerable attack then you have to limit yourself to padded.
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Well, the idea is that a dual wielder can't attack faster by drinking a haste potion, while a 2h will... (becoming the highest dps option in the game)If the 2h has no armour on You want to know the best dps option for a rogue in plate under DAoM? With dual sabres you can reach 0% recovery with Vulnerable Attack activated. With the Blade of the Endless Paths you can also reach 0% recovery (but without Vulnerable Attack). Both options have 5DR penetration and attack with the same speed. With 2x legendary Bittercut with Spirit of Decay you have 35% more dmg bonus than with a superb BoEP. A rogue chaining death blows deals 365%+dmg with BoEP and 400%+dmg with 2x Bittercuts - ie 62dmg vs 54dmg (without lashes).
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Frenzy gives 33% attack speed, not 25%... Besides the dual damage type, Tidefall has also the advantage it can be enchanted to legendary. Criticals favor Tidefall, while grazes favor BoEP... Considering the hit to crit conversion you can always add 0.2*0.5*90%=9%dmg or 0.2*0.5*120%=12%dmg (if you have the Doemenel bonus) to the total damage.
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The break points appear because of rounding and because the game is limited to 30 frames. A 2h without speed enchantment can't reach 0% recovery in theory because what I listed puts you at 1.6% recovery. In practice however things happen differently... The base recovery for a 2h weapon is 1.66s and 1.6% of it means 0.027s, while a frame represents 0.033s. With 3dex the recovery will become .027/.79=0.034s>0.033s and since the recovery takes more than 1 frame it will always be displayed. If you add more dexterity and depending on how the game rounds the numbers the game skips that frame - from what I observed 20dex is enough to skip that last frame, while 10dex isn't enough for example. The break point (when the last frame is skipped) is somewhere between 10 and 20... Obviously 2 weapons allows wearing heavy armor, but I was talking about pure dps (and in some situations, like under Defensive Mindweb or strong CC, armor doesn't matter anymore). The average damage difference between 1h and 2h (with 0% bonus damage) is 3.5+2.5 from Two-Handed Style. If both attack with the same speed it's clear that 2h>1h+Vulnerable Attack and the difference will increase when you add more damage bonuses and it's amplified even more by the lash. If you take dual Bittercuts (40% dmg bonus ie 5.4 more dmg than regular weapons) + Vulnerable Attack even a regular 2h weapon will out dps them once you have over 100% dmg bonus (before the saber nerf things were different of course). With the Blade of Endless Paths you can also take Vulnerable Attack (for a total of 10DR penetration) while keeping 0% recovery, while Tidefall with +10-15raw dmg is above anything else.
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I found the answers myself The Immune Boost enchantment reduces only the tick rate of poison/disease and has no effect on paralysis. Items with defense against paralysis/poison stack against blowgun's effect. Grazes are completely nullified by the duration reduction of Fenwalkers. Of course this eliminates only the paralysis effect, but you still take damage... The best counter remains Aila Braccia + high deflection (+ ranged deflection).
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You should watch videos where people solo the hardest encounters with the class of your choice and see their builds/strategies. (In the builds section there are no builds optimized for solo.) PS. The priest has very powerful spells but most of them are fire based which means he struggles against enemies resistant/immune to fire. Also because he lacks good CC spells he's very dependent on scrolls.
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The base damage of a saber is the same as the other large 1h weapons (it was changed a few patches ago...). The speed of large 1h weapons was always the same as 2h weapons. With buffs and the right items you can basically attack with the same speed as a dual wielder while having 26% higher base damage - Tidefall has obviously the best DPS potential (if you don't count Firebrand).
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Yes, Firebrand has good synergy with the paladin and it's one of the most powerful weapons in the game. But having to rest after each fight to be able to use it is the reason you can't effectively build around it. Just for the alpha strike the best solution is to open the fight with an arquebus (or two). Enduring Flames had fixed duration the last time I checked - that means it will always do 4 ticks and the total damage will be reduced by the full burning DR of the target. The good thing is the 50% damage is further increased by your might (because it's a DOT) - with 20MIG it does 65%dmg and with 30mig it does 80%dmg. It also stacks and coupled with Sworn Enemy it can be devastating against bosses.
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Undying Heritage [Spoilers]
Kaylon replied to Argahawk's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If you don't destroy the machine you get the bad ending because eventually someone else will use the machine again... -
Just opened up another playthrough and checked drawn in spring. Wounding defeintely is not stacking. Combat log just shows the timer counting down and then getting topped up again with every strike. Eg Drawn is spring 3.4sec And then when you hit Drawn in spring 5sec You should check the total damage done. You hit twice one of your companions and you check the health lost. If the health lost is equal to the damage from the logs then the wounding stacks.