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Kaylon

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Everything posted by Kaylon

  1. Runner's shot (and Wounding shot) doesn't work like a lash - the 80% is applied to the final damage (after DR) ie it sucks vs high DR targets.
  2. The truth is lash+durgan enchanted > any proc. The only character who can make good use of these procs is the barbarian - because of carnage.
  3. Well, if you wait for lv15 there's no challenge anymore... Once you get the last abilities you can roll over the entire content left without resting...
  4. With a speedy character it's possible to split some of them because some casters will stop casting their spells and will be left behind. With my solo paladin I beat them upscaled by tanking the fighters and some of their casters and then I finished the casters left, but of course I was lvl16.
  5. Don't know if it's the same bug but I was also able to kill Osrya's cat (probably with some AoE spell) during the fight against her in the dungeons of Raedric's keep.
  6. If you have a save before you entered the area then they should have normal stats again as long as you don't use quicksaves.
  7. I think you encountered the same bug as me... https://forums.obsidian.net/topic/85766-302-cragholdt-bluffs-mercenaries/?p=1795595 which is apparently caused by multiple quicksaves in the same area. Each time you quicksave, some abilities of the enemies are added again and again, which explains their defenses/damage. From my experience the abilities that stacked were Sword and Shield and some fighter passives (Confident Aim and Critical Defense). To beat them I pulled them one by one and used potions of Wizard's Double which pushed the deflection of my paladin out of their hiting range (their accuracy was unchanged by the bug) - I think you can do the same with Eder... Then use attacks which target will/fortitude to disable/damage them. (Eder with upgraded Steadfast could hit them, Maneha too if she has the ability to target fortitude, priest/cipher spells too...)
  8. Hunter's Mail is supposed to convert 20% of the damage received in healing over time, however, right now it has no effect.
  9. It increases the base min damage, so it's an effective 10% increase to your average base damage which is further multiplied by the other damage bonuses.
  10. It's not the min damage from the DR reduction, it's the min damage of the weapon - you just don't see it on character sheet, nor it's specified in the logs. It can be verified only if you pay attention to the damage in the logs which doesn't go under the new min. Confident Aim coupled with Comtessa Gage gloves will make fighter's damage nearly constant.
  11. It's possible to have at the same time different effects which should trigger when you are hit (Binding from Binding Rope, Irritating from Lavender Wreath and Retaliation from Hiro's Mantle), however two of them are suppressed by the third. Is this intended or it is a bug?
  12. The chanter has unlimited summons he can use like meat shields and kill with a bow. I think the encounter is doable with a speedy character and a bow. But you have to be able to tank a few ranged attacks or/and use some confusion scrolls to make them use their projectiles on other targets. I don't think a fighter can tank like the paladin or at least not reliably. He will be debuffed rather easily and then the damage will start adding up very fast.
  13. Yes, Triumph of the Crusaders is very strong and has good synergy with Sacred Immolation. But Vigurous Defense coupled with Defiant Resolve and Faith and Conviction is the real deal... If you play it safe it's very reliable - keep your health maxed and use potions of Major Recovery. You can also drop a little your resolve to max constitution. Even if you're very unlucky and she hits you, the transformation won't last long enough for dragons to kill you because of the Major Recovery.
  14. Even if it's not the 2.03 anymore I'm posting here my fight with Llengrath to keep all the dragon fights at the same place... https://youtu.be/T3iFg1qZT80 [media][/media]
  15. Yeah, you should have done 1.2dmg instead of 11.2 - it's like if 10 more dmg were added from thin air.
  16. The only way to prove it doesn't work is to calculate the min damage you can do with ambush and then post a screen where you do less damage than that. You can't prove a thing based on impressions.
  17. Using an arquebus isn't gimping yourself, it's the best option in most situations - you don't have to believe me, it's simple math... Of course, it's your build, it doesn't have to be optimized. I just explained why the FoD damage with dual Bittercut isn't always better than with an arquebus.
  18. I never said you should use only the arquebus to fight, however it's clearly better to start with an arquebus and maybe switch to another one or the sabres for the second FoD. The sabres are better against enemies weak to corrode but against the rest the arquebus will be superior because the DR is doubled vs sabres.
  19. While on paper dual sabres do slightly more damage than an arquebus (average 30 base dmg for arquebus vs 2x16 base damage for sabres) once you start hiting heavy armored enemies the sabres will fall behind because the DR counts twice.
  20. The Redeemer is very strong but you need good accuracy because it procs only on hits/crits. It's simply a godsend against all the animats with high DR/endurance.
  21. you are totally right it works like that. BUT the thing is : if an action is very long (cast a slow spell, attack with 3 DEX) you can get hit by a lot of attacks and every attack have a chance to interrupt you, and this is very bad since you can't ever "complete" the action, resulting is some kind of perma-stun. INSTEAD, if you have "fast" action (cast a fast spell, attack with high dex) the chances to get hit between the start and the end of the action are very low, so you can complete the action and start another. Or to be more clear: if you are interrupted at the 75% of a cast, after the inerrupt time wear off, you don't continue the cast from the 75%, but have to restart from 0%. So all the time spended tryng to cast something is totally wasted. With fast casts or fast attacks is very rare to be interrupted in the middle of the action, so you don't "waste" time, you are just slowed down for the interrupt time That's not how interrupts work. Each time you're "interrupted" you have the delay of the interrupt added to your recovery time. ok but the result is that when you are surrounded somehow you can still spam torment reach with success, while is actually impossible (for me at least) to evocate the twins. And if you get interrupted "too much" (i still have not understand clearly the rule) you "forget" the action you were doing es: i try to evocate twins. I get surrounded in the meantime and get interrupted several times. For 2-3 times the "evocation animation" restart every time, after more hits when an interrrpution expires my char have only dots upon the head and don't even try anymore to perform the action. With wizard sometime i also "lose the spell", the game considered it like "casted" while it was not casted at all, just interrupted. I'm sorry to answer to you in this trivial and experience based only way, since your post are every time of high quality and contain very precise math (i'm your fan) Well, that's something different... Don't know why you "forget" to drink potions, use scrolls or other actions - sometimes bugs, or maybe if an action can't be completed in a given time it will be canceled. However interrupts work the way I described it - try to hit someone with a long interruption weapon and you'll see how their recovery bar becomes longer oe how a short recovery bar appears if they don't have one. It's even possible to make a character who keeps enemies in perma recovery because their recovery bar will never deplete.
  22. Ambush means 25% dmg when you attack from stealth or during the first 2s of the combat.
  23. you are totally right it works like that. BUT the thing is : if an action is very long (cast a slow spell, attack with 3 DEX) you can get hit by a lot of attacks and every attack have a chance to interrupt you, and this is very bad since you can't ever "complete" the action, resulting is some kind of perma-stun. INSTEAD, if you have "fast" action (cast a fast spell, attack with high dex) the chances to get hit between the start and the end of the action are very low, so you can complete the action and start another. Or to be more clear: if you are interrupted at the 75% of a cast, after the inerrupt time wear off, you don't continue the cast from the 75%, but have to restart from 0%. So all the time spended tryng to cast something is totally wasted. With fast casts or fast attacks is very rare to be interrupted in the middle of the action, so you don't "waste" time, you are just slowed down for the interrupt time That's not how interrupts work. Each time you're "interrupted" you have the delay of the interrupt added to your recovery time.
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