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Casildar

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Everything posted by Casildar

  1. I'd just like wounds to not fade over time in combat. Edit: Also, what Daemonjax said, although the health value of a wound would likely have to scale up as you stack more wounds (as in, wound 1 takes 8 health, wound 2 takes 12 health, etc). If not, you'd either have a really low max wound level at low levels or it would be trivial to start fights with 10 wounds at high levels. This would also make Mortification of the Flesh worth a second glance, since the wounds generated would be available for more than one fight.
  2. I agree with taek about the barb. It's ridiculously broken with retaliate. Whichever class you pick though, I doubt you're going to get much mileage out of retaliate on a second line character in a group with two tanks.
  3. Was in the same boat as a lot of people re: Moon Godlike portraits, so I recolored a couple of images. Not real sure "Blue and Glowy" makes it a strong contender for Moon Godlike, but the one Moon Godlike female provided was a little too kind looking for me and I was tired of using the hooded pale elf. So in case someone else wants them:
  4. With 18 Int you'd hit the same amount of foes as with 4 Int. I tested it. Because the initial size is small, even if you increase it by a lot you will never hit non-adjacent enemies with it. This is the same for both Rooting Pain and Torment's Reach. I haven't tested anything for size of Torment's Reach, but this is absolutely not true for Rooting Pain. The difference in radius between 4 Int and 15 Int is roughly 1.25-1.3x the width of a human-sized targeting circle. If a monk is surrounded by two ranks of human-sized mobs, the 4 Int Rooting Pain will only hit the innermost rank. The 15 will hit both. Now the value of that increase will obviously vary wildly depending on what you have your monk doing and what its fighting. I have no idea how wide the various gradations of hit box sizes are when it comes to relatively minor changes in model size: Elf to Human to Shade to Aumaua, for instance. I don't know the frequency with which you will encounter packs that will allow you to take advantage of that extra size. I'm testing builds for a solo run so I don't have any concerns about mobs running off after other party members. I'm not going to test an 18 Int because there's no way I can build a monk with 18 Int, but the difference in size between 15 and 18 is going to be so negligible that it's not going to get me to a second rank of considerably larger mobs (ogres or something) and even if it would I'm not willing to drop 3 points elsewhere to get it. Again, no idea on the ramifications of high Int on Torment's Reach, but I'd certainly lean toward Incendax's observations of improvement, although I would like to see some tests in the 13-16 Int range. I doubt Int is really all or nothing for a monk, at least when that range is nothing=4 and all=18. The area coverage of both abilities is so small that point-for-point Int does very little. (The swing from 4 Int to 15 is 66% though, and it's worth noting that I had problems several times hitting enemies that seemed to be adjacent to me with Rooting Pain at 4 Int.) But the breakpoint for general usefulness on Torment's Reach may or may not be 18. For Rooting Pain by itself, I think spending 3 points to go from 15 to 18 is probably a waste and its breakpoint for hitting a second rank might even be 13 or 14. I'm really on the fence about Con: 18 Con Monk Lvl1 End=53, Health=313 -- Lvl11 End=226, Health=1355 15 Con Monk Lvl1 End=49, Health=290 -- Lvl11 End=210, Health=1256 10 Con Monk Lvl1 End=42, Health=252 -- Lvl11 End=182, Health=1092 Leaving Fort changes out, that's only 16 more Endurance and 99 more health going from 15 to 18. The full swing from 10 to 18 is only worth 44 End and 263 Health for 8 points, but for my purposes I'm guessing that 263 Health (well 164H if I go with 15C) is going to end up being important in a TCS attempt.
  5. Since you say 50%+ is getting overvalued, does that mean +25-49% is correctly valued? Based on the rest of your statement it seems like anything over +25% would be getting overvalued if it's all compared against 25% of the DR. I spent a few hours yesterday messing with adventurer monk setups and definitely noticed the issue with shock damage from Lightning Strikes being worthless on targets with even small levels of DR (ranging from 0 damage to 0.3 damage). I'm specifically interested in Turning Wheel here. Most of what I was doing yesterday was trying to figure out why I was losing wounds in combat without spending them and it seems like wounds have a duration (10-12 seconds is the best I could come up with, no idea if that is modified by Int). Given duration-based wounds and supbar scaling at 1-4 wounds, I'm starting to think Turning Wheel is a lot better on paper than it is in practice. If 6-9/10 wounds overvalues, maybe that helps some. But against my test group, by the time the monk got to 8-9 wounds, the first stacks started to fall off and I found it difficult to maintain more than 6 wounds past that point. Mobs in the group start to die, making generation of new wounds even harder, so ultimately it was a steady reduction in wound stacks down to 0, fluctuating back to 1 and sometimes 2 while letting one or two remaining mobs beat on the monk, but never higher than that. And just like the shock damage from Lightning Strikes, 5-10% burn from Turning Wheel is terrible.
  6. No damaging effects. This was all done with Eder standing in the middle of them so I could move the group where I wanted them for spell targeting and the only ability used was Ringleader.
  7. Happens to me, too, so I just gave up on Ringleader. But since I was sitting at a group of mobs testing some monk things, figured I'd try a few Ringleaders. If you cast Ringleader and charm all the mobs in the fight, the game sees that you have no current enemies and ends combat. When combat ends, buffs/debuffs are cleared, including Dominate/Charm. Most of the time this happens, one of the charmed mobs loses its buff and the game now sees it as a valid enemy so combat instantly starts again before the entire combat clear state completes (meaning, for instance, that you won't return to your out of combat level of Focus and you won't see messages like "Cipher deactivates Soul Whip." Perhaps it's more correct to say that the clear combat event or routine or whatever gets interrupted. I doubt combat technically ends, but rather the "End Combat" process starts and then while that process is still running, the game sees the enemy mob and interrupts the "End Combat" process so that combat resumes. Sometimes, however, combat does actually end. You'll see messages for the deactivation of various combat-only passives or modals, like Soul Whip or a Chanter chanting. Of course when that happens, all of the charmed mobs lose their charm debuff and re-aggro, so combat starts again. (In these cases your Focus is returned to its out of combat level.) I should mention that when either of these two things occur, they occur near-instantly. Just as soon as the charm debuff gets applied to all the targets and the game recognizes it. That may be important because at first I thought this was the whole problem with Ringleader. But it's not. After trying Ringleader on the full group several times and getting some variation of the above, I pulled the melee mobs away from the archer and cast Ringleader on the melee group. They were all charmed and charged the archer, as they should. The Dominated debuff had 22 seconds on it when I looked, but after approx. 3 seconds once they reached the archer (lets overestimate the entire time and call it 6 seconds including the run to get to the archer), the Dominate and Charms all deactivated at the same time and combat ended--while the archer was still alive and, having never been charmed, still aggro. As soon as combat ended, all of the mobs aggroed again and combat started again. So this part, I dunno. I would have understood if the melee mobs killed the archer and then, since nothing red was still up, combat ended. But combat ending with the archer still standing there shooting arrows at me...I have no idea. Also worth mentioning that I have had similar problems with Puppet Master, several times when I've tried charming the last remaining mob (which would just lead back to combat breaking and re-starting as the debuff is cleared by ending combat). But there's clearly something else causing an issue with either Ringleader specifically or the Charm/Dominate effect in general.
  8. While playing with a tank monk, I sat her in the middle of a group of mobs to stack wounds and check out Turning Wheel. Several seconds into the fight, she got up to 8 wounds and then they started to vanish. Lost 3 wounds back to back (to back), gained another, then shortly lost two more before the fight was over. This is, of course, without using any abilities that cost wounds. I did nothing but let her auto attack and occasionally pause to look at combat log specifics. Is this intended behavior? I spent an hour searching forums and reddit, but couldn't find anything that documents a duration for a wound in the current system. Is it a holdover from the previous wound system that converted some damage into a dot? I didn't play the beta, but I assume that an unspent wound under that system would fade once the damage it had converted was fully applied, which completely makes sense under that system but is kind of terrible under the current implementation where wounds are nothing but a resource. Ciphers don't lose unspent focus during a fight. It's even worse for a monk, given that their resource availability is a function of their own endurance and health pools. If it is a case of wounds having a duration because that's how they worked under the old system, any chance that could get looked at and, hopefully, removed? Or I could just be bugged.
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