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Dashel84

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Everything posted by Dashel84

  1. They managed to do this in the IE mod, but I really don't want all those changes, just this particular one. Any ideas how to do it? Cheers!
  2. You Sir, are a legend and a gentleman. May they never fix this "Bug". Now how to remove lash enchant animations?
  3. Thanks Boeroer you're always the person here whose replies I'm waiting for! My particular playstyle (for whatever reason) is very anti-consumables. Not just PoE, pretty much every rpg, if it costs gold and its not reusable, I seem to subconciously ignore it! Never thought to build around potion of flameshield. Fire Godlike is a nice touch of course! But I hadnt thought about combusting wounds. Only problem is getting enough retalition items early. Azzuro never shows up for me (like...AT ALL). How do u feel about the 1 hand accuracy bonus? 12 ACC on Flameshield worth not having the shield? I mean u DO get more retaliation procs when stuff doesnt miss you.
  4. Never been a fan of the modal animation effects that come from talents, glowing hands? Really? The class based talents don't have them, so why did vulnerable and savage attack need them! Wish there was an option in the menu to turn these off. (Please OBS, it's time already) Same with weapon lash effects - these aren't quite as bad, flame and frost are ok, but lightning and corrode are waayyy to busy and would of been much nicer if they were far more subtle...the occasional drip of poison, or arc of lighting would have been better then the glowing blue tesla rod. I saw that someone had figured out to remove weapon lash effects by deleting their files? Is that true, will that work? Which files? But more importantly, how to get rid of Vulnerable attacks blue hands? Cheers for any assistance!
  5. TLDR - Apprentice sneak attack works, but does THE MERCILESS HAND talent work? or the +crit dmg helm? So I know this talent is widely regarded as being too weak, especially on Potd where DR is high, but I just love it so much thematically, I'm trying to find a way to make it work. So far I've tested; Works Zealous Focus Single wield Accuracy bonus Apprentice Sneak Attack Intterupts + Interupting Blows Scion of Flame Might Bonus Vulnerable Attack Doesnt Work One-Hand Style (and so I assume, two hand style) Weapon ACC enchants Not Tested Doemenel and item +crit dmg bonuses Now I really hate that they added hand glow for the talented modals, they are so ugly. This prevents me from using vulnerable attack (the theme is FIRE but the hands glow like lightning XD - so unless u know a way to disable this (please 3.03 feature request!) that modal is OUT). With 18 might + Apprentice sneak attack I'm getting crit 20 fire damage returned per hit w/ an interuppt opportunity (against zero DR target). To me this seems worth the talent point. Expose vulnerability cast by wizard has to replace VA sadly, both of them would stack If i could stomach it, meaning most targets would get crit for about 15 per hit. It seems to get dmg out of this you need to Max your crit chance, VA and expose, thats obvious - BUT the point of this thread (cause too hard for me to test) is does the doemoenel crit bonus apply to Spell effects like this? UPDATE Very quick test suggests doemenels mercliess hand DOES work. Still, value from this is probably to be found in interupts not damage.
  6. I'm using 3.03 Beta patch with both WM1 and WM2. I assume it's a bug with the cipher spell go between.
  7. Was testing go between on a riposte rogue tonight and when checking the combat logs I noticed Adept evasion triggering on standard deflection attacks (from party goers in the the black hound, poor souls). My understanding was this should only happen for reflex attacks? (spells etc). Possible go-between is the cause of this? Some procs say go-between, some definitly say adept evasion.
  8. Which is what i mean by the high DR lowers options :3
  9. Thankyou for all the excellent responses - this tingles my inner grognard. However planning for durgan steel seems foolish for me, that's midgame at best, and probably late game if u play the game as designed. If you look at PotD only, and only the first two acts, DR is so bloody high on 90% of the difficult mobs you face, I can't imagine Dex ever beating out might or per with the exception of the rogue (and only if u have 100% uptime on sneak attacks), and the cipher/fighter (only once they hit level 6). For the same reason two-hand wielding just seems flat out superior to single/dual/shield. I like the increased difficulty of PotD - but I feel the super high DR removes a lot of choice in mechanics by making them flat out inferior. Yes zero DR mobs exist, but they are always easy kills. Shades have 16(!!) DR, even at level 5 leaving temple till after cad nua, 1-hand weapons wont scratch that short of a crit. *edited to add - If you consider that a graze and a hit might do next to zero damage due to high DR, then +1 PER will be much more damage then +1 MIG, as 3% of nothing is nothing, but 1% of a lot is still something.
  10. Been combing the forums for this but keep coming up with the same answer... What is the point of this stat? It seems to only affect action speed and not recovery time. With my (very basic tests) an extra 10 dex equals an extra swing about every 5 swings with an average speed weapon. (worse with a fast weapon?) Which means it does what it says on the tin I guess - which means it does strictly less damage then might thanks to DR reduction. I can see it may be useful for a miniscule extra chance to proc status effects, but thats all. It also increases casting speed which is the only use I see for it - melee character spells like pally are practically instant cast (or are!) So am I right in thinking that paladin/barb/fighter/monk should never choose dex over might? Outside of stun-on-crit builds where the difference should still be minor?
  11. This is true, even though Dex doesn't affect reload speed, it still affects recovery time and attack speed, and there really isn't anything else a ranged rogue would use these points for. It's amusing that Chanters get practically nothing from Dex, little from Intellect, and not much from might either. They seem to be the perfect tank for no other reason then they have crappy talents and abilities.
  12. Dex IIRC doesn't affect reload speed, but it affects Action Speed and Recovery. Reload speed is its own stat that's weapon-dependent and is reduced by the Gunner talent and a Chanter Phrase. Exactly, this is easy to test. Dex most definitely does not affect reload speed. That's not to say it isn't still valuable, just not as much as you'd expect.
  13. I always wonder if the min-max crowd are playing on easy mode. IMHO if your building a Dps fighter for PoTD, then giving him resolve/perception is a good idea - and typically means you cant afford max dex. The fighter is probably the only class in the game that can build deflection, while still outputting respectable damage.
  14. I tested this last night by creating an 18 dex and a 3 dex character, firing, then running around till recovery ended, then stopping both at the same time, so they simultaneously began reload and saw no difference. I only saw a difference in the aim/recovery times.
  15. Couldnt see a suggestions thread, sorry if this is the wrong forum. One of the most popular mods for neverwinter nights, turns off the sparkly effects on weapons. So it's safe to say there will be a demand for it. I was pleasantly surprised to see most of the class ability modals only briefly flash animations when turned on (like defender). Then I was terribly disappointed to find all the general talented modals (savage strike, vulnerable blows, penetrating shot) keep the sparkly animations on constantly. I'm not sure why this design decision was taken, but I'm sure many of us would appreciate a graphics toggle button to turn them off. Keep the sparklies on the wizards and off my fighters please (Once essential patching is done!) Cheers!
  16. Disciplined Barrage is a waste of a talent. It's not a passive, it's an active/modal so it's suppressed by any other accuracy spell. If you have a priest, or a paladin in your party, chances are you will never see a benefit from it beyond the first few levels of the game. Definitely grab knockdown, it's the only viable choice. (unless you have noone in your team that buffs accuracy, then by all means grab it).
  17. I dont have the numbers to prove it, but since attack animation and recovery is such a small percentage of total attack time when it comes to guns, penetrating shots malus is much less than 20%. Even though DT reduction is supposed to be less useful on slow/hard hitting weapons, I've a hunch that its still a major dps boost for the Pistol and Arquebus. (its an obvious dps boost for blunderbuss, essential really). I wish the talented modals didnt use constant animations. None of the class specific ones do XD I dont see why penetrating shot needs to make my rogues hands sparkle lightning. Free cake to first modder to tone down(off) modal spell effects.
  18. Two things I wanted to discuss, So by now most people are aware of the beauty of the quick switch rogue. In short, you carry 2 to 4 rifles, and use quick switch to fire all four of them faster than it would take to fire and reload one. I love this whole "Brace of Pistols" idea which is very true to life, however its been mentioned that Quick switch may actually be bugged - it's possible to quick switch constantly in melee with slow weapons, to skip the longer 2 hand swing recovery time, for the very short quick switch time. If this is the case, it'd be interesting to posit just how it's supposed to work. (You can get around heavy armor recovery times this way too). Regardless, I'm trying to build a rogue that both works, looks stylish, and is good RP as well. Not liking Island Amuana (did i say that right?) I wanted to see if Quick Switch was worthwhile without the extra rifles. I built a human rogue with just quick switch, one with quick switch and arms bearer and one island amunua with quick switch and arms bearer. Honestly what I found was that Quick switch on it's own is still worthwhile on PoTD. The reason being is on PoTD, enemies have enough health and deflection that 4 fast shots at the start of battle is a smaller proportion of your total shots in a fight then say in hard mode, where 4 shots and the fight is basically over. Once those 4 rifles are done, u are two talents down and at normal reload speeds. To be honest, 4 shots will take out one opponent fast, which is useful, but I don't agree that you *must* be island amuna to benefit from quick switch. Taking it by itself gives you quite a bit of flexability. I quite enjoy using an Arquebus to start combat with a higher damage sneak attack, and then switch to Pistol for it's faster attack speed once combat begins. You could also consider using an Arquebus for High DT targets, then switching to Blunderbuss for low DT ones. Taking arms bearer in addition to quick switch seems less valuable to me. Sure, you get one single extra fast shot per encounter, but over a long fight, it's a pretty small damage increase compared to other talents you can take, and is only valuable for bursting down high value targets. It's also worth mentioning that a human rogue in leather armor (the kind u get near the cook, not the kind u start with) with a white hood, makes you look like an assassins creed assasin, and having a pistol in your hand and a rifle over your shoulders looks badass. This is the build I'm going for: 1A Blinding Strike 2T Marksman 3A Dirty Fighting 4T Quick Switch 5A Finishing Blow 6T Gunner 7A Deep Wounds 8T Envenomed Strikes 9A Withering Strike 10T Vicious Fighting 11A Deathblows 12T Devastating Blow Mig 15 Dex 18 Int 15 (Rest 10) - Mainly for PC Dialogue purposes, otherwise I'd go Mig 20, Dex 18 Rest 10. Its worth noting that although Dex doesnt affect reload speed, I still find 18 vs 10 dex to be a noticeable increase in overall attack speed. Also worth noting that attack speed malus (such as penetrating shot) hardly affects guns at all (as it doesnt affect reload) so can be useful even for pistols. The idea with this build is to sneak attack Arquebus, then switch to pistol. The only talents I'm uncertain on are 8, and 12. I'm hoping +2% for devasating blow is a typo? and with withering/finish/blindstrike, I wonder if envenomed strikes, as good as it is, just wont get used due to slow pistol speed. I'd also like to point out that ive tested venom strikes with a blundebuss, and it doesnt get applied 6 times, combat log makes it appears as if it does, but in reality it just uses your best hit of the six, so all blunderbuss does it guarantee that venom will be applied, and most likely be a crit (but only one). Any thoughts on taking shadowing beyond as an escape? maybe backstab for final talent, just for 2m range annhilations? Maybe take arms bearer for final talent?
  19. Bug: Chanter Phrases treat themselves as being under the item category for suppression rather then the active/modal category as expected. In detail - The +10 deflection chant suppresses Ring of Deflection, but is not suppressed by the priest or druids deflection buff spells.
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