
dainbramage
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Everything posted by dainbramage
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Where is the first 1.5-1 coming from? I think the 3 you listed are your only options though. Well there are other abilities/talents/consumables but they'll all be suppressed by DAoM. You can get a (1.15*1.15*1.5 - 1) = 98% reduction from durgan weapon, gloves of swift action and a DAoM potion. In no armour (or durganized robes) that's practically 0 recovery. Or a fighter can wear durganized scale with almost no recovery.
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Can you post a build for a tanky frost mage? Pretty please? I'm obviously not Boeroer, but I imagine something like Race is pale elf instead. Switch neck slot to rymrgand's mantle, boots to fenwalkers, headgear to the crossed eyepatch. Switch corrode talent for ice talent Switch poison-oriented spells for freezing ones. Go stand in a chill fog and cast shadowflame and frozen pillar on yourself
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It'd be nice if rogues had a hide in plain sight ability/talent that allowed them to enter stealth during combat 1/e. Just break engagement and set them at an empty circle, it fills up as the usual formula. It'd be a better engagement breaker than escape/coordinated positioning and facilitate backstab.
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Recovery multiplier is (2 - prod[1 + IASi] + armour malus)/(1 + 0.03*[dex-10]) So lets say you have a speed weapon, durganized weapon, frenzy and heavy plate, then before dex it's 2 - (1+0.2)*(1+0.15)*(1+0.33) + 0.5 = 0.6646 If you have 20 dex then your final recovery is 0.6646/1.3 = 0.51123
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Azzuro the merchant
dainbramage replied to zered's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I've had 5 complete playthroughs (2 with DLC) and he hasn't showed up once. He's basically a myth for me. -
Description says that 50% of damage taken is returned as healing over time, Does anyone know how that 50% is calculated? I've regularly seen it heal significantly more than the damage I've dealt, but it's also not at all consistent. E.g. the same fighter healed 21 hp off a 4 damage autoattack graze (3 ticks of 7), or 33 hp off a 24 damage fireball hit (3 ticks of 11). I can believe it healing more than the damage dealt due to might and/or healing factor, but the same enemy healing 525% then 137% of damage dealt makes me think there's something else going on. Story time/rant, feel free to ignore the rest So far, fighters have been the bane of my solo potd attempt, primarily because of unbending. Case in point, I just did the quest to get Vianna's notes. Most enemies were dead after a combusting wounds, chill fog, and corrosive siphon. One fighter remained, at almost dead. Then he activated unbending. Suddenly every source of damage is a net heal, and with constant recovery he ends up basically at full. Cue me burning most of the rest of my spells (and yielding the above examples). Recently I've just taken to ignoring any enemy fighter with unbending on, even if that means standing idle for 15 seconds.
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Yeah... something's not right in PoE at the moment. Double ACC malus from Savage Attack, Thrust of Tattered Veils procs twice, and now I discovered that Iconic Projection hits multiple times while it passes the enemy/allies. It not only does it's described damage/healing, but a lot more. If the target is big (Spidr Queen, Ogres and the like) they get hit up to 6 times with it. I can't say I saw that in former game versions - prior to 3.0. They screwed up some core mechanic or something. Pretty much all on crit effects seem to be proccing twice. As for iconic projection, the target doesn't need to be large. I had zahua take 200 damage from a single projection (he got hit something like 20 times) a couple of days ago.
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I have a hard time imagining that plate was designed to distribute its weight, etc. etc. That seems like much too advanced a concept for the middle ages. I suspect that the degree to which weight happens to be distributed is merely a natural consequence of putting some armor on every part of the wearer's body. Why would that be too advanced a concept? People in the middle ages weren't any dumber. Technology and education, sure, but ensuring the weight is distributed evenly is a concept that doesn't require either. Combat plate was already strong enough, it didn't need to be thicker. Combat against plated opponents was basically wrestling them until you could stick a dagger in a joint, because it didn't matter how hard (or with what) you struck any actual plate. Whereas in jousting momentum and a steady arm were more important, so weight (as long as the horse can carry it) and restricted mobility were advantageous.
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Did you kill Harmke?
dainbramage replied to adikKt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Who does Devil of Caroc kill besides the people who burned down her village and killed every man women and child that lived there? I'd blame Galvino for forcing her to acquire his test subjects. There is nothing in game that shows Devil killing anyone who does not have it coming. Harmke and his buddies had already won the war against Raedceres but they wanted more. They went out and burned down a village for the crime of not suicidally attacking an army. If someone thinks that sparing these murderers is a "good" action then we have really different definitions of what good is. Holding harmke and his mob accountable brings them to Justice, letting them get away with it is an injustice. Considering she burned down houses, she wasn't exactly concerned with collateral damage. -
Have a blast doing 6.0 damage against 22 (reduced to 12) DR, then ending up doing 11.2 somehow. Don't have a save for it unfortunately. Version is 3.02 from GOG. Aloth was wielding the Engwithan sceptre with penetrating blast. Hard difficulty. It seemed to be occurring whenever blasts were reduced to min damage, didn't notice it affecting other attacks though I wasn't looking that hard. I also just noticed that adding the penetration to what the result should have been gives 6.0/5 + 10 = 11.2. If I see it again I'll see if that holds up and attach a save.
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Let's see 13/13/13/13/13/13 PC paladin. A bleak walker who has sworn off their dark ways, you must roleplay like a shieldbearer of st elcga. Your faith is most definitely troubled though, so this can't be alleviated by spending a talent point. 3/18/3/18/18/18 ranger. With your pet, this guy controls the front line as both the tank and the off-tank, freeing up the rest of the party to act as pure DPS. 18/3/18/18/18/3 skaen priest. In case it's not obvious, you use sneak attack for melee dps and spells to self buff damage output. No party buffs, as that goes against Skaen's domain. 18/3/18/18/18/3 warrior. With abilities & talents like weapon spec/mastery, armoured grace and confident aim fighters are clearly DPS classes. 18/18/18/3/3/18 barbarian. Rage gives nice bonuses to damage and attack speed, but given the deflection penalty it's best to stay at the back with a ranged weapon. 18/3/18/18/18/3 monk. Unfortunately you can't dump con, res and per. You need wounds, but how can you use them if you're already dead?
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I haven't really tested this out post-1.05, but prior to it I'd get ~30-40 focus per blunderbuss shot. Exchanging -12 for +30% isn't going to be a huge difference for the blunderbuss, while for every other weapon in the game it's a buff. It's probably nice since now a casting cipher has more weapon versatility than switching blunderbusses Starting focus nerf is also needed. With 1/2 max a cipher could decide the outcome of most fights before needing to use their weapon.