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Elric Galad

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  1. Not right now, but I have "Ninagauth's Killing Bolt" on my TO DO list for my mod since sometimes the spectre isn't summoned on the first cast after loading the game (yeah, this one is weird).
  2. Sap alone is nice but nothing special Sap + blunderbuss, now that is the real deal. You get 6 rolls to stun foes, making it basically auto-hit with great chances of crit. With a bit of Int, quickswitch and bonus weapon slots, one can take out 2 foes from the fight pretty quickly.
  3. I don't know I put it on my checking list I don't go back to it very often but it does exist 🙄
  4. Wasn't it Pascal, the Shield Beaver with the unique Beaver racials and the six fingers feat ?
  5. PoE1 (and PoE2 for the matter but that's another story) have 3 early difficulty spikes : Eothas Temple, Caed Nua and Raedric Hold in roughly that order. You have no place to level up before Caed Nua so you have anyway to hit at least one of these walls. That said, Raedric Hold final battle is by a fair margin the hardest of anything you can access before Maerwald. I tend to keep it for later. Also because kicking Raedric backwater bottom with ease is somewhat satisfying. So you strangled your wife ? See how you fare against Returning Storms and Fireballs. If you go through the castle sewer, it's the only difficult battle though... Not going through the sewer isn't that difficult apart the final battle (worst case you go back to buy camping ressources) but I did it once, I was overleveled and it was horribly tedious and repetitive. I can't imagine how unbearable it would be while being still act I. I guess it is a matter of taste. I don't have much time to play, so... well... I choose to keep my battles at "cozy potd" level. Ah, the mighty Chiper class. Great to turn foes into chips I guess.
  6. I noticed this too, but I never figured the cause. I thought it was a bug intresic to Form of a Helpless Beast so I avoided this spell like plague.
  7. Just in case someone wondered : Constant Recovery is now 5+1.5 per 3 level per tick (checked in game + in file) Rapid Recovery still adds 2+0.6 per 3 level per tick (unchanged) Veteran Recovery is still 3+1 per 3 level per tick (unchanged)
  8. It often happens to me, but when it happens : Get out and get in the thread again, go where you would go to write a post and surprise, your lost text is here, waiting to be posted again, this time successfully. Works 9 out of 10 times. Anyway, just copy your whole texte before submitting, just in case.
  9. Ok, it makes sense then. Unbending does benefit from healing received but not from healing done. BPM 50% is about as much as 33% would have been if Mercy & Kindness worked (BPM nerfed Mercy & Kindness to +30% by the way)
  10. Strand of favor only in combat is detrimental to drugs and potions. On the other hand : and get: indefinite +10% beneficial duration a one off: -9.09%* beneficial duration (to compensate)** *you can even add more decimals so it's 1 000 000 more difficult to use instead of 1000 more difficult. This might not be perfect but I think it is more perfect than barring drugs and potion to benefit from this equipment. ** In BPM, this effect isn't displayed, cause it would be more confusing than useful. Seriously, if someone really want to go this route after the "almost perfect compensation" is implemented, they may simply refuse to install the anti-cheese package altogether. Of course, I'm pleading for my own content but by using the BPM content you save yourself some time (design, dev, testing, documenting) to do something else 🙂
  11. Just a minor reaction. Basically all passive attck abilities from non-weapon item don't scale (from weapons, it scales with quality). Complete analysis here : [MECHANICS] The weird aspects of scaling - Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community That means their accuracy is kind of low, their damages not so great and, as you just say, their Penetration s**ks (which is a an oxymoron when you think about it, but that's another story 😇) That's why BPM did this : Item Passive Abilities Scaling: <Version 2.0> Attacks from Passive abilities from items does not receive any Power Level or Character Level scaling, which means they have subpar Accuracy, damages, and Penetration. Balance Polishing Mod now adds following bonuses according to Character Level, which means they scale approximatively as a normal ability : - +0.25 Penetration per 2 Levels (up to +2.5) - +1 Accuracy per 2 Levels (up to +10) - +5% additive damages per 2 Levels (up to +50%) It was impossible to scale it with Power Level (and classless Power Level is a weird beast used only for Monastic unarmed training and active abilities from items), so I went for this approximation. +2 PEN at level 20 (the +0.5 doesn't matter) isn't great, but is still something, and the reste of progression also helps to prevent all these abilities to become obsolete. As you can read, Boltcatchers is indeed in the list of modded items.
  12. Only when Near Death Oh yeah, basically it gives a bit of relief to classes without infinite ressources (even if they are still very limited in this context).

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