-
Posts
4003 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
Thresholds are heresy. We need a Leaden Key to seal these abominations from the D&D realms from where they should never have escaped. We had this marvellous game cleansed of all thresholds, not requiring these infamous "threshold tables" for minmaxing. And TB is suddenly reintroducing all this, threatening the balance of all things. We should pray Lord Josh from an ATB system, this is our last hope now. (or simply forget about this TB system since it's free content anyway)
-
Which should be a valid strategy ! Currrently, you can lock bosses with summmons if spec for it. This wouldn't be worse. There are plenty of ways to make bosses difficult to interrupt while still making them interruptible : - Starting Concentration - Regenerating Concentration - Why not "Interrupt resistance" ? : Immune to Interrupt, but Prone are only dowgraded and cause Interrupt. The problem here is the tremendous difference between somthing that is harder to do and something that is impossible to do and simply deny the player a big part of his abilities. However, I fully agree on your point about HP. This only makes thing boring.
-
Resistance mechanic has been a huge step in the right direction, and affliction upgrade/downgrade based on graze/crit would have been excellent too. Immunities are usually OK in PoE 2. It's only when a boss is immune to everything that the problems start. Probably only Dorudugan is concerned. I killed Giant Cave Grub by taking advantage of its vulnerability to Intellect affliction, dominating it with whispers of treason when too many larvas were spawned. This was definitely good design.
-
This is bad design in my opinion. Once upon a time in PoE1, there was no such thing as immunities. Any build could work against anything. Crowd Control was OP then, but mostly because hard CC duration. Then they started introducing bunch of immunities in the game, and now we are here, standing by a colossus of ability denial. Hauani O Whe is probably close to the limit of what is tolerable about immunities. IMHO, Dorudugan should have been : - Resistant to Perception instead of Immune - Interruptible (but starting with a lots of Concentration) - Have maybe half less HP - Have a bit less Resolve, maybe around 32 (-66% duration) so your detrimental effect can still be a bit efficient. - Receive some other bonus (maybe some summons) to compensate a bit.
-
The problem is : as a druid, you're likely to go "spell mode" most of the time, so is spending 3 ability points on Wildstrike worths it just to get an on-death effects ? (maybe yes because SC druids should have Spare ability points ? There are not tons of mandatory spells/passive for druids). And to begin with, are you a better spell caster while shifted ? Spiritshift armor is among the best armors of the game (basically a +5 AR robe, +7AR if going bear, up to legendary quality, and it has no weakness to any type of damages). However, you can't use a shield while shifted, so that's a big downside. You trade Def, Ref and various passives from special weapons/shields/armor for AR. Other than that, lifegivers and furies do have special benefits when shifted, so it might worth it for them.
-
Contrary to PoE1, two weapon style does apply to both recovery and reloading time. As for pistols, I would include Scordeo's Trophy. Reducing reloading time per hit is really good because it will help casting more once ascended. It synergizes well with high INT and Driving Flight helps building charges. Maybe 1-handed style with Scordeo's Trophy and modals ?
-
Idea Regarding the gods
Elric Galad replied to nouser's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
"Subversion, the scapegoat cousin of Justice." Skaen priest in PoE1 -
I doubt it's related to Might, becose... UPDATE. Tested Deep Wounds. Metodology: Frienfly target, Health 247 vs. Weapon 100-100 dmg. Attacker have 10 pt. in all Attributes Hit should apply 100 + 20 Raw Damage for 6 sec. Target's Health should be 127 after attack. Test 1: Hit (100 dmg) + 20 pt. (20%) Deep Wounds damage >>> Health = 116. 247 - 116 = 131 total damage. Test 2: Graze (50 dmg) + 10 pt. (20%) Deep Wounds damage >>> Health = 182. 247 - 182 = 65 total damage. So DW deals 30% of Damage as Raw. Value in statuseffects.gamedatabundle is 0.2. So it's clearly a bug. sorry i should've been more clear. What I meant was that of the known buggy issues directly related to applyovertime, it's "just" might scaling being much lower than usual versus your latter claim that intellect scaling isn't working (see the linked thread). I wasn't trying to exclude this other thing about 30% vs 20% (which I speculated in the bug thread was the game ignoring the on-hit initial tick damage). But what is the effect of Int on DW and Wounding Shot then ? Does ot increase the damages done above 30% ? 30% is fine IMHO, especially for Wounding Shot. 20% would be to low.
-
But how intellect affects first tick ? With 20 intellect, wounding shot duration would be 9s, so maybe 6,66% damages per tick (20% / (9/3) = 6,66%) If the initial tick is also 6,66%, it means Wounding Shot with high intellect would only deal 26,66% damages, lower than the 30% from your calculation. 30% damages isn't ugly as a lash effect for a lvl 1 ability. But if Intellect is detrimental, then pffff...
-
Yep, that's the idea : using One-Handed style and Borrowed Instinct to fish crits (and avoid misses), and Monk's additional attack on Crits and Increased attack speed to get more attack. It won't be as effecient as AoE, but it will work against single foes. The plan is ultimately to be able to repeatedly cast ectoplastic echo every half second against powerful single foes.
-
What I'm currently planning is a Nalzpaca / Ascendant using Scordeo's edge. 1. If I manage to trigger blade cascade (random factor is part of the fun ^^), it will last for about 10s (5s base since patch 1.1) with high INT and Duality of Mortal Presence. 2. No recovery will enable to reach Ascended quickly. (Bonus Option) Once ascended, Blade Turning can be activated, 3. A priest can cast Salvation of time. 4. Casting Brillant on the priest would enable repeating the combo for infinite No Recovery + Infinite Focus (+ Melee Immunity). Many Cipher Powers have low cast time so Infinite Focus + No Recovery should be very powerful. Nalzpaca / Ascendant is a solid multiclass on its own so I expect my character to have decent ceiling strength even if the full combo isn't triggered. Do you have any suggestion or remark about this idea ? EDIT : I should call him "the Ascending Anitlei"
-
While I take the point of your post, the difference is that FF (ability) doesn't cost resources. That means you're using it a lot more frequently than you might other offensive abilities (primarily because there is no opportunity cost except for time), which creates a very different gameplay loop to Mule Kick, etc. You can and should use FF so often that it notably more like an auto attack than other abilities (speaking from experience). Exactly what I wanted to point. FF even "generates" ressources, and with the right stats, also heals oneself a bit. Still its design makes it worse than auto-attack for Barbarian, Rogue and Cipher. Which restricts multiclass quite a bit. I just wanted to make sure one isn't gimped when using it instead of a normal attacks, at least in most cases. However, it is true that it has an opportunity cost since it prevents the use of another ability. The design is weird, but favors Shield users, which is nice because few melee builds favors shield (unless pure tanks) and because it is consistent with focus on Resolve. It makes FF the most "defensive" of the Monk kits subclasses.
-
Stupid question : does Kalakoth's and stuff benefit from Instruments of Pain ?
- 15 replies
-
Anyway, with high Res, one should ultimately use more FF ability and less weapon attacks. Since FF isn't a weapon attack, weapons you carry won't matter that much, except for their passive effects, which makes shields more interesting in general. As you said, it also makes Cipher (no soul whip), Barbarians (no carnage), Rogue (no sneak bonus) and to a lesser extent Fighter (no weapon mastery) a bit let interesting. But how does this compare in term of DPS to standard attacks (I don't think stacking curses worths it most of the time) ? I except FF to benefit more from Might than weapons (since there's no enchant bonus) and to benefit much from PL. Since Might also buff self-healing from the curse ending, High Mig + High Res seem a good choice. EDIT : Since its base damages were nerfed in 4.1.2, I don't think FF ability is that great to deal damages. Being a spammable ability that benefits from PL scaling is probably barely sufficient to make it better comparable to auto-attacking... a bit more if you carry a shield and your auto-attacking has a lower DPS.
-
How is Tuotilo's palm compared to dual fists an usual fist & shield ? I'm always suspecting the worst when it comes to bash shield... I understood it scales as fists but with a lower base damages basis, both dual wielding base bonus and talents do apply. the overall value should be above Sword and Board style given its low base damage, but still lower than dual fists. Fists avg : 16.5, Tuotilo avg : 9, mean : 12.75, 12.75/16.5 (mean damage withfist only)= 77% but the increased attack speed of +15% EDIT : it's +30% for dual weapons +15% for TW Style should compensate and put it higher than Fist + Shield. However, Tuotilo final enchants seem to shift the balance in its direction...