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Elric Galad

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Everything posted by Elric Galad

  1. Sure, but since it would leave only 1 PL for Single Class, I would suspect this to be slighly OP. Mayble PL 8 should cost both PL 6 & 7 and even limited access to PL 5 (a single pick). Many classes have incredible goodies at lower levels (sneak attack, FoD, Duality, Frenzy, defensive illusion, Devotion...)
  2. How does Gambit works with dual mortars ? Do you get the refund as soon as you get at least one crit per hand ? How many PL do one get with Maelstorm and Chronoplastic Staff ? (since Maelstorm has all these keywords...)
  3. "The path of balance is the hardest to follow"
  4. Why does Energized pair well with interrupting blows ? Doesn't energized override it ?
  5. We're discussing here about a system without any "combat round" at all. Have you played FF10 ? Heroes of Might & Magic V also had a similar system. Have you read the initial post ?
  6. - Yup, of course. You still need to reload before firing again. - Not sure the way I described is the best solution. Instantanneous and "channeled" type already exists in the current TB Version. The idea was to provide a Type of action that has the following requirements : - is interruptible. - takes place immediately. Because having to wait between the time you decide the attack and the time the attack happens feels weird, especially if several attacks happen within a short delay.
  7. Yup, I've posted the same idea in the Announcement and News subforums : https://forums.obsidian.net/topic/108058-update-60-patch-41-turn-based-mode-beta/ But your version is much more detailed ! I honnestly think that would be the very best idea to implement quickly a balanced TB system and keeps he compatibility between TB and RTwP system (also for PoE3). A few remarks or ideas : - Reload should require a separate action from Attack. That's the best way to replicate the current RTwP reload. - "Wait" commands should be possible. One should be able to Wait until another character turn, in order to interrupt its next action. This should be the only way to cancel "quick" actions such as Attacks or "Frenzy". True Instantaneous action such as "Wild Sprint" shouldn't be cancellable. I think this is the only way to make Interrupt relevant against martials. EDIT : to be more clear, there could be 3 types of action : - "Channeled" for each action with a current base action time >1.1s*, such as most spells, with a cast time and a recovery time equal to what they are now, interruptible during cast time. - "Quick" for each action with a current base action time <=1.1s*, such as attacks, with an immediate effect and a recovery time equal to their current recovery + action time, interruptible only by a delayed Quick action. - "Instantanneous" for each action with a current action time = 0s, such as weapon swapping, with a immediate effect and a recovery time equal to what they are now (most intantanneous actions have 0 recovery), not interruptible. *1.1s is the base attack time of war bows, pistols and blunderbuss and also cast time for Blade Turning (I can't think of another ability with this cast time). The "Quick" type might be a tiny bit complicated. My point is simply that there should be a way to interrupt attacks.
  8. I think the main question for Obsidian now is whether the game is fun to play in TB mode. Even if the TB balance is currently weird, it is not a big issue for the moment. They might still work on it once they are sure that it worths the investment.
  9. I would consider a Monk with single handed Scordeo's Edge as an oriental sword saint. High ACC for Swift Flurry and Heartbeat Drumming. Monk high INT to optimize the duration of blade cascade. Maybe Monk / Devoted for heavily armored samurai (blade cascade cancels recovery anyway). Use animancer blade as a backup weapon. Or Monk / Soublade to spam Mind Blade during the cascade. Just pretend it's not magical. By the way, macedonian Phalanx was more about Pikes than about Swords & Boards (contrary to old Hoplite phalanx.) Not sure it helps since macedonian style phalanx is rather useless in a small party, but this youtube channel is wonderful, so...
  10. The good thing is that crossbow/arbalest aren't witch hunting weapons only on paper. Their interrupt modals are golden against spellcasters.
  11. Scordeo's Trophy pistol single handed. The more you hit, the more you improve recovery, the more you hit. Twin Shot/Heart Seeker + Driving Flight helps getting more Scordeo's charges. Stunning Shots will cause to interrupt on Crit. Plus usual ranger goodies (concussive shots, binding roots). You need some int (for longer scordeo's charge), dex and per.
  12. In my imagination, inquisitors are a bit witch hunters, and witch hunters should carry a crossbow/arbalest.
  13. Driving Flight basically doubles your hit, so it's another major reason to go ranger with Scordeo's Trophy.
  14. Provided one doesn't play devoted (and even in this case, you only get an accuracy malus), it is always possible to swap weapon to inflict the type of damage your target is the most vunerable to. Elemental weapons being quite rare, it is interesting to know for each ennemy about the lowest of the 3 physical armor rating. In my opinion, this information might be more relevant than the base armor value. I wanted to figure which ennemy has the highest value for its lowest AR among Crush, Pierce and Slash. So which value a (smart) physical attacker should aim to be sure to penetrate with (the right) weapon. I expect it is one of the Megaboss. I'm trying to remind if there's something higher than them. Belranga : 9 (11 in PotD) 9 Crush 15 Pierce 15 Slash Dorudugan : 12 (14 in PotD) 12 Crush 16 Pierce 19 Slash Hauani O Whe : 14 (16 in PotD) 14 Crush 14 Pierce 14 Slash => Probably the winner, but is vulnerable to 3 elemental types. Belranga : 9 (11 in PotD) 9 Crush 15 Pierce 15 Slash
  15. +1 entry on the list of messed up things without Dynamic Turns.
  16. It was different in PoE1. It is not stated explicitly in PoE2 ^^
  17. depends on if the guns have any special passive bonuses that you can combine, but yes, in general you are correct. in fact, if you have a particular gun or one-handed ranged-weapon that you like to use a lot, it is optimal to wield it with a one-handed melee weapon instead of a lesser second gun, if no full attacks are in play. Agreed. Also your character will automatically switch between melee and ranged weapon provided you are in the right range. So it enables switching melee vs range without delay. It doesn't add power, but it adds versatility.
  18. I'm only speaking about full attacks, which skip main hand recovery. The point for case 2 is that you can apply the modal from main hand without any drawback. What you do with offhand is another question.
  19. Scordeo One Handed with Single Class Ranger ? (I find One Handed Style somehow more badass for cowboys anyway. Average badass go Dual Wield, but Premium Badass doesn't need his left hand ^^) You can generate more Hits with Twin Shots/Heart Seeker + Driving Flight. Once you have stacked enough recovery bonus, you can basically fire without recovery, which help keeping it up. Stunning Shots would ultimately cause your Crit to Interrupt, which is nice with constant pew pew. Plus Scordeo's crit bonus of course.
  20. Action Speed and Dexterity provide better Initiative each round only, not additional action. In the Real Time with Pause mode of the game, this ability indeed helps attacking more often. There is currently a lots of discussion about Action Speed and Dexterity in the Turn Mode Beta. It is likely that there will be some changes. However, this is still a Beta for now, so please consider the game hasn't been properly balanced yet.
  21. Priests do have nice nukes in their high PL (6 to 8 ). Also Shining Beacon at PL 4 but PL 4 is quite crowded, so.... Single Class priests can do reasonable damages on high levels. Indeed Low PL aren't very good for Priest damages. Divine Mark is OK against single target, but is mostly interesting to help the rest of the party.
  22. +1 entry on the list of messed up things without Dynamic Turns.
  23. 2 Cases (EDIT : this post is about Full Attacks) Case 1 : Main Hand with a weapon with an active +2 PEN / + 50% Rec modal Offhand with a weapon with an active +2 PEN / + 50% Rec modal => Modal give +2 PEN to 2 weapons, +50% Rec on Offhand only (roughly +25% Rec average EDIT : this part is confusing, so I delete). Case 2 : Main Hand with a weapon with an active +2 PEN / + 50% Rec modal Offhand with a weapon without any active +2 PEN / + 50% Rec modal (it shall be a different weapon, sorry Devoted) => Modal give +2 PEN to main hand, +0% Rec on Offhand since modal doesn't apply to offhand.
  24. Aren't these modals worth it only between -4 to -2 PEN ? This is exactly the same range unless I miss something... No. In general, the modals are worth it from -4 to -2 (even -3 to -2 for maces), -3 to -1, -2 to 0. In terms of PEN only time they are not worth it, is trying to go from normal to overpenetration, or from -1 to normal. OK, I got it. I misinterpreted your post. I meant they worth it when you are between -4 PEN and -2 PEN compared to AR (so indeed -4 to -2, -3 to -1, -2 to ), and you said with the Mod it is worth when are at -5 PEN from AR. Using modals when are at -1 PEN from AR could be useful too. It won't rise DPS, but it might help your ressource-consuming special attack to be more cost-efficient. In the case of Dual Wield, Main Hand Modal is always worth it by the way, since there is no recovery (unless you Dual Wield a single weapon type)
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