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Nobear

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Everything posted by Nobear

  1. I started a PoTD play through where I want to play with full story companions, and I just picked up Durance. I'm really not sure what I should get for this difficulty. I'll probably eventually have Pallegina be my second tank. 1) a. Would a paladin's Zealous Focus suppress a priest's Inspiring Radiance? How about the accuracy component of his Blessing spell? b. Would Armor of Faith suppress the DR component of Zealous Endurance, thus only effectively increasing DR by 1? c. Would Blind on an enemy suppress the melee accuracy component of a priest's Despondent Blows? I think I remember reading that this is how buffs and debuffs stack, but I can't find it now. A link would be very helpful here. 2) I saw an old thread about this but maybe things have changed. Does Brilliant Radiance actually do anything, and if so, does it apply to enemies other than vessels? The tooltip still doesn't change, although it does for Inspiring Radiance. If Holy Radiance is still weak or redundant even with the above two talents, I am honestly contemplating Aggrandizing Radiance and just popping it to self buff at the start of every fight. 3) Does Watchful Presence work as you might think/hope it does? The tooltip is weird, and I tried using it before on Hard in Od Nua, but I didn't even notice anyone's endurance jump up before my party started dying . 4) This is more of a wizard question. Seeing that daze would be covered and surpassed by Interdiction, will Aloth's Arcane Assault be worth casting, as in will it even out damage auto attacking if he takes Blast and Penetrating Blast? (I want to make him into a Minor Blight build eventually) I know these are a lot of questions at once, thanks in advance!
  2. I agree with kutubaran. That said, I decided to press on with 1.0.6 and not downgrade. This did teach me something. Namely, I didn't know that your character's target would be marked by an x if you mouse over him or select him. Now I'm going to try to adjust and improve my strategy, setting the game to pause every time an enemy dies, and checking each character's target. This is probably how things should be done on tough battles anyway. However, for convenience and enjoyability when things aren't that tough, I would still much prefer to have auto attack back.
  3. Thank you very much for the info. In retrospect, I should have asked this as a question in the mechanics/strategy forum. No suggestion needed then lol, amazing game, way too addictive!
  4. I'm almost 100% sure of #1, but I'll double check. I don't even know how to have the stash selected. Whenever I want items to go to the stash, I just shift click them. I do remember seeing a character portrait (who has room) and his inventory above where it shows the lootable items. I then click the hand button to loot all at once. Besides, even if a character doesn't have room, this usually (when the bug isn't happening) results in the remaining items being given to other characters.
  5. Forgive me if this is already possible and I'm just new. What I mean is that there are green and red lines to indicate melee engagements, but I don't see any way to tell definitively what target is being attacked by someone at range. When enemies or allies are close together, it can be hard to tell based on what direction someone is looking, or even whether they are idle or just recovering. In other games, like WoW, selecting a target will show you who its target is. In PoE, something like this would be helpful. For one, especially since auto attack isn't working in 1.0.6, I'd like to be absolutely certain a PC isn't idle before commanding it to attack something, as this could disrupt an attack already in progress. To work around this, I am playing now with the game set to autopause every time an enemy dies, but I find this to be overkill for certain fights, and I sure don't need the game to pause when the last enemy dies. Defensively, it could be useful to see who a ranged enemy is about to attack or cast a spell at, so I can better mitigate damage preemptively (like knowing when my mage should cast a defensive spell before he gets hurt). This could be accomplished either by having an option to show the target in the tooltip when you mouse over someone, or by an option to draw lines (maybe in different colors) to indicate targets and not just engagements.
  6. I have experienced this a lot on the Mac GoG version 1.0.5, running Mac OS 10.10.3 on a MacBook Pro (Retina, 13-inch, Mid 2014). I believe also on 1.0.6, but I will update to confirm this. What happens is, after I've been playing a while and looting lots of items from lots of enemies, there will be a point at which the items start going directly to the stash rather than inventory. It is always fixed by restarting the whole game (not just reloading a save).
  7. I'm not sure if this is the same issue, but I occasionally experience skipping which to me makes dialogue sound garbled, rather than delayed. The funny thing is, when this happens, the music and other sounds are unaffected, as is general performance. Only the dialogue becomes garbled temporarily. Fortunately it never lasts long. It's not quite annoying enough that I've even payed close attention to whether it simply resolves itself with the passage of time, or whether it's reloading a save or the entire game that fixes it. Most of my experience with this has been on the 1.0.5 GoG Mac version. Running Mac OS 10.10.3 on a MacBook Pro (Retina, 13-inch, Mid 2014).
  8. Well I was just about to post about this. Yeah, I find it really annoying too. Fortunately I still have the 1.0.5 installer saved, and will probably revert to it until this is fixed. For me, I do micromanage to set up the fight, and to some extent during, moreso the harder it is. I am playing on PoTD now so I am micromanaging more than before. However, once the tide has been turned and the remaining enemies can be finished off with auto attacks, I find it unnecessary and inefficient to micromanage that. It's kind of like how people who are really into driving and racing usually prefer manual, but nowadays if you just want the best gas mileage without the hassle you usually go automatic.
  9. Wow, I just spent some time reading your tests and watching your video explaining your methods. Very very nice and informative. It looks like I finally built my rogue well, going with basically the Prince of Persia Blue Edition build here and hiring a ranger adventurer with the same stats min-maxed.
  10. For a given ability, the tooltip will change to reflect the damage based on your Might, or the duration based on your Int. However, if you have more Int and a DoT (damage over time) ability is lengthened accordingly, this doesn't also increase the total damage listed on the tooltip. In order for DPS (damage per second) to remain constant, the total damage of a DoT would have to increase with greater Int. So does it, and it's just not reflected in the tooltip? Otherwise, what you would have is the ridiculous situation that lower Int, while shortening the duration of DoTs, would actually increase their DPS. A good example of where this can matter is how I build my ranger. I would more readily give her only 3 Int if her Wounding Shot would do the same damage in less time. Edit: I see the tooltip of Wounding Shot has its hobble duration reduced by less Int, but its DoT effect still claims to last a full 12 sec. Perhaps physical abilities behave differently than spells this way? What about spells, like Necrotic Lance or Chill Fog?
  11. Well mystery solved. I went solo into a pack of wolves and watched both my endurance and the combat log closely. I saw my endurance go up, but the combat log didn't report it. Funny quirk, but I guess it's better than the other way around! Edit: Also, it seems that it's possible for Silver Tide to only trigger twice on your way from full endurance to nothing. For instance, if an attack takes you from over 75% to under 50%, and you are healed back up to over 75%, then it'll only trigger again in that encounter if you drop below 25%. Or would it trigger twice simultaneously (one instance because the single attack dropped you below 75%, the other because it dropped you below 50%)? Either way, seems promising for PoTD.
  12. Hey guys, I started a dual wield rogue on PoTD and, to give him more survivability, I chose Moon Godlike for Silver Tide. But I looked at the combat log and, when it activated, it only ever healed Calisca. Is this intended, and, if it's a bug, is it known and does it only apply to certain versions? I am playing 1.0.5 on Mac. Thanks. I restarted (yet again) with a Hearth Orlan rogue, which I'll play unless I can get Silver Tide working as I want it to for myself.
  13. Thanks all, those are some very useful details and links. BTW what type of weapon is Firebrand (sword, great sword, saber, etc), and what kinds of builds would it be best with? PS Omicron, your first link takes you somewhere very different from what it says .
  14. Hi, I was wondering if anyone has written a guide, or can quickly list links to the benefits of each Defiance Bay faction, including: 1) Vendors and items they sell 2) Quest rewards 3) Talents 4) Any other perks I don't even know about I realize this is not a quick set of questions to answer, so if it's already been answered, a link would be great. Thanks!
  15. Thanks. Interesting... so the defensive stats on equipped weapons and shields still apply, just not the offensive ones? e.g. you retain the defense from the shield, but are not affected by its accuracy penalty? So weapon focus applies, as well as all the other talents I mentioned? That sounds sweet, looking forward to trying it out! I'm almost at level 6 on my Hard play through, when I plan to pick up Minor Blights and Dangerous Implement. He has Blast and Penetrating Blast already.
  16. Hi everyone, my first post here. I'm really into this game, even though I keep starting over to optimize my party, first on Normal and then on Hard, and have yet to even explore all of Defiance Bay because of this . Now that I've gotten a feel and read into some of the mechanics, I want to play PotD with just the companion characters. I know that's not ideal, but it's how I want to do it. To be clear, I have the option set that allows me to customize them other than their Lvl 1 stats and abilities. In particular, I've been reading about how powerful the conjured weapons can be, and I want to build Aloth around a combination of control and Minor Blights. During some other play through in the future, I may want to make a custom party with a beefier wizard and take Parasitic Staff and then Spirit Lance. Here are my questions: 1) Do you have to have the same weapon type equipped that you are conjuring? e.g. could I have a scepter equipped, say, if it has better stats early in the game, and would the Parasitic Staff spell still work as intended? 2) If the spells are flexible this way, do the conjured weapons have damage based on the equipped weapon? e.g. would Parasitic Staff or Spirit Lance do significantly more damage if I had the appropriate weapon type equipped, versus a fast weapon like a scepter? 3) Do weapon enchants affect conjured weapons? e.g. accuracy and damage quality enchants, damage lash, slaying, unique effects... 4) Do talents affect the conjured weapon? e.g. weapon focus, Two-Handed Style for Staff and Lance, Blast, Penetrating Blast, Dangerous Implement for Blights... what about Scion of Flame and the other elemental talents for Blights? Thank you in advance!
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