Jump to content
  • Sign Up

TheMetaphysician

Members
  • Content Count

    400
  • Joined

  • Last visited

Community Reputation

193 Excellent

About TheMetaphysician

  • Rank
    (5) Thaumaturgist

Badges

  • Deadfire Backer Badge
  • Deadfire Fig Backer

Recent Profile Visitors

493 profile views
  1. Ok, I got to level 20 and tested it out, with all that gear on. The Healing Wall doesn't completely out-heal the damage, but keeps up with it pretty well, so it isn't too great a danger. One self-heal (greater lay on hands or Second Wind) does the trick easily. Not sure that is worth it, but I'm using it anyway. One other piece of gear I haven't put on yet is the soulbound helmet from Seeker,Slayer,Surivovor, which can bind with Chanter. The self-heal on that, combined with the other stuff, easily heals through one use of SI per encounter.
  2. Ok, I'll use my current level 19 Healing Wall's might: he gets a +45% boost to damage from Might. Assuming the Might bonus and the Voidward ring's reduction are additive, what we get instead is: Self-damage from Sacred Immolation: 32 base, bonuses (+45% - 25% = 20%), is 32 x 1.2 = 38.4 Self-heal adds the 45% might bonus to the other bonuses - (variation with Mercy and Kindness): 8.95 x 3.05 = 27.2975 - (variation with Come Come): 11.75 x 2.55 = 29.96 Now there is a gap of 8-10 damage per 3 second tick. That isn't terrible, and can be made up with another heal. But, again, that extra resource spent further reduces the value of SI in the first place. I thought I might be able to throw it on the Healing Wall build since it already stacks healing bonuses, but it doesn't look worth it. Stoic Steel is a better choice. Interestingly, the high Might of the Healing Wall, which you need anyway to make the SI damage good, does less for the healing than for the damage, because the healing starts with a lower base number and relies on multipliers, while the damage comes from the high base number. But lowering might makes SI less good. And, as Kaylon pointed out, all the other stuff you'd need to do to make SI better (power level stacking) ups the damage too. Man, I just don't see this ability ever being worth the trouble. I wish they had lowered the base damage to a more manageable number. It is such a cool idea, and was awesome in PoE 1.
  3. Lol, of course you are right, I had a brain fart. Might is an additive bonus in PoE 2, right? Not mulitplicative like it was in PoE 1?
  4. Ok, I'm doing some theory calculations, since I can't test it right now. I'm interested in whether the Healing Wall build can just heal through it. That build stacks might, but it also stacks lots of healing multipliers, and I'm doing a no-rest run, so that includes Dawnstar's Blessing. (Anybody know if the +20% damage for spells from the Captain's Banquet food applies to the self-damage?) Ok, so the self-damage is 32 base (per 3 seconds), plus the Might multiplier, subtracting the 25% from Voidward. I'll leave the Might multiplier out, since it cancels out with the might multipliers from the healing sources. 32 x .75 = 24. Sources of self-healing (these are adjusted to the per-3 second rate, which is wrong sometimes because of rounding, but close enough for government work): - Exalted Endurance (3 base), +25% paladin power level = 3.75 - Ancient Memory (3 base) +40% chanter power level = 4.2 - Blackened Plate Armor -- crap, Life in Death doesn't affect the wearer, I thought it did. - Troll cloak, (.5 base) - Ring of Greater Regeneration (.5 base) TOTAL: 8.95 Sources of healing boosts: - Dawnstar's Blessing: +50% - Mercy and Kindness chant: +50% - Practiced Healer: +15% - Prissy pet: +15% - Bonesetter's Torc: +10% - Footprints of Ahu Taka boots: +10% - Physiker's Touch belt: +10% TOTAL: 160% 8.95 x 2.6 = 23.27 Wow, that is almost exactly the self-damage being done. Add on top of that the fact that the Prissy pet also returns health on kill, and you should be getting some healing from kills you get with Sacred Immolation. (It'll be interesting to see if these rough calculations hold up in practice. There are rounding issues, and then also the fact that the healing from the cloak and the ring tick slower than the self-damage, so they might not cancel it out in practice. And I'm also not at all sure if I've got the additive/multiplicative multipliers straight. To make the numbers match what my tooltips are telling me, it looks like Power Level is a multiplicative modifier, while everything else is additive, which is how I've treated them, putting the power level modifications in with the base numbers. I'm sure there is a thread around here somewhere that explains the multipliers, but I haven't looked at it.) Now, whether SI is worth the loss of all that self-healing on the tank is another question entirely. The Healing Wall tank does already have sky-high defenses, and so doesn't need that much self-healing. Edit: Hmm...there is an alternative source of healing: if I use Come Come Soft Winds instead of Mercy and Kindness as the second chant. You lose a 50% boost to healing, but gain another base 2 (+40% chanter power level) = 2.8 source of healing. So the base (with power level boosts) would go up to 11.75, the multiplier down to 110%. 11.75 x 2.1 = 24.675. That is actually more! Because I've stacked so many sources of additive healing boosts, the Mercy and Kindness chant ends up being less valuable than the extra source of base healing. (And you get some more AOE damage from Come Come to go with the SI damage, so it fits the theme.) Now, if there is another chanter in the party with Mercy and Kindness, the healing goes to 11.75 x 2.6 = 30.55, pretty easily outhealing the damage. Have that chanter also have Old Siec, and you are outhealing it no problem. But I doubt the damage output of SI is worth devoting that many resources to it (though the constant healing to your party will be crazy, which is useful, of course). I'm interested if I can just throw this onto my existing Healing Wall without changing much that is already there.
  5. The Healing Wall is the best tank/support character I know of; once the self-healing gets rolling (which happens early), the party can usually outlast anything. (Scroll down about halfway on page 2 on that thread for a detailed build, with items.) Others can give you better advice on damage-dealers to pair with it. The most success I've had is with (on Boeroer's advice) dual-blunderbuss monks or monk-streetfighters (I use Xoti and Mirke for this). Mortars (and the Avenging Storm helmet or scrolls) on Xoti (the monk), Kitchen Stove/Xefa's/mortars if they are free or just one of those (with the modal on) and Scordeo's pistol on Mirke (the monk/streetfighter). Mirke actually has a higher damage count for the playthrough, but when you hit Whispers of the Wind on the single-class monk things explode. I don't know how good those are against megabosses. They clear the screen of all other encounters though.
  6. I haven't tried out Sacred Immolation, and I remember patches changing it a lot. How bad is the self-damage? Is the self-damage raised by Might and Intelligence? How much self-healing do you need to equalize it out?
  7. I'm debating between two melee builds for Aloth focused around Citzal's Spirit Lance: the fighter/mage (battlemage) one or the rogue/mage (spellblade) one. The Spellblade uses the Lance to spread afflications and DoTs. The Battlemage uses the Lance in combination with Mule Kick/Clear Out. Which do you think is better for damage? I need a damage-dealer in that spot.
  8. The Deadly Deadfire mod might be what you are looking for. I recommend it.
  9. That link is very helpful, thank you. I didn't realize that the dice were rolled earlier than when the adventure is rolled.
  10. On the wiki, it says that the game rolls 2 1d50s and adds those to prestige, and then you get no adventure for 1-25, minor 26-50, etc. That matches my prior playthrough experience. But this playthrough seems to be different. I have prestige 36, and have been reloading and rerolling adventures. It is the second one I've gotten. I'm getting average adventures every single time. I've done it at least 30 times. But if the wiki is right, sometimes I should get a minor one, and sometimes I should get a major one, since I should sometimes roll outside the 51-75 range. Anybody know if they changed the way stronghold adventures are generated?
  11. Another question: In posts about a year ago, it seems that Fulvano's blunderbuss was bugged and never procc'd charm. Is that still true or does it work now?
  12. MaxQuest, another question for you: you suggest using some Spell Holding items (Shod-in-Faith, Swaddling Sheet, Celebrant's Gloves), which seem like a waste to use on him if he isn't getting critically hit most every fight. Do you stick him up front, or does he get crit most of the time even in the back? Where in the back?
  13. Like confusing your own guys, and some other stuff. I found some reports of different things and didn't know what to believe.
  14. So, the last time I played was before the deadfire items came in, so I'm looking forward to using them. I read some posts that the Company Captain's Cap was bugged, but then that there was a bugfix in the very last patch update. But I've read some confusing stuff about whether it is really fixed, or fixed all the way. Those who've played since the last update, can you tell me whether the Cap is working completely or is still bugged in some way? Just so I'm not surprised.
×
×
  • Create New...