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Falk Schütze

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  1. Thanks for writing the guide, I was looking for some info like that. Can you add Ishiza (Maia's hawk)? I was a little disappointed with his damage output and decided to just spec out of the pet damage passives as a result. I hope there are decent damage dealing pets, I'm already theorycrafting my next main character :D I have restartitis and never made it past the first island, 75 hours played.
  2. I love the added pet and management and would like to play as s single class Sharpshooter but the animal companion levels on the same level for single and multiclass Rangers so the power level advantage of playing a single class Ranger goes down the drain. That and the subclasses are ALL broken in some way. The Ghost AI is bugged, the Sharpshooter cannot 'sharpshoot' and the Stalker needs constant micro management. Some of the pets are much better than others (I made a guide on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1384851536 ). On top of all that one of the companions has a unique subclass that is the only actually working Ranger subclass and also sports a uniqe pet. Why are there no high level (Power Level 8 / 9) abilities that add exotic pets like dinosaurs (Raptor) or dragons as animal companions. That would make a single class Ranger worthwhile.
  3. Gunhawk, Bonus: +20% Range with Arquebus (14,4m), Blunderbuss (4,8m), Hand Mortar (6,0m) and Pistol (9,6m) attacks > Devs, why does the 'Sharpshooter' not have this as well ??? 80% chance to Interrupt target with Arquebus, Hand Mortar and Pistol attacks (Im OK with this) 20% chance to Interrupt target with Blunderbuss attacks (Im OK with this) Gunhawk, Penalty: none (Im OK with this) Sharpshooter, Bonus: 15% Hits converted to Crits against > 4m distance targets (= +3,75% damage IF scoring a Hit, crits do +25% damage and have 1,5x Penetration) +1 Penetration against ≤ 4m distance targets Sharpshooter, Penalty: -10 Deflection (Ouch, but if several actually useful bonuses were added for ranged weapons, like increased range, better ranged recovery speed, Id be OK with this) -10% Recovery speed (= -10% Damage penalty for Grazes / Crits, -6,25% Damage penalty for Hits) > Devs, please remove this, at least for ranged weapons. Why is my Sharpshooter slower than a Wizard with ranged weapons. Does he have a physical disability ??? If at all, he should be faster with ranged weapons !!! Conclusion: - dont take Sharpshooter subclass that effectively receives a big damage penalty for using ranged weapons until Devs fix it - dont take Ghost Heart subclass as its pet is summoned without active AI every single cast until Devs fix it - dont take Stalker subclass if you dont like to constantly pause and click around the battlefield until Devs fix it - dont take Ranger in general as one of the companions will be superior to you and you will get mad at it when the time comes until Devs fix the Ranger in general, it is currently broken
  4. Hello all, The Ranger Ghost Hearts pet starts out with disabled AI by default after it is summoned. It has to be toggled ON manually every single time. Cheers !
  5. Description: AI Bevaviour Editor Conditional [Target: In melee range] is not saved for some of the Wizard spells upon closing the editor. Steps to Reproduce the Issue: - have a Wizard in your group (Aloth) that knows Arkemyr's Dazzling Lights - open the AI Behaviour Editor and create a new AI Behaviour - select Action [Arkemyr's Dazzling Lights] - select 1st Conditional [Target: Allies in melee range > 0] - select 2nd Conditional [Target: In melee range = not] - accept the AI Behaviour then reopen the editor - the 2nd Conditional [Target: In melee range = not] has been deleten OP: Hello all, I make heavy use of the 'AI Behaviour Editor'. I tried making a custom AI Behaviour for my Wizard that covers the whole Spellbook with ~150 spells. I grouped same type of spells together but I think in the end there will still be ~50 'Conditional Action Sets'. After doing this for a while, clicking 'accept' and going back into the AI Behaviour Editor, some of the entries have been deleted from these Conditional Action Sets. This Bug affects both 'Conditionals' and 'Actions', but most of the time it affects Conditionals. In the above image, the Actions [blast of Frost] and [Fan of Flames] should be cast under the Conditionals [Target: Allies in Melee Range > 1] and [Target: Enemies in Melee Range not > 0], but also [Target: in Melee Range]. Adding this third Conditional then clicking 'accept' and going back into the AI Behaviour Editor shows the Conditional Action Set has lost the third Conditional. Effectively, my wizard now wants to close in on enemies to cast the spell, which he should instead only do in melee range of them, like shown below.
  6. Hello all, the skill bonus from Beraths Blessing should double all class-based skills E.g. my single-class wizard main character receives +2 Arcana/Explosives/History/Insight/Metaphysics. Eder is a Fighter / Rogue and should receive: +2 Streetwise from Fighter / Rogue, +1 Athletics / Explosives / Intimidate / Survival from Fighter and +1 Mechanics / Sleight of Hand / Stealth / Bluff from Rogue. Instead he receives: +2 Streetwise from Fighter / Rogue, +2 Athletics / Explosives / Intimidate / Survival from Fighter (should be +1), +2 Mechanics / Stealth / Bluff from Rogue (should be +1), +0 Sleight of Hand from Rogue (should be +1) and +2 Insight (without any reason). Xoti is a Priest / Monk and should receive: +2 Alchemy / Religion from Priest / Monk, +1 Arcana / Diplomacy / History from Priest and +1 Athletics / Insight / Metaphysics from Monk. Instead she receives: +2 Alchemy / Religion from Priest / Monk, +2 Arcana / Diplomacy / History from Priest (should be +1) and +2 Athletics / Insight / Metaphysics from Monk (should be +1).
  7. Id like the Ranger to be more like in NWN1/2: - Ranger auto-gains one favoured enemy, per x level: > Wilder Hunter > Beast Slayer > Ghost Hunter > Sanctifier > Primal Bane + a Ranger specific, enhanced, high level version of each (like the Druids Greater Wildstrike) - Ranger auto-gains either dual wield or marksman special talents, per x level: > Two Weapon Style etc. (light / medium armor only) > Marksman etc. (light / medium armor only) + a Ranger specific, enhanced, high level version of each (E.g. Epic Two Weapon Style, Epic Marksman) - Animal Companion gains and auto-uses spell-like abilities, per x level: > Antelope - Invisibility + Sneak Attack > Bear - Knockdown > Boar - Frenzy > Lion - Fear Howl > Stag - Charge > Wolf - Fear Howl + Disarm - High Power Level Ranger (single class only) has access to an exotic Animal Companion: > Raptor Dinosaur Companion - Charge + Knockdown, per x level > Green Pseudo Dragon Companion - Acid Breath, per x level > Silver Pseudo Dragon Companion - Ice Breath, per x level
  8. Hello all, Id like to give feedback on the different races appearance. I use the female character for feedback. - The Aumaua both look worse than in PoE1. The eyes look very unnatural and dark. Their portraits show the color around the iris should be white as with humans. Also, both the main skin color and the pattern color are too shiny, making the whole body look too much like plastic. - The Dwarfes are appealing to look at, especially the Boreral Dwarf which shows a distinct difference to the Mountain Dwarf and Inuit-like characteristics, appropriate to its lore. The Mountain Dwarfs jaws are a bit too wide as they stick out of the sides too much. Skin color selection is somewhat lacking. - Wood Elf looks good. The female Pale Elf looks very masculine and has too large Irisis. - Human subraces are each diverse and appealing to look at. Dark skin color / Ocean folk is looking somewhat plastic like the Aumaua due to the shinyness. Skin color selection is somewhat lacking. - The Godlike. They look by far the worst. They all look even more plastic than the Aumaua. The Death Godlike hair effect is looking good but the head growth is not looking like anything organic. The Fire Godlike head is too big and too plastic. The horns are too big. The Fire Godlike looks like a shaven person with her head baldness on fire instead of having hair that is on fire. The fire effect is good though. The Moon Godlike has all its features looking like plastic: hairs, skin, pattern, growth, eyes. The hair and head growth was way better in PoE1. There is no distinct moon effect. - The Nature Godlikes head is too big. It does not look like plastic but the face is lacking skin textures and details. The Horns could use some work to look more like in the portraits. The ears should look much more like Orlan ears for the Nature Godlike, instead of human ears. The eyes should look more like human eyes as also shown in the portraits, being the Godlike race closest to human appearance (according to the portraits). The body, when taking off the clothes, has too many vines and no other plants / fungi. The head could use some flowers. - All Godlikes should be able to at least get a basic skin color selection. The Moon and Nature Godlikes should also get a hair color selection, as they have distinct hair. The colors should still be reserved for appropriate ones but there are portraits with a (human) white skinned Fire Godlike, a whitish (+hair) colored Moon Godlike and several almost human skinned Nature Godlikes. Fire, Nature and Moon Godlikes should also be able to select a different hairstyle as much as the Orlan can, which brings us to ... - The Orlan look absolutely georgeous and adorable. Their head is very well done. Their hair is distinct and looking very natural. Their ears are sooo cute ! The only bad thing is that the Hearth Orlan uses the same body hair as the Wild Orlan unlike the lore suggests. The skin color selection could be improved though. I'll play as an Hearth Orlan for sure
  9. Id like to give feedback for the Wizard subclasses. They all gain +1 power level for their chosen spell school and an additional ability. The Conjurer can summon a Familiar that gives a small buff for 1 minute. Honestly, I think every wizard should be able to get a familiar by default and it should not be a summon but a permanent companion, like the Ranger gets. NWN1 allowed the familiar to be useful in battle, NWN2 allowed the familiar to at least cast ranged / melee touch spells in addition to giving a permanent buff (while alive). The 1 minute 'pet' familiar in PoE2 sound very boring and uninspired. The Enchanter has 'Free Action'. It removes these dexterity afflictions: Hobbled / Immobilized / Paralyzed and prevents all of these for another 10 seconds. Quite useful. The Evoker has a 30% chance to do double damage with Evocation spells for the entirety of battle, basically yielding +30% base damage, which is OP. The Illusionist has 'Mirrored Image' (+30 deflection for 1 minute, 2nd level spell) auto-cast on him when first attacked once per encounter, which is also slightly OP. The Transmuter can shapeshift into an Ogre (for 30 seconds) once per Encounter which seems okay-ish. But the main problem is that all these subclasses remove two full spell schools from the Specialists repertoire as well as cause all remaining schools to get +20% recovery time after casting. This is much more than even a Red Wizard of Thay had to sacrifice. The added recovery time should be removed. Only one spell school, meaning the lorewise opposite spell school, should be prohibited from Specialists. Some of the Druid and Priest subclasses show how such a system works (they loose only one spell school). Both the Illusionist and even more so the Evoker should receive minor version of their currently OP abilities. All Wizards, subclass or not, should be able to summon a permanent (until killed) familiar that has uses outside giving a buff. The Conjurer should be given an appropriate ability instead E.g. summoning duration. Also, all Wizards really need to be able to learn some summoning (Conjuration) spells by default. I can really only think of one summoning spell, 'Mauras Writhing Tentacles' (level 4 spell). That is not even closely appropriate, especially for a Conjurer. Please add several lower and higher level summoning spells. It would be nice if a Priest of Magran receives the Evokers bonus to power level (higher spell Penetration) and +30% damage for her Magran-themed spells. They are listed as Evocation. These subclasses would be positively affected: - Priest of Magran +1 Evocation Power and +30% Evocation damage from Evoker - Priest of Wael +1 Illusion Power from Illusionist - Pries of Eothas +1 Element Penetration and +20% Element Range from Fury (Druid Subclass) - Tricksters +1 Illusion Power from Illusionist These subclasses would be negatively affected (maybe remove these multiclass choices): - Priest of Magran / Conjurer or Transmuter loses her spells - Priest of Wael / Conjurer or Enchanter loses her spells - Tricksters / Conjurer or Enchanter loses her spells One final note: The Wizard is currently not showing his Grimoire outside of casting a spell. I always liked Grimoires, some looking and filled with unique spells, being visible as a distinct feature of the Wizard and hope it gets reintroduced into PoE2.
  10. Id like: Barbarian (Skald subclass) > loses frenzy, gains several War Cries, per Encounter, per X level Barbarian (Berserker subclass) > takes additional damage but cannot die during frenzy, gains Jump Attack and Whirlwind, per Encounter, per X level Paladin (Divine subclass) > gains several Auras (reputation and Order dependand), loses Defense bonuses Paladin (Hunter subclass) > loses Lay on hands and Flames of Devotion, gains several (Smite) Favoured Enemies, per Encounter, per X level Chanter (Battlechanter subclass) > reduced access to invocations, more powerful chants and gains several War Horns, per Encounter, per X level Chanter (Loremaster subclass) > less initial chants per level but can aquire additional special chants and invocations in the game world Priest (Fallen subclass) > no specific Deity, loses Holy Radiance, gains access to a wider amount of spells from other Deities Priest (Battlepriest subclass) > no offensive spells availiable, gains several Weapon enchantments instead, per Encounter, per X level Cipher (Mentalist subclass) > loses Soul Whip, Focus regenerates naturally, Focus descreases when hit, random power selection when casting (Wild Mage) Cipher (Animancer subclass) > trades limited power selection for the ability to temporarily steal enemies spells and per encounter abilities Ranger (Spirit Master subclass) > loses animal companion, able to summon spirit version of animal companion, per Encounter, per X level Ranger (Beastmaster subclass) > exotic animal companion (dragon / dinosaur), fewer ranged abilities Druid (Shapeshifter subclass) > shapeshift is not limited in duration, gains additional forms, fewer spells per encounter Druid (Avenger subclass) > loses shapeshift, gains Spell Frenzy: random spell selection with chance of more powerful spells (upgraded spells) Rogue (Assassin subclass) > fewer dirty fighting abilities but gains hide in plain sight, per Encounter, per X level Rogue (Mechanic subclass) > loses sneak attack, better gun accuracy, gains construct companion Fighter (Sword Master subclass) > loses weapon specialization, makes ranged attacks with melee weapons (sword wave, mace quake, etc.) Fighter (Swashbuckler subclass) > loses some defensive abilities, better battlefield agility, gains charge at enemy, per Encounter, per X level Wizard (Necromancer subclass) > loses defensive spells, gains undead summons, makes ranged attacks with 2h staffs Wizard (Arcane Knight subclass) > has constant arcane armor (++DR), fewer spells per encounter Monk (Master subclass) > slower unarmed damage progression, makes ranged attacks when being unarmed, gains force wave, per Encounter, per X level Monk (Kensai subclass) > cannot equip armor (slot lost), gains weapon specialization, wounds increase self-concealment and lead to often misses
  11. Hello all, Id like to ask how character import is done in Deadfire using a Pillars of Eternity 1 savegame. Specifically, I want to know if I can change the race, class and other character stats. Deadfire starts with being reverted to first level. It would make sense to allow the character to switch class in order to try out the changes from Pillars of Eternity 1 towards Deadfire. From Fig Update 9 ... Berath's Blessings is a new feature for Deadfire that gives players special bonuses when they start a new game, based on achievements that have been completed in previous gameplay. Berath (= goddess? of DEATH) plays a large role in the story of Pillars of Eternity II: Deadfire that we don't want to reveal quite yet, but she will aid you AT THE START OF YOUR ADVENTURE with her blessings. These can be used as a helping hand to defeat that next difficulty level, to provide additional challenges, and to increase the reward for chasing down and completing achievements. Each completed achievement gives the player points to spend on blessings when they start up a new game. Players will be able to spend these points on a wide variety of unlocks. Some players may simply want a more powerful starting character - better starting gear or more attribute points. Other players may choose to more quickly advance through a part of the game that they don’t really want to repeat - bonus faction reputation, or starting the game with extra copper coins. Players will even have the option to start the game with some of their favorite things acquired during a previous journey – starting with a favorite companion or Soulbound weapon from an earlier playthrough. There will even be unlocks that make the game harder, boosting the challenge of the next campaign. ... I got the feeling that the gamestart / Prologue in Deadfire is focused on being dead and guided by Berath (female) back into life. While the Update 9 mentions a previous playthrough, it is not clear if that means a PoE 1 or a Deadfire playthrough. Regardless, the game starts with the character in a blank state. I want to know if and how I then can change my PoE 1 character to try out a different: - race (avian godlike ???, I also want to know how nature godlike look in Deadfire, currently playing moon godlike) - subrace (I might want to change my elven godlike into a human godlike, maybe they give better stats or look better) - sub-subrace (I might want to play a Pale Elf Godlike, if possible) - class (I always liked the Ranger class best in PoE 1 but the animal companion was always to fragile and had no dinosaurs / small dragons like NWN) - subclass (currently playing wizard, I might want to play a wizard subclass instead of plain wizard, even better a ranger subclass focused on A. comp.) - character stats (I definately want to change all my stats, they are assured to have changed considerably E.g. the chanter never used DEX > set to 3) - culture (maybe old and / or additional cultures are availiable with stats that more fit my new selected class / subclass) - background (several backgrounds were not availiable to certain cultures in PoE 1 E.g. Vailian Explorer, ship symbol but no explorer background ) - Head, Hair, Color (more choices?, hopefully very long hair option for females) The feature 'Berath's Blessings' mentions bringing soulbound items into the new playthrough. I want to know if I can bring items from PoE 1 into Deadfire. Sagani has the Twin shot crossbow bound to her. If I change my class from wizard to ranger with subclass Id like to sever her binding to this crossbow and take it along in my travels in Deadfire. If possible, will these 'old' soulbound items continue to grow in power past their ability from PoE 1 to make them viable later in Deadfire. I also want to bring along some unique items, if possible. Specifically, I mean the 'Whispers of Yenwood' 1h sword and the 'Drake's Bell' 2h estoc. Both feature a unique weapon glow not found on other weapons. I did not enchant them further in PoE 1. I hope to bring them along to Deadfire and possible enchant them past their 14 enchant point threshhold from PoE 1. Additionally, I want to know if some of the items change how many hands you need to hold them. I heard the pistol will now be able to be wielded in both hands, making it a 1h weapon (first ranged 1h weapon): - Rod, Wand, Scepter (will they also be 1h, they were fired with one hand in PoE 1) - Blunderbuss (will they also be 1h, they were fired with one hand in PoE 1) - Quarterstaff (will they be ranged weapons for casters at least E.g. the soulbound 'Greenstone Staff' suggested it was a caster weapon, not melee) - Sword / Estoc (the length of all of these weapons looked more like a short sword / longsword to me than a longsword / 2h sword) - Gromoire (this 'weapon' was held when having no other item in the second equipment slot E.g. no shield or weapon or when wielding a 2h weapon) > I want to know if grimoires still exist in Deadfire, if they remain a cosmetic item and if they are not visible when already using both hand like in PoE 1) The last thing I want to know is if certain gameplay perks will be able to be brought over from PoE 1: - General Reward talents (Blooded Hunter, Song of the Heavens, etc) - Faction Talents (Second Skin, The Merciless Hand, Mob Justice) - Deity Boons (Beraths Boon, Hyleas Boon, etc.) - any Effigys Resentment with the specific companion being dead in Deadfire (did not want these) > I also want to know if I can alter my previous playthrough > E.g. to get the Second Skin perk and be aligned with the Crucible Knights instead of the Dozens Id be nice to get a complete and detailed rundown / guide to PoE 1 > Deadfire character import, if possible
  12. Hello all, I have played PoE 1 for ~200 hours and like to share my view on the existing race/class/stat system. I will only write about the things that I think should get an upgrade / downgrade. I have not played all classes, only mostly casters. 1. Races - PoE 1 - Human: Each subrace has the same racial trait. - Subrace: Boreal Dwarf: The very large (5 levels or 15 perception points) accuracy bonus against two entire enemy categories is to powerful. - Subrace: Pale Elf: The large Damage Reduction bonus against two common magic damage categories is to powerful. - Godlike: The lost head slot is too much of a burden, especially at later levels. The race origin (Human, Aumaua, ...) has no effect on stats and traits. - Godlike: Hair Color cannot be selected but choosing another race (E.g. Coastal Aumaua with bright red hair) before switching to godlike (E.g. Nature - Godlike) retains the respective hair color. 1. Races - Wishlist - Human: Each subrace should get a different racial trait. - Subrace: Boreal Dwarf: The accuracy bonus is moderately reduced. - Subrace: Pale Elf: The magic Damage Reduction bonus is slightly reduced. - Godlike: The lost head slot remains. The race origin (Human, Aumaua, ...) awards the respective stat bonus and traits of the race and subrace selected in addition to the Godlike stat bonus and trait to account for the lost head slot. Max level in PoE 2 is higher and powerful head slots are to be expected ! - Godlike: Hair Color can be selected, where it makes sense. 2.a Classes - PoE 1 - Chanter - Chanter: Main stat is intelligence, yet few invocations actually use it E.g. summoning invocations. - Chanter: Some stats E.g. Dexterity have no effect on chants unlike faster casting speed for other Mage classes. - Chanter: Chanting is a modal ability thus wasting precious space in the Hotbar. Who would not chant? - Chanter: Chanting and Invocations are combat only abilities. Chants cannot be used to produce helpful effects out of combat. - Chanter: Powerful Chants take longer to chant but do not award more phrases to cast Invocations. Weak chants have to be chanted to cast powerful Invocations. 2.a Classes - Wishlist - Chanter - Chanter: Main stat is intelligence and all invocations use it E.g. summoning invocations. - Chanter: Dexterity speeds up chanting time much like faster casting speed for other Mage classes. - Chanter: Chanting is permanent and not wasting precious space in the Hotbar. - Chanter: Invocations are combat only abilities. Chants can be used to produce helpful effects out of combat. - Chanter: Powerful Chants take longer to chant and award more phrases to cast Invocations. Weak chants can be chanted to cast powerful Invocations but take longer than using powerful chants. 2.b Classes - PoE 1 - Ranger - Ranger: The animal Companion is lacking both in viability, AI and power and does only slightly add to the rangers overall performance. - Ranger: The range of animal Companions is lacking as well, offering no powerful end game versions, E.g. drakes, raptors. The animal companion should be, after all, the main resource of the Ranger. 2.b Classes - Wishlist - Ranger - Ranger: The animal Companion get a massive improvement in AI and power to make it feel like the rangers main asset. Each one gets several different special abilities per Encounter performed automatically or manually by the AI. The Animal Companions feels like having another Companion. The Rangers combat power is actually reduced as to not make this combination overpowered. Animal Companions make 50% of the rangers overall performance. - Ranger: The range of animal Companions gets increased with fliers, magic damage (poison, cold, ...) and ranged animals. Each one has different special abilities and there are also powerful end game 'animals', E.g. drakes, raptors obtainable through optional level-up trait selection, replacing the current one. There could be in game quests that unlock these additional companion choices for level-up. 2.c Classes - PoE 1 - Druid - Druid: The shapeshift is a - one per encounter - short duration - melee form. 2.c Classes - Wishlist - Druid - Druid: Shapeshifting remains short duration. It can be done additional times per encounter and offers different forms for melee, ranger and magic (poison, cold ...) creatures. Level-up traits offer different forms and there are powerful end game forms. There could be in game quests that unlock these additional shapeshift choices for level-up. 2.d Classes - PoE 1 - Wizard - Wizard: The Wizard is lacking any summoning spells. The best couse of action is to equip your wizard with a platemail :( - Wizard: The Grimoire slot offers few to no diversity in spell power, storeable spell number and (stat) bonuses. It is only visible when not having an off-hand item equipped. 2.d Classes - Wishlist - Wizard - Wizard: The Wizard many and also powerful end game summoning spells to keep enemies at bay. - Wizard: The Grimoire slot offers much diversity in (depending on type of) spell power, plus storeable spell number and gets (stat) bonuses. It is viewed as an additional equipment slot but will only offer its (stat) bonuses when having an empty off-hand. 3. Stats - PoE 1 - any Stats, general: The bonus offered are to weak and make the stats choice less meaningful. Might stat is an exception. - Might: Overpowered stat as it increases both any (melee, ranged, spell) offensive (damage) and any defensive (healing) abilities. - Dexterity: Offers no additional but logic chance to hit. - Intelligence: Offers no bonus spell damage, only duration and AoE. - Perception / Resolve: Weak stats as the tiny (1 point) accuracy / deflection bonus is not meaningful enough. 3. Stats - Wishlist - any Stats, general: The bonus offered for each stat are more meaningful and make different stat characters noticeable more diverse. - Might: This stat only increases melee and ranged damage, but the bonus damage is higher. - Dexterity: Offers one additional accuracy point per stat in addition to the current 3% all speed bonus. - Intelligence: Offers bonus spell damage and Duration. The AoE bonus, any AoE bonus, is given to Resolve instead, making it more meaningful. - Perception / Resolve: Perception gets another point of accuracy and twice the interrupt per stat. Resolve gets the AoE bonus from intelligence in addition to another point of deflection per stat.
  13. Priest - Acolyte's Radiance (1 per rest) AOE: friendly target + 5 m (base) radius from caster Effects: friendly AOE + 10 endurance (base) foe AOE + 20 burn damage (base, vessels only) foe AOE frightened for 10 s (base, vessels only) Rogue - Apprentice's Sneak Attack (passive) Effects: +15% damage against blinded, flanked, hobbled, paralyzed, petrified, prone, stuck, stunned, weakened or distracted enemies and in the first 2 s of combat Druid - Aspirant's mark (2 per Rest) Speed: fast Range: 10 m AOE: 2,5 m radius (base) Effects: foe AOE - 8 deflection and - 8 reflex vs. will (+ 10 accuracy) Cipher - Enigma's Charm (1 per encounter) requires at least 5 s of combat Speed: slow Range: 7 m Interrupt: 0,5 s (average) Effects: foe target charmed for 8 s (base) vs. will (+ 10 accuracy) Paladin - Gallant's Focus (modal) Speed: instant Aura Range: 2,5 m Effects: friendly aura + 4 accuracy Monk - Novice's Suffering (passive) Effects: + 5 unarmed damage (base) + ... unarmed accuracy (0?) Barbarian - Outlander's Frenzy (1 per rest) Speed: average Effects: user + 3 might, + 3 constitution, + 25% attack speed, and - 10 deflection plus health and endurance concealed for 12 s (base) Chanter - Rhymer's Summon (1 per encounter) requires at least 15 s of combat Speed: average Range: 10 m Effects: summon 2 human skeleton Ranger - Runner's Wounding Shot (1 per encounter) Speed: average Range: 6 m Interrupt: 0,5 s (average) Effects: target hobbled for 10 s (base) vs. fortitude user 80% damage inflicted over time (6 s) Fighter - Veteran's Recovery (passive) Effects: self + 1,5 endurance (base) per 3 s Wizard - ...
  14. Hello all, I gathered the currently availiable animal companion stats and wanted to know if the perception change (accuracy) would also apply to them, lowering their deflection to very weak values (but adding accuracy). Current stats: Name - -- St Co De Pe IN RS - DEf FOr Ref Will Acc Antelope 10 10 14 15 05 09 - 036 027 045 016 030 (including +7 to defense) Bear - --- 15 12 09 13 05 10 - 028 034 024 011 030 Boar - --- 11 16 08 10 05 15 - 030 034 016 021 030 Lion - ---- 13 13 12 11 05 11 - 027 032 026 013 030 Stag - --- 13 10 12 15 05 10 - 030 026 034 011 030 Wolf - --- 10 10 13 15 05 12 - 032 020 036 015 030 defensive stats are calculated as following: Deflection: Perception + Resolve + 5 Fortitude: 2x Strength + 2x Constitution - 20 Reflex: 2x Desterity + 2x Perception - 20 Will: 2x Intelligence + 2x Resolve - 19 (may be bug) If the deflection bonus of Perception is removed stats may be calculated as following: Deflection: Resolve + 15 Accuracy: Perception + 20 this would change the Animal Companion stats to: Name---- St Co De Pe IN RS - DEf FOr Ref Will Acc Antelope 10 10 14 15 05 09 - 031 027 045 016 035 (including +7 to defense) Bear - --- 15 12 09 13 05 10 - 025 034 024 011 033 Boar - --- 11 16 08 10 05 15 - 030 034 016 021 030 Lion - ---- 13 13 12 11 05 11 - 026 032 026 013 031 Stag - --- 13 10 12 15 05 10 - 025 026 034 011 035 Wolf - --- 10 10 13 15 05 12 - 027 020 036 015 035 It would be nice if animal companions would still receive the deflection bonus on top of an increased accuracy. This could be done by changing the Defelction calculation to: Deflection: Resolve + 20 Also I wouldn't mind a perk for a saurian or draconic companion (Neverwinter Nights 2 expansion Ranger / Druid) since all current animal companions are, well, animals (slightly boring).
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