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Boeroer last won the day on April 9
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I guess it's less of a nuisance in turn based mode since you micromanage everybody's movement and actions anyway. But I can't say how use- or impactful it is because I have no experience with the turn based mode. I don't even know how often you could trigger disengagement attacks in one turn against a single enemy.
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It's def. not a bug. And it works as intended as far as I can tell. Maybe the devs didn't think about the combo with Riposte and Offensive Parry, but who knows. Is it cheesy? A little bit. But on the other hand the impact is very limited, especially with Riposte alone. You will do better damage playing the usual way instead of running around like a headless chicken all the time, trying to trigger disengagement attacks. That's also pretty unfun to do - it gets old really fast imo.
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Because every Riposte would trigger Carnage which would build up stacks of Static Charge/Thunder in an AoE. At least that's what I think was meant with "building up LDV stacks". It's a nice idea but I don't know if it will work well enough to be satisfying. That's an option, but you must max Intimidate then in order to reach +10 deflection. Also the AR isn't great. Imo Nomad's Brigandine (up to +10 melee deflection without skill investment) is the better pick because it also has higher AR and potential immunity to disengagement attacks - which turns them into 100% misses. This can contribute to more Ripostes when moving across the battlefield. Using Ardent as HP indicator is possible, but something like Blooded or Fighting Spirit is sufficient imo.
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Her Revenge and Avenging Storm (Druid as well as Stormspeaker) also trigger Least Unstable Coil multiple times like <official_name>Storm of Holy Fire</official_name> does. Maybe worth investigating, too. Iirc "Her Tears Fell Like Rain" () does that, too (not 100% sure because I don't use it - hate its guts for undetermined reasons, maybe need counseling on that...).
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Question about Korgrak
Boeroer replied to upsdiego's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If the devs used the code base from occasional hirelings such as Brutish Warrior for Korgrak (why wouldn't they?) - and didn't adapt it, so that he's a one-time hireling only - then that might happen. -
Question about Korgrak
Boeroer replied to upsdiego's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't think anybody here knows that for sure. But the hireling Korgrak and the cave Korgrak are two entirely separate entities (game logic wise). So unless the devs keep tabs on cave Korgrak's status after you hire him (which I doubt) it should have zero effect on hireling Korgrak. My hireling Korgrak never got killed, so I don't know if you can re-recruit him in a way how you would be able to recruit a Brutish Warrior etc. Given that Korkgrak is a unique character I would say no - I would assume he's permanently gone then. I also don't think you can go back to the cave and recruit him again. I would assume that if he's still there in the first place (never checked, doubt it though, if it were me who implemented that quest I would have removed his game object once you leave the cave) he should still have the dialogue status he had after recruiting him - where he would just not initiate dialogue but just give some sentence and that's it. But as I said: never tried that so I cannot be 100% sure. -
Iirc Wall spells break invisibility of Smoke Veil and Shadowing Beyond but not Arkemyr's Brilliant Departure. And yeah: they are a total mess. Like half stationary summons, half pulsing spells. I really don't know why. Imo mechanically there is no reason why they couldn't be implemented like all the other pulsing spells (just not with a circular AoE but a line - and 1 sec pulses instead of 3 secs).
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In general, abilities which deal damage and also have a duration (DoT or pulsing spells mostly) scale best - because not only the damage per tick/pulse goes up but also the duration/number of ticks. Also low level spells with already high base damage scale pretty well. One example is White Worms (Chanter). It's cheap yet has great base damage and AoE size. The only drawback is that you need a corpse to cast it on, but that can be circumvented with Ancient Brittle Bones or Many Lives Pass By (both leaving skeleton corpses).
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1. Nope 2. As long as you are under 50% health It has no duration on its own (that's the case in PoE, but not Deadfire) - and it has no limit in terms of "X/encounter". It has the same requirements that "Blooded" of the Barbarian or "Heating Up" of the Streetfighter have: as soon as you drop below 50% health it turns on - and as soon as you go over 50% it's off.
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I believe it wasn't possible to fix this with a mod. Iirc the problem is located in a part of the game logic that's hard-coded (so to speak). But maybe I misremember. Anyway: it's not fixed with the CP afaik. Imo human is the best race for a Forbidden Fist. You get bonus Resolve and you will drop below 50% health often enough bc. of the FF curse etc., so Fighting Spirit gets triggered often.