Everything posted by Boeroer
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Wahai cleave build Help (analysis paralysis)
For any other weapon than Wahai Poraga (which always causes friendly fire) you'd need a Berserker in your multiclass in order to have friendly fire Carnage. With Wahai Poraga you'll have more freedom for the second class. If you go with Berserker/Black Jacket there's actually a better weapon to exploit Skeletons + Cleaving + Blood Thirst, and that's Amra. You'll need at least 25 Might (during Frenzy - so it's a good idea to go with Aumaua, Dwarf or Human + MIG item) but will be rewarded with Riven Gore. When this procs it immediately destroys Skeletons summoned by "Many Lives Pass By" and it also kills Ancient Brittle Bones a lot faster. At the same time the base damage of the axe is a lot higher than that of Wahai Poraga and the Bleeding Cuts modal is extremely strong in combination with bonus attacks (Cleave, Blood Thirst). Amra is a weapon that's accessible quite early, that's a plus, too. This combination is an absolute blender of a fighter. However, you need a ton of INT to be able to reach as many skeletons and enemies as possible despite being confused (-4 INT means smaller Carnage and Riven Gore AoE). Also items which enlarge AoE (Ring of Overseeing, Loki pet and so on) can help. If you have Edér then give him a pet that grants +10 health on kill to the whole party (like Abraham). It will help your Berserker/Black Jacket a lot bc. every dead skeleton will trigger the healing for you. It's also a good combination to instakill/destroy party members if you don't watch out. ;) Keep them out of Carnage range while the Berserker/Black Jacket is frenzied. With Wahai Poraga you can go a lot of routes as long as you have a source of skeletons in the party. Beckoner gives you a lot of weak (easier to kill) Ancient Brittle Bones early while Troubadour gives you a lot more frequent Many Lives Skeletons later on - in addition to being able to summon Ancient Brittle Bones twice as often (with Brisk Recitation). Any class that gives you something on hit, crit or kill is nice here: Monk for Swift Flurry/Heartbeat Drumming, Paladin for the Inspiring Triumph and the chance to gain Zeal back, Barbarian (not only Berserker, Furyshaper with Fear Ward can trigger disengagement attack and thus produce even more bonus attacks which might cleave) for Bloodlust and Blood Thirst. Skald can be nice for additional phrases via crits and then supercheap White Worms casts (Ancient Brittle Bones' secondary skeletons and Many Lives skeletons leave their corpses when they die). But if you have Konstanten you can also use him for cheap White Worms on skeleton corpses you leave behind. Ancient Druid also isn't bad because you can summon additional two great summons right from level 1 and use skeleton corpses for Garden of Life which is very strong with a lot of corpses in one area. The +12 healing every 6 secs is per corpse... But of course any Druid in the party could use that, doesn't have to be the Black Jacket. I think the most enjoyable might be the Monk with Swift Flurry then. But keep in mind that the AoE of Wahai Poraga is fixed and will not grow with bonus INT from the Monk's Turning Wheel.
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Crime Lord build help
Hello, Rogue as second class was not a consideration? Berserker/Streetfighter can be very strong (but also very fragile). Paladin is also a good choice for a Berserker. Goldpact would fit best thematically I think. Priest could be... maybe Wael? Berserker/Priest has an awesome combination of Frenzy's confusion + Withdraw which can put any enemy(!) away for a long time with an automatic hit. Very potent in boss fights. Chanter is also a strong combination, especially with summoned skeletons in combination with Bloodlust and Blood Thirst. If "accidentally" kill a skeleton with your carnage you will get all the benefits you would get from killing an enemy. Also maybe nice to roleplay to be able to call in henchmen (like Ogres). ;)
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Riposte rogue/cipher build
Hello! 👋🏼 Yes, you can simply wait if enmies are able to hit you often enough so that you get bloodied - then you def. need the added deflection of Escape. Or you can use Blood Sacrifice in order to drop to 50% health very quickly if you think you will need it anyway and want it asap. You will become immune to enemies' engagement. This won't prevent you from engaging the enemy though. There's no drawback. You can "escape" to the same spot where you started or maybe use it to position yourself even better for tanking, click on the nearest enemy and you'll engage the enemies again immediately. Getting engaged stops the movement of enemies immediately. So usually the enemies will stay with you. This won't leave your other tank exposed. As a Paladin/Wizard you'll have higher deflection and defenses in general so I don't need the added deflection too often. Also a Steel Garrote/Bloodmage heals a lot on the fly due to the Paladin's passive . In fights when I need it I simply wait until I'm at 50% health and then use it. I don't try to unlock it asap. As a SC Wizard you won't have as high defenses - but imo they are high enough, especially if you are not the only tank. And you get some more goodies that help if you should you get grazed or hit more often than you'd like (Zandethus's Draconic Fury, Minoletta's Piercing Sigil, Cloak of Death). Also don't forget Llengrath's Safeguard which stacks with all singular defensive buffs. I just view the escape cape as a nice addon which can be used if enemies' accuracy is high enough to threaten me. I don't try to force it in every fight.
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Figher LoP Tidefall version PotD
Yes, they will stack. No, it will not be possible. WIth the optimal item setup* you will be left with 1 frame of recovery (0.7 or 0.8 depending on your DEX which will get rounded up to 1 frame iirc). However, Tidefall with high MIG does so much additonal damage that it will more than outbalance the slower (non zero) recovery speed. It's just 1 frame after all. You will see a very, very short appearance of the recovery bar. To play around with your recovery time a bit, using various talents and items, you can use this tool which was impletented with respect to the code base of the game: https://naijaro.github.io/poe-speed-calculator/ *) you need to enchant Tidefall with Durgan Steel and get Gauntlets of Swift Action which stack with everything (like Deleterious Alacrity of Motion). With Armored Grace and Durgan Steel on the armor you can wear up to Scale Armor and have zero recovery penalty. With the Blade of the Endless Paths you could achieve 0 recovery and on top of that use Vulnerable Attack without slowdown and wear Plate Armor because the additional speed anchantment of the weapon drops recovery into the negative real so to speak (so the added recovery of Vulnerable Attack doesn't bring it up to zero so there's even space for recovery penatly from armor). But usually Vulnerable Attack, paired with the 5 DR bypass from Estocs (+10 dmg per attack if attack enemies with 10+ DR) isn't as potent as high MIG wounding (which also bypasses DR and stacks with itself). So the BotEP usually does a little less DPS than Tidefall but allows to be more sturdy (bc. allows for thicker armor). On the other hand Tidefall also drains endurace so you will be sturdier, too. I personally like to give BotEP to a Paladin because the Marking enchantment stacks with Coordinated Attacks which is a great combo.
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(Solved) Debuffs to Deflection do not stack with status effects, but debuffs to Reflex do???
If you look at the Blinded affliction you will see that it also applies -4 Perception. Every point of Perception grants +2 Reflex. If you subtract 4 Perception from the enemy, the Reflex defense will drop by 8 points. Direct Reflex debuffs stack with debuffs of a related attribute (Perception and also Dexterity) 45 - 20 (Blinded's -20) - 8 (Blinded's -8 via -4 Perception) results in 17. Aspirant's Mark get suppressed and has zero effect in your case. It's just an unfortunate coincidence (unfortunate if one wants to figure out what's going on just by looking at the numbers) that the -8 Reflex debuff from Aspirant's Mark and the -4 Perception debuff result in the same number of Reflex that's substracted which might let you think that Aspirant's Mark stacked with Blinded - which it didn't. PS: the same would happen for Deflection if you combined Blinded's direct Deflection debuff with a Resolve debuff - for example Blinded (-20 Deflection...) + Terrified (-4 Resolve...). Only that Resolve just adds/substracts 1 Deflection per point, not 2.
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(Solved) Need help understanding the calculation of a healing effect
What's your Intellect?
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(Solved) Does the weapon enchantment "Secondary Damage" actually work?
Yes, it works.
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(Solved) Confused about how spell accuracy is calculated
All active/offensive abilities such as offensive spells (but also Carnage for example) get an accuracy bonus based on character level (+1 per level): https://pillarsofeternity.fandom.com/wiki/Accuracy#Abilities
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(Solved) Does wizard spell Deleterious Alacrity of Motion improve Recovery?
In PoE, everything that says anything about "speed", "attack speed", "action speed" and so on only affects recovery. Deletrious Alacrity of Motion is that same. What it is actually doing: it sets recovery time to 50% or in other words: it halves your recovery time. There is nothing that affects "action animation", "casting time", "action speed" or "action time" in PoE - except Dexterity. DEX affects those AND recovery at the same time. That's why it's even worth investing in DEX if you already have 0 recovery. If you want to know what exactly happens with all the different "speed" bonuses and also DEX, you can use this tool which is implemented with the same algorithms as in the game: https://naijaro.github.io/poe-speed-calculator/ PS: in Deadfire there is indeed "action speed/time" and r"ecovery time/speed" as separate stats - those can be influenced by different buffs in different ways. But not in PoE.
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Probability of looting after manual resolve?
You can't. As soon as combat ends (which is the point when you would be able to pick up loot) you will leave he map. I know no workaround for that. Hitting the pause key like a madman doesn't work. Auto-pause options also won't trigger. But since they are only standard enemies the loot won't be exciting anyways.
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anyone try the closed beta recently? hard as hell!
I just remember that the Titan with those numerous annoying ads was pretty tough and the inside of the ruins also wasn't a walk in the park.
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Forum Comments and Issues Repository
Currently the forum keeps logging me out every few days - despite me visiting the forums every day. This is new and it's a bit annoying tbh. This happens on mobile (Chrome/Android) as well as desktop (Chrome/Linux).
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What You've Done Today...or yesterday...or what you are doing RIGHT THIS MINUTE!!!
Thanks a lot! ❤️
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What You've Done Today...or yesterday...or what you are doing RIGHT THIS MINUTE!!!
Celebrating my 50th birthday. 👴🏼
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Been away for years, are the old posters still around?
Boeroer replied to daven's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Servus!
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Balance Polishing Mod Release 1.0
I'm pretty sure that's a vanilla game issue. You can also keep summoned or "natural" weapons with the help of Spiritshift/Form of the Fearsome Brute, Draining Touch and Minor Blights*. So something with the implementations of "switching forms" and "switching weapons" along the way is not 100% watertight. * for example cast Minor Blights, then shift into an Ogre, then the right Ogre Fists weapon gets replaced by a minor blight - bc. they rotate elemental types and this will summon a new form of blight weapon every time, even when you are shifted and cannot cast, then when the fight ends before the Minor Blights and Fearsome Brute spell runs out you will transform back into your normal form - with an Ogre Fist in your weapon slot which you can use like any other weapon (it's auto scaling). They are actually pretty good because they always interrupt on crit. And they make a funny boink sound when striking with them. Same can be done with spiritshift weapons or the one handed Great Sword of Citzal (PL9 wizard spell). That's all without any mods.
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Fix My Copilot/Gemini Build (Helwalker/Bloodmage)
Yes, I would never skip Thunderous Blows unless I'd only do CC or summoning or so. As soon as you want to deal damage (be it with weapons or spells) the +2 Penetration will be very beneficial. It's not even about the +5 Might. Also in case of Thunderous Blows you are not combining "+dmg received" with "+Might" like with your Helwalker Wounds which boosts self damage twice, you "only" add more Might and you take away wounds in the process which isn't nearly as bad for self damage. Also your healing power goes up the same amount as your self damage goes up. If I didn't mention it before: a pet that adds "heal on kill" like the cat Cajux can be very helpful for a build that has lots of self damage (you can even combine this with a pet like Abraham on Edér. It adds a smaller heal-on-kill effect to all party members. This is only doable though if you have unlocked some Berath Blessing points and use them to give Edér a pet slot. You can also unlock Berath Blessing points with a little cheating/altering the file. Or you can just replace the file with one that has all the Berath Blessing Points unlocked..). Anyway: a Helwalker/Bloodmage can kill weak enemies pretty quickly and the heal-on-kill numbers scale with Might. That can spare you a lot of other healing options which might cost some resources (spell or ability use, potion etc.). Also if you have a Priest (highly recommended) then Triumph of the Crusaders is an excellent spell to put on an offensive Helwalker/Bloodmage like yours.
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Fix My Copilot/Gemini Build (Helwalker/Bloodmage)
I wouldn't skip Stunning Surge because it's usually free in combination with the Spirit Lance and several enemies. You only need one crit roll and that will give you back the 2 Mortification.
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[CLASS BUILD] The Golden Dragon (barbarian tank)
Novice's Suffering is very special because the base damage stays very low (an that's what all the damage bonuses like crits and maluses like graze use as base) but it gets a big, flat damage bonus that isn't influenced by any damage bonus/malus except Might. This leads to very consistent damage with no real high or low rolls. Since this Barb doesn't use a lot of damage bonuses and has very high Might, Novice's Suffering is indeed a viable option. While it doesn't do much more damage with crits, it also doesn't suffer much from grazes which happen more often with a large shield. So actually a decent pick I'd say.
- [CLASS BUILD] The Golden Dragon (barbarian tank)
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[CLASS BUILD] The Golden Dragon (barbarian tank)
Hi. I wouldn't use any bashing shield before getting either Dragon's Maw or Badgradr's Barricade. Before that a non-bashing shield works better. Also in the early game the -8 accuracy of a large shield can lead to many misses. I would check if it works with a small or medium shield first and use the thickest armor in the early game. It won't be great in the early game though. Barbarians are notoriously unimpressive in the early game, and being slow and inaccurate doesn't help at that point. But it will get better quickly.
- [CLASS BUILD] The Golden Dragon (barbarian tank)
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Fix My Copilot/Gemini Build (Helwalker/Bloodmage)
Just checked in game with the latest game version: still works. It didn't get patched.
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Fix My Copilot/Gemini Build (Helwalker/Bloodmage)
If you learn the spell it doesn't work. You have to cast it from a grimoire without leaning it at level-up. I might check if it got fixed, but it would surprise me.
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Dual Wield superior? Doesn't look it tonme
In Deadfire, firearms and crossbows/arbalests don't have a recovery phase. Instead, they only have a reloading phase. Bows - like all other weapons (besides firearms and crossbows/arbalests) - have a recovery phase. Reloading phases are usually longer than recovery, but unlike recovery you can always choose to stop the reloading and do something else - for example cast a healing spell. Afterwards you can resume the reloading. Running around also stops reloading. While you move you cannot reload. A recovery phase cannot be stopped. It always has to pass until you can do something else - except running around. Running around does not stop recovery, it only makes it last a bit longer. The advantage of reloading weapons is that you can react a lot quicker in combat. Imagine you're a Paladin with Lay on Hands and you just attacked an enemy. Suddenly your companion is near death and you want to cast Lay on Hands asap. If your attack was done with a weapon with recovery you will have to wait until the recovery is over until you can cast Lay on Hands - the companion might go down in that timespan. If your attack was done with a reloading weapon you can immediately after the shot cast Lay in Hands. For pure weapon dps characters this isn't an advantage, but for versatile characters with a variety of abilities (CC, healing, support...) it's really nice. Of course it's also possible o have very short recovery (like with light armor, dual daggers and two weapon style for example) which makes you almost as reactive as with a reloading weapon. But dual pistols also pack a good punch with Full Attacks (high damage per shot - for a one handed weapon).