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Everything posted by Boeroer
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If you get some items with -x% to hostile effect duration and substitute with food that does the same and high RES you can go with high INT and MIG. Because both is also good for your Lay on Hands which you might want to use on yourself after triggering SI. Also Voidward and other dmg reduction works. Besides that SI is just better with a big AoE. I think you can use the Harley pet to boost SI's dmg a little further. Lowish CON shouldn't be a problem if your healing is strong enough and the duration of the self dmg short enough. For SI itself DEX does nothing - but you have to get there first so... I wouldn't drop it too low. Don't forget to get a RES inspiration before triggering SI.
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First part is true. Second part was indeed a problem at release and during the first year after release. But: Deadfire broke even during the second year after its release and since then has continued to make profit. It's just a trickle now I guess - but nevertheless: it's profit. So, while it's still not a big financial success - and more importantly an unexpected disappointment for the once enthusiastic PoE/Deadfire devs - I think we can't say that it did poorly anymore. But of course the whole story still might not be a huge motivation to tackle a third installment of PoE. If Obsidian/MS does this it's mostly for the fans of the Pillars series, not for shareholders. On the other hand... knowing Microsoft's wish to be able to offer a broad portfolio of (non-AAA-) games for Gamepass... who knows? I haven't lost hope. But of course there will be no crowdfunding.
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Sure, later you can get away with fewer rests - because of spell mastery but also because certain gear and abilities/talents can counter the Wizard's weak starting values. But as a solo wizard you'll have to rest a lot in the early to mid game if you want to avoid a ton of kiting and pulling. I mean compared to a Paladin or something. Even Barbs have to rest a lot in the early game despite their big health pool. Mostly because their deflection is so poor that low health forces a rest often. Chanters, too - because their initial health pool is quite small and their defenses not good enough (yet). Of course you can prevent that with certain tactics. But the question is what's more tedious? Trying to avoid resting by kiting, pulling to chokepoints etc. or simply rest more often?
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Steering a bit away from the Gunhawk, sorry ... but one of the best single-target Streetfighters I ever played was a ranged Troubadour/Streetfighter with Gunner, Sure Handed Ila + Aefyllath Ues Mith Fyr and Upgraded Whisps summons which shoot at your character to trigger Heating Up (and after enough lightning dmg even "On the Edge"). Sure Handed Ila applies both -20% recovery time AND -20% reloading time to all reloading weapons (guns + crossbows). On top came the Heating-Up bonus with 50% recovery bonus and Gunner with -20%. Using the Red Hand the shooting speed and also the damage per shot were pretty awesome. Leaving the arquebus modal on for +20 ACC was barely noticable imo. Needs some non-pierce weapon as backup of course (e.g. Eccea's Arcane Blaster or so). You can add Deltro's Cage Helmet. The whisps don't do a lot of dmg per hit but it's a "free" additional shocking lash so why not?
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Full Healing can be achieved by simply healing for a ridiculously high amount. But I don't understand where/how you would want to apply that...? If you alter an existing ability like Tough you don't have to touch progression tables, right? And can you not add several triggered "sub-effects" to Tough then? So one for every CON-value over 10? Man it's too bad that the attribute bonuses are not moddable.
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Carnage can't crit and it doesn't get converted from hit to crit. That might have messed with your impression. I went with dual Sun&Moon + Swift Flurry/HBD on a Berserker/Fighter/Monk (lvl 20) because the log mostly lists relevant attack rolls then (and you can generate dozens of attack rolls with just one strike). And it's best to not have too high ACC against test dummies - else you'll see so many natural crits that you really have to search for hits and hit-crit conversions. I don't know if this approach has any other hidden problems that might mess with the outcome though. I was just too lazy and too impatient to really wait for a lot of normal auto-attacks to happen.
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Okay, I logged 56 hits in the combat log with Disciplined Strikes + Berserker Frenzy and am no smarter than before. Of course 56 isn't a big sample size but I thought it could give a slight hint - but it doesn't really: Hits done: 56 Conversions: 20 (35.7%) Conversions by Berserker Frenzy: 9 Conversions by Disciplined Strikes: 11 With fully stacking conversions one would expect 47.5% conversion rate. 35.7 is better than 30% or 25% but not near 47.5%. You might find it funny that Berserker Frenzy did less conversions than Intuitive - but I guess Intuitive was just the first to try - if it triggers BF doesn't get a chance. I didn't check if the order in which you activate the abilites plays a role here (I mean which one will get checked first). Don't think that it matters. Guess more attacks are needed to be sure but I don't want to do this. It's incredibly boring work. I also later added Bloody Slaughter, Uncanny Luck and Barbaric Smash and did some attacks that I didn't log on a spreadsheet. I used Swift FLurry/HBD and two Sun & Moons to generate a lot of rolls in a short time - after enough attacks all the conversion abilities got at least listed once in the log. So they all seem to get checked at some point. Given the hints (char sheet, tooltips, combat logs so/so) I'll go out on a limb here and continue to state that conversions always stack (including B-Frenzy and Disciplined Strikes) - until somebody else takes the time and proves me wrong.
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Yes - as I said the base invocation "The Brideman" gives proper inspirations like "Set to their Purpose also does", but weirdly enough the upgrade "Each Kill fed his Fury" gives direct attribute bonuses (no "official" inspirations). I don't think it's a problem with the prolonging. For example Blood Storm and Wildstrike Frenzy seem to have no problem with prolonging inspirations/other effects on crit or kill. Imo somebody just made a mistake when implementing the ability. Just a guess though. Anyway this seems to be the reason why that ability stacks with inspirations. Like Ben Fidel's Neck (-10 to all defenses) stacks with afflictions. Maybe same underlying stacking mechanics.
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Okay I did some attacks first and now saw both Frenzy and Intuitive convert hits to crits in the combat log. Can't say anything about actual percentages though. Maybe the log just displays whatever - but if Intutitive would get supressed by Frenzy I would assume it wouldn't get mentioned in the combat log. But as I said: I don't trust the log with conversions. When I have more time I will do more attacks so that there are statistically somewhat relevant numbers - to see if the percentage comes near 30% or more. So far it seems they do stack though. I always assumed all conversions stack because of their "roll one after the other" mechanic.
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They get suppressed? That's new to me. I never read about that in any Brute build discussion but this is important. I mean it makes sense since both are actives. But how does one determine that? Is it listed as suppressed on the char sheet? Or doing a lot of attacks and observe that only Berserker Frenzy gets shown in the combat log? There is some issue with conversion display in the combat log. For example Debonaire conversion never gets displayed even though it's 100% - instead the combat log shows Uncanny Luck or Dirty Fighting (which one you have). So I don't trust the log there. If there's no simple way in order to be sure one would have to do a certain number of hits and check whether the percentages match (kind of) 30% or 47.5%?
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You can even skip Tactical Barrage (or one of the two other PL buffs) and get two Stones of Power. If you stack them in the stash after the fight you can use the Power Surge (+1 PL, stacks with every other PL bonus) in every fight. It's very convenient because it has no duration (lasts till the end of the fight). Lord Darryn's Voulge is indeed nice on any Barb-combo. The Brute also gives you Clear Out which is cool with any AoE effect (like Static Thunder). Amra with Riven Gore is nice on a Brute, too. Dual Carnage on crit and even more importantly Clear Out pushes the initial enemy into the two Carnages it procs which means it not only gets the two attack rolls from Clear Out but 4 Carnage rolls on top. Riven Gore triggers quite often and then it's Blood Thirst + Cleaving Stance time. By the way: a Brute whom I also liked (but who was a bit specialized) was Fury/Unbroken with Disengagement goodies. Fear Ward terrifies your enemies and should they disengage they eat massive disengagement attacks (nice in combination with Brute Force and Mob Stance - Barbaric Shout already gives you +3 engagement so you can go with Mob Stance instead).
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Solo it's a pain but in a party (especially with a Paladin) not so much. Barbarian gets Stalwart Defiance eventually which helps a lot imo.
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If you want to dual wield I would check out the unique one handed weapons and decide which ones I like best. It's all about the enchantments. Like Helz said it's usually better to have one weapon set with one sort of damage type and a second set (or even third) one alternative dmg types. When mixing dmg types in one set you will rarely have the optimal outcome. A dual wielding Devoted can make good use of unarmed attacks as fallback: everybody gets the proficiency for unarmed combat automatically, Devoted included. Fists do crush damage - so for example a Devoted could any non-crush weapons set mainly (for example swords with pierce/slash dmg) and pick Monastic Unarmed Training for his fists as fallback for the situations when he meets foes who have a weakness against crush damage.
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Nope, not like that. Conversions will get rolled one after the other until they all got rolled or until one actually converts. So in your example first Berserker Frenzy checks if it will convert a hit to a crit. If not, then Disciplined Strikes gets checked and so on until one triggers or all got checked without success. Thus, the stacking is a series of chances. You can calculate the final chance rel. easily as follows: Multiply the chances NOT to convert (so for example Berserker Frenzy has a 70% chance not to convert - or a 0.7 multiplier). 0.7 Berserker Frenzy * 0.7 Barbaric Blow * 0.75 Disciplined Strikes = roughly 0.37. So you'll have a 37% chance NOT to convert - or in other words a 66% chance to convert. You can simply add more multipliers to that calculation (Uncanny Luck, weapon conversions, Blood Slaughter etc.). Berserker/Fighter has one of the highest "passive" melee crit conversion rates of all multiclasses. I even think the highest if you consider Bloody Slaughter, too. Barbaric Blow is very good with high crit chance (in addition to its own conversion) because it does a lot more dmg then. It's quite expensive so it better be worth it. By the way: usually different kinds of conversion won't "chain". So for example a hit from a graze-to-hit conversion will not get converted further to a crit. The general rule is: only one type of conversion per attack.
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Well, Berserker excels at melee compared to the other Barb subclasses due to 30% crit conversion and ofc the higher PEN. Both is great with the Voulge/Static Thunder. He pays with hefty self dmg and confusion. The confusion is bad with the Voulge because you will hit your buddies with Static Thunder. Besides that - a Furyshaper makes as good a melee fighter with the Voulge as any other Barb subclass. Also - if you get some engagement (for example via Barbaric Shout and/or the Pollaxe modal) you can really profit from the Fear Ward: enemies will eventually disengage when terrified and thus grant a lot of disengagement attacks which will apply Static Thunder as well. This is cool. By the way: using Nature's Terror in combo with a Fear Ward is not redundant because Nature's Terror will have higher ACC and will soften up the Will defense of enemies for the Fear Ward.
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I personally like Furyshaper/Beguiler a lot. Berserker/Ascendant is also cool once you get rid of confusion. While ascended you can make good use of Action speed buffs (Frenzy, Bloodlust) and Blood Thirst to squeeze a lot of spells into the ascended phase - with +3 PEN (cipher passive + Tenacious). Speaking about witches: I never tried - does anybody know if Static Thunder from Lord Darryn's Voulge generates focus?
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Lord Darryn's Voulge is great in melee with a Barbarian because Carnage works with Static Charge. That turns the Voulge into an AoE weapon. You don't need to bind the Voulge to the Barbaria class for this. You can bind it to the Druid class and get the +3 PL to Storm spells and get Static Charge, too. The Barbarian side would give static thunder which would also disorient - but imo one can pass that as a Tempest and go for the +3 PL for storms instead.