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Boeroer

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Everything posted by Boeroer

  1. FTL is one of my favorite games (I've got ~450 hours I believe). Not really because of fabulous writing (like... what writing? ) - but because of everything else.
  2. If they run past the MC there's Edér, binding them with engagments, doesn't he? Like a backup. Maybe if you send in Edér first then all enemies might cling to him and also attack him - and not the MC.
  3. Hm... so I did a little trick: I raised the additional attack's dmg to 9-13 like the initial one's. Then I added a 1.5m pull effect to all the attacks. That means that if you hit an enemy in the 1.5m AoE that enemy will get pulled towards you. I didn't increase the number of additional attacks - because I can't tell the game to only hit an enemy once with them - but instead I let that additonal attack bounce up to 2 times. The bounce distance is 0.5 meter and it bounces in range order (so the intial target ususally doesn't get hit by the bounce again) and you can determine that those bouncing attacks don't hit the same enemy twice. With the pulling and the bouncing I get pretty good results that are in line with the description (most of times): you will hit up to 3 additional targets like the description says, friend or foe. The pulling is a nice side effect for such a weapon I think. Its one echantment only works well if you don't move - so that pulling should be nice. It's just there so that I can get away with very short bounces though. If I don't do that I have to make the bounces a bit longer and then they ofen bounce out of the AoE and into your party or so. I also gave the attacks a slight delay (0.1 secs each) so that they are a bit in line with the whirling animation. Just a visual touch. Before they were all hitting simulaniously which was a bit odd imo. If somebody wants to test: just copy that folder into your override directory. I guess I could raise the pull to 2m just in case an attack bounces from a 1.5m distant enemy to a 2m one. But that's details. Would be cool if this solution worked in most cases and make it a valid weapon (even if only for rel. specilialized builds). I didn't try AoE attacks or Swift Flurry etc. with this new version yet... Edit: did try Swift Flurry/HBD and it's a bit bonkers. Each attack roll from Swift FLurry or HBD leads to 4 new attacks... yeah... 🤔 Stuff like Heart of Fury isn't too bad. Maybe I can prevent Swift Flurry and HBD from working with the additonal attacks by tagging them as non-melee.
  4. I don't know how to fix those mutiple hits on one enemy if there's less than 4. I now know why they reduced it to only 1 additional hit. I tried to copy the AoE of mortars (which works) - but I can't remove the AoE scaling then it seems. Atm the easiest solution would be to set the base dmg to 9-13 for both attacks and alter the description accordingly (not up to 3 targets but one additonal target). That would be okay dmg wise I guess because a normal pollaxe has 14-22 base damage and 2*9-13 would be even higher. Not so great against single targets but good against two. Or maybe sombody has a tip how to either prevent the mortar-like AoE from scaling or how to prevent double- and triple hits.
  5. I found it! The additional attack triggers were implemented as ranged component and the projectile count was set to 1. I set it to 3 (like in the tooltip) and also set the base damage of those additional attacks to 9-13 like the initial attacks has. Not it does exactly what the tooltip says. Maybe with stuff like Riposte and Swift Flurry or also Heart of Fury etc. it's too good now. Will test a bit. Then I will clean up the mod and post it here. Edit: argh... now even two enemies get hit 4 times: 2 times each. Damn it, why did they have to implement it so stupidly?
  6. I looked more deeply into Wahai Poraga's attack game objects and it's pretty weird: First of all the dmg value from the tooltip (9-13 slash/crush) only counts for the initial attack. The additional "AoE" attack is a separate game object and has a base damage of 5-9 slash/crush only (same PEN). 5 - 9 Wahai Poraga does the initial attack and only one of the weak additional ones. Not 3 as the tooltip says. Besides that it's friendly fire as you know - and the AoE is fixed at 1.5m radius. Somebody nerfed that thing into the ground for good. No idea if intended or not. The enchantments are cool. I wonder why they made the additional attacks or the AoE part so different from other AoE weapons. And so darn complicated! It should work like mortars imo: low base damage but (small) AoE. Done. No problems. Anyway, I'm still trying to fix the number of additonal attacks. No luck so far. I can mod like everything of that weapon - but not the number of additional attacks. Why? Still have to find that out... If I can't fix it the easy way (by simply rising the number of additional attacks) I will try to copy the AoE functionality of the blunderbuss mortars and make them fixed size + friendly fire. Screw that weird "up tp 3" nonsense...
  7. I took a look into the attacks.gamedatabundle and found Wahai Poraga's AoE attack object which had this property: "numHits":2 Seems like an easy fix. Will edit and then try out if it works. Will report later...
  8. Best companion after Zahua imo. Maybe better because you can get him a LOT earlier than Zahua.
  9. Yes, sorry. I'm playing with the Community Patch and forgot that Lingering Echoes gets buffed a bit by it. I also believe it's +15% with CP, not +20%.
  10. Wahai Poraga would be a cool weapon for a Steel Garrote/Streetfighter if only the AoE worked as advertised. It says "primary target and up to +3 additional targets, friend or foe" but actually it only hits the initial target +1 additional target, no matter what (maybe something to fix for Community Patch?). The damage reduction and the attack speed bonus are nice though in combination with high AR (hence the Steel Garrote) and already high speed (hence the Streetfighter). Note that those enchantments are NOT mutually exclusive It's a unique weapon where you can enchant all options. The weapon cries for "lonely tanking" imo. The counterdamage combines well with Riposte. With Inspired Beacon and the Steel Garrote's life drain + some other sources of dmg reduction you can stay alive for a very long time and just do auto-attack in very quick succession (because flanked). The damage per hit isn't breathtaking but the enemies will die rel. quickly nonetheless. Also did some tests with a Monk/Devoted bc. of Swift Flurry/Heartbeat Drumming and it triggers quite often with Wahai Poraga - even if it only hits twice instead of 4 enemies. I imagine that Monk/Streetfighter (with Riposte triggering Swift Flurry, too) could be fun. Or Monk/Trickster or so. I didn't test if the Counterattack triggers SF/HBD. That would be cool. Something/Wizard with Wall of Draining could be used to prolong both the dmg reduction and also the counterattack - so maybe that would be cool as well. Didn't try it. I did try Clean Sweep which was fun, but Clear the Path with Spirit Lance or WotEP is def. better damage. Or Clean Sweep with Fire in the Hole + melee weapon. But as rescue ability to free you from too many attackers it could be useful. Nothing too wild so far. With 4 hits instead of 2 attacks it would be plenty good I think. With such low base dmg 2 friendly-fire attacks are just bad. I fear that too many hits might cause trouble with AoE stuff like Clear Out or trigger-stuff like Swift Flurry though.
  11. Something besides the raw power of scrolls: no matter which spells on them, they have short casting and recovery time compared to the actual spells.
  12. You can heal passively with Ancient Memory and the Day Light's invocation as Troubadour, but the better option is from the Psion's side with Pain Block which is a pretty good single target heal + AR buff (which usually mitigates incoming dmg, too). Healing isn't the strongest suit of this multiclass, but it's there should you need it (since I was speaking about it's general versatility).
  13. If they are fun for a whole playthrough - or don't make a playthrough too easy and don't turn your charcter into a one-trick pony. If the cheese is so strong it makes most stuff too easy and makes all other stuff meaningless it's not fun anymore. For example the Draining Touch Grimoire trick is cheesy, but it doesn't really break the game - yet is powerful enough to be fun to play. Same with Arkemyr's Brilliant Departure with Assassin/Wizard casting only CC/debuff spells which won't break the invisibility. Resonant Touch + Whispers of the Wind with Hand Mortar & Fire in the Hole is gamebreaking and cheesy (Binding Smoke generates Resonant Touches). But it comes so late that it doesn't make a whole playthough boring. It's more like a really good reward. Same with Avenging Storm and Hand Mortar (also Blinding Smoke). Although here it becomes boring if you use a scroll of Avenging Storm instead of a genuine ability - because you can get access to the scroll a lot earlier. Streetfighter with Powder Burns is borderline boring for me personally. But maybe because it's so obvious. Stuff like Brillant + Salvation of Time or Wall of Draining is already too strong and dominates everything the character does so that's too boring for me in the long run.
  14. Just keep in mind that most people just don't bother to write something into "the internet". So what you get to read are often the outpourings of passionate users (passionate for whatever reason) - or simply wackos. I should have said "most players who voiced their dissatisfaction with Sagani", not "most players". That brush was way too broad.
  15. Maybe. If it's legit: the reasons for that are obscure. There was a study some years ago in Germany that showed that progressives (compared to conservatives) are more empathic, have a higher IQ and also higher education on average. I couldn't find the original study now but this other one from London basically says the same (German newspaper) : https://www.sueddeutsche.de/wissen/iq-und-politische-einstellung-konservative-sind-weniger-intelligent-1.13440 At the same time that original study also showed that conservatives were happier/more satisfied with their lives. Like the graph above the study didn't say what the reasons were. It was simply not part of the study to ask for reasons like it isn't part of the graph. For example one could assume that dumb and ignorant people have an easier time achieving happyness and therefore develop mental illnesses less often. Or maybe it could be that intelligent people tend to try to get rid of mental illnesses via doctors and medicine - while the dumb ones are more likely to just beat up their wifes and kids to vent some steam or try to solve their problems with mass shootings more often - on average of course. Not speaking about individuals... Who knows? Graph & study won't say. It's a mystery and everything we can do is speculate. Of course one could just go forth and draw quick conclusions that fit their agenda and confirm their biases and then be a prickish dîck about it. But that would be... dumb.
  16. Especially like Dorudugan: *giant metal construct epically leaps into battle* - *gets poked by tiny toothpick* - *ouf*
  17. I guess it's just a projection of those players' inability to play PoE-Rangers and the resulting frustration with the class - and not that Sagani isn't well written. Most players don't seem to be able to tell "I don't like it because duh" and "It's not well written" apart...
  18. This falls into the same category as this: Because Armor of Faith buffs your DR universally but Form of the Delemgan "only" buffs pierce-, corrode-, shock-, crush- and slash-DR. You can apply this stacking "rule of thumb" to everything in Pillars (and Deadfire): if one effect (buff or debuff doesn't matter) affects a stat universally and another one affects it only partially then they will stack. Hastening Exhortation and Alacrity affect both the exact same thing and are both active effects: no stacking. What stacks with Hastening Exhortation: Durgan Steel effects (on weapon and on shield), Armored Grace, Speed (enchantment on weapons), Bloodlust (passive), Gauntlets of Swift Action (considered passive for no reason iirc), Anitlei (passive), Sure-Handed Ila (only ranged), dual wielding, Two-Weapon-Style (iirc additively only - but still stacks). Everything else will suppress Hastening Exhortation if >20% or will get suppressed if < 20%.
  19. If you keep on to him a bit it will be rewarding. Single Class Wizards do become very powerful. Besides the very good tier-8 and -9 spells he also will gain access to impactful spells a lot earlier than a multiclass. If you have trouble with friendly fire: there are some good spells that are foe-only. The best ones (imo) have friendly fire though. That's where Intellect (INT) comes into play. Slicken/Chillfog etc.: those are very good spells for such low level tiers. I'd even say extremely good. But you have to make sure that your buddies don't step into it. The yellow indicators for your area of effect (deep yellow circle + lighter yellow ring) show you which parts of the spell will do friendly fire (the deep yellow circle) and which parts will be foe-only (the lighter yellow ring). If you have enough INT (or other bonuses for area-of-effect size like Aloth's armor or Ring of Overseeing) you can place those spells in such a way that enemies who stand right besides your front liners will get affected by the light yellow ring but your buddies won't get affected. I mentioned Wizard multiclasses because some of them bring their own accuracy buffs. Like the Assassin/Wizard who can cast a very precise CC/debuff from stealth (or invisibility) with +25 accuracy - which is a massive advantage, especially early in the game. You can build such an Assassin/Wizard into a great debuffing/crowd controlling machine as well. Once you get a grimoire from the Archmage Arkemyr (that is possible rel. early in the game) you can cast the unique spell "Arkemyr's Brilliant Departure" from it - which makes you invisible for quite a long time and thus will give you the Assassin/Wizard's +25 accuracy buff. Usually invisibility breaks as soon as you hit enemies (with whatever attack roll, be it damage, debuff etc.). The obscure "special sauce" (which is not hinted in the tooltip) of Arkemy's Brilliant Departure is that it only breaks when you deal damage(!). That makes it the perfect spell to shower enemies with CC and debuff while being unseen. Its invisibility will not break as long as you don't deal damage, meaning you can cast the nastiest stuff on them with +25 accuracy - and all the while be untargetable and undisturbed by enemies. Imagine a Miasma oDM with +25 accuracy, followed by Arkemy's Dazzling Lights with +25 ACC, too. This will lower an bunch of enemies' Will defense by solid 50(!) points which makes them the easiest prey for your Troubadour/Psion's mind control spells or his "Killers Froze Stiff" invocation (whtever he wants to cast which targets Will). The charm or dominate effects of the Psion/Troubadour will mostly likely critically hit then - which means they will last 50% longer (which is huge). Also note that the Psion's "Lingering Echoes" effect (+20% duration) will stack with the longer durations from critical hits. Very, very long mind crontrol times can be the result. With a Psion/Trouabdour I also could perma-paralyze enemies that way because Killers Froze Stiff with 20%+50% duration (and maxed INT) lasted long enough so that I could recast it before the old cast wore off. However, also a single class Wizard can achieve good debuffing results if he has a Priest buddy. "Blessing" raises the Wizard's accuracy by 5 and "Devotions for the Faithful" will add another 10 points (of yourse you could do the same with the Assassin/Wizard which would make his accuracy from stelath/invisibility even more bonkers...). At the same time the Power Level of SC Wizards is higher than multiclass ones which also effects the accuracy a bit. Then you can make sure to wear some perception gear (like some early unique headpiece - see Horns of the Bleak Mother - for example) and some accuracy gear (Gautlets of Accuracy). Once you have cast Minoleta's Missile Salvo you might not want to play multiclass Wizards again. But stuff like a shady Assassin/Wizard is also very cool.
  20. The formula for the attack speed calculator was implemented by @MaxQuest who pulled it from the game code iirc. As I said: speed buffs that stack often do so multiplicatively and thus if you already have some speed bonuses that stacks with Hastening Exhortation then it may seem it works better than advertised in the tooltip. Since it's an active effect it doesn't stack with other active effects. There are exceptions like Sure-Handed Ila. This is implemented in a way that it's in another "group" and thus stacks. Same as stuff that buffs deflection will stack with a buff that affects all defenses: will stack; or an active, universal buff to ACC (Disciplined Barrage) that will stack with a specific buff to "only" ranged and melee ACC (Devotions for the Faithful). But Hastening Exhortation doesn't stack with Swift Aim, Alacrity, Frenzy, Swift Strikes, Spelltongue's speed buff and so on. If you don't have any of these then Hastening Exhortation mas be useful to you. Yes, then it would make sense to use it. I didn't advise against it, I just said it's not popular because of 3/rest - answering your question why it is in so few builds. Yeah - it doesn't. But can still be used for other party members if you don't have other active speed buffs for them.
  21. Quarterstaff has a base dmg of 18-24 (avg. 21) at 8 PEN while Concelhaut's Draining Touch has a base dmg of 24-32 (avg. 28) at 7 PEN so I would argue that would be better - if you are willing to use the grimoire-switching trick to keep the Draining Touch after successful hits? Not really highest dmg per hit but nice spammable weapon dmg output that maybe not many have discovered yet: You can combine a Helwalker with a Berserker and use Amra + Efficient Anguish to apply both Wanton Gore and Carnage to the initial target (and not only enemy bystanders) - because Froce of Anguish/Efficient Anguish pushes the target into the Carnage area after applying the initial weapon dmg. That means you'll get an extra +33% raw dmg bonus from Carnage and +33% slash dmg bonus from Wanton Gore if you crit (or use Riven Gore for only 25% but the instakill of enemies with less than 50 health left). This cumulates into very good damage per crit imo. Around 150-200 for Efficient Anguish (including Turning Wheel and Lightning Strikes). This cries a bit for Swift FLurry/HBD because of the crits though but Lighting Strikes also works of course. You can top that with Bloody Slaughter against Near Death enemies for the additional +50% crit dmg. Is that whole character concept great for soloing? Not really... Berserker Frenzy is just too risky. But fun with that good spammable dmg!
  22. Heeeey - what has two thumbs and was probably right? ;)
  23. Frostseeker is pretty great for a Ranger/Cipher since no other combo can have such high accuracy + Driving Flight. Don't know why you want to use a Beguiler as subclass when you're looking for dps though. In that case an Ascendant is better imo.

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