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Everything posted by Boeroer
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I think I'd use Sharpshooter/Troubadour. The slower recovery will be countered by modal, Gunner and Sure Handed Ila (there is a bottom cap for reload speed anyway). The +1 PEN or crit conversion is nice. You can use CC/debuffs and also let your animal companion do some damage while preventing it from getting knocked out with summons.
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For a single pistol build you want high ACC and action/reload speed. If pistol damage alone is your concern then Ranger is nearly a must imo - because of the accuracy bonuses and the Gunner ability + Driving Flight. As second class I'd recommend Beguiler (Borrowed Instincts is great and you can combine weapon damage and Deceptions for focus gain) or Troubadour (running Aefyllath + Sure-Handed Ila) since they both will improve your shooting but also provide a lot of other utility for the party. Which is more important than a smidge more pistol dps imo. They also don't have full attacks so a single pistol doesn't induce the "but I'd rather use those full attacks with two weapons" thought. Devoted also works - but you need to get Eccea's Arcane Blaster asap because there will be enough pierce resistant/immune enemies later on and you don't want to switch to a non-pistol since it will give you -10 ACC which hurts in combination with the pistol modal. I'd recommend getting the blaster anyway - but with Devoted it's even more important. A Wizard will not improve your shooting much. But a Wizard should provide a lot of other options for a party. If you still want to buff up your shooting damage with a Wizard you should look at the Essential/Substancial Phantom. It will get all your gear, including your weapon. It will not have One-Handed Style and will not use the modal or any of your abilites - but it will get the +12 ACC from single handed usage and will use all passive gear enchantmens. Then it's two guys firing their pistols, not only one. If you use Scordeo's Trophy with the ranged enchantments then phantom can get to really nice shooting speed after a while. If you meet very high DR foes then two Eccea's Arcane Blasters are better than one obviously. I played a Debonaire/Beguiler with single pistol. No extra speed buffs but the combination of charm + crit conversion made the lower ACC a lot less impactful right from the start. Since a Beguiler doesn't need to deal damage to gain focus it wasn't a big deal that shooting charmed enemies with almost guaranteed crits won't give you focus - but deal good damage. Scordeo's Edge has an enchantment that lets crits do extra damage. Mind Control is always good. And if you can finish off a charmed enemy with a Devastating Blow + crit that's cool. Or a charm-crit with Disintegration. It's not about the shooting dmg in the first place but since Debonaire is a Rogue the shots still have oomph. There's lots of options. But get Eccea's.
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Well hm... you can't pause in the Ultimate (due to Magran's Challenge) - so maybe it has something to do with the pause function. It's a quirky function anyway - I mean look at stuff like Lethandria's Devotion ticking for one health every time you switch to it during pause. Some game mechanics don't seem to be really "pausing" - so maybe doing something during pause triggers some active bonuses (and given the code examples those food/resting bonuses are supposed to be active) to behave like passive ones? Or it's easier to accidentially trigger this during pause - no idea.
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But several people here already reported that the exact same bonuses sometimes stack and sometimes don't. What you wrote before gives the impression that you think that some bonuses will always stack while others (from the same category even) won't stack. That directly contradicts what others have said. Anyway: My point was about the presentation of oberservations in this thread (called "facts" by some), not the observations themselves. I mean it's no problem if people make contradictory experiences and report so. That's actually what we all want I guess: to share information and then maybe find stuff out together. The actual facts. What I meant and what can be problematic - and I didn't/don't mean you personally - is to claim that one's experience are valid while the experience of others are not. That's either implying that the others are stupid or it's implying that they are lying. As I said: I didn't mean you specifically with my post - I was speaking more generally into the tread. Some people seemed to be a bit overconfident and outright denied their own possible fallibility in the face of objection. It's a difference to say "I experienced x so I believe it works like so..." or to say "I know for a fact it works like so because I never experienced otherwise". What's even worse: if one then insinuates that the opposition is not interested in facts. What's that supposed to achieve? As can be seen now, this will just lead to infuriation. That's not necessary, is it? Again: not meaning you specifically. Anybody who's interested in finding out what's really going on can't want that to happen. I'd claim that a toxic debate will have worse results than a benevolent discussion. So everybody: edit: jeesz! while I was writing several posts got added in between. Sorry about that...
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Would be cool if people wouldn't claim to present "facts" as long as there's several different anecdotal reports flying around that suggest otherwise. Would also be neat if one wouldn't imply that others are not interested in facts just because they report about different experiences. Since there's several reports that are somewhat contradictory: Maybe now is the best time that somebody* sits down and tries that stuff again with the actual game? It doesn't really matter what worked how in the past with which patch - I guess we can agree that it matters most how it works now. )* not me though because I'm on the road preparing to haul 100 bags of garden soil into my transporter - and also because I don't really care if resting/food bonuses stack: don't use them on purpose anyway.
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Only direct shock damage will increase. That includes: Lashes like Wildstrike Shock or a shocking lash on any weapon (melee or ranged doesn't matter). For example a 25% lash will increase by 20% which means 25% * 1.2 = 30% lash. spells like Relentless Storm, Nature's Terror, Jolting Touch etc. They simply do +20% dmg (base dmg + base dmg * 0.2). weapons that have shock as primary damage type. I only weapon like that is Stormcaller iirc. It doesn't matter what the second damage type is, the weapon will always do +20% damage even it it does pierce damage: base dmg + base dmg * 0.2. DoTs wouldn't increase (in cas of Scion of Flame: Dragon THrashed will not profit). I know no shocking DoT though.
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I don't know. Given the weak representation of (unique) crossbows in the game it's kind of nice that they do something special - even if it's unitended and weird. And the bonus isn't that impactful to be honest. There are way better stat sticks for casters. On the other hand: not many will miss it if it's patched out. And it is an obvious bug. Hm... If I were an official dev I would patch it out and put an interesting (not necessarily supergood) unique crossbow rel. early into the game.
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I think that wiki's cargo-stuff that generates the list is a bit glitchy. I accidentially edited the source for the whole page and not only the small trivia part. So after saving the site tried to generate the list anew (as I said I didn't actively edit that part). That list generation works like crap anyway: always items are missing and others will have double or triple entries. You them ust to "empty" edits to force a new list generation and whatnot. It's nice that in theory you'd only have to edit one data source to update all sites that reference the data- but it doesn't work so well imo.
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That may all kill her eventually - but many people struggle to stay alive that long. So it's def. better to not let her have +5 AR and stuff. Even though her burn AR is the lowest, with +5 AR even good fire abilities tend to underpenetrate (on PotD at least). Iirc she will have 14 burn DR then. She absolutely dies a lot faster if you don't let her cast the Safeguard. Also, if you interrupt it she tries to recast it - which means she won't be doing more dangerous stuff at that time. I always had great success with interrupts of all kinds (Thrust oTV, Crossbow, Arbalest, even Rogue's strikes etc.) + Combusting Wounds. Just cast anything pulsing under her feet, especially Wall of Flames and such and use beams. And summons of course. Nothing beats tasty cannon fodder.
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Metaphysics has at least one big effect in the Watershaper's Guild/Water Dragon quest. I believe you need 8(?). Besides that I very often use the large shield Cadhu Scalth which is awesome with high Metaphysics (and Athletics). Essence Interrupter is also better with high Metaphysics. Streetwise is not that impactful I think. With Bluff and Intimidate you can pick some nice dialogue options rel. often. Explosives is mostly for using bombs. It has some options in scripted interactions but I don't recall which ones and how many exactly.
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Honestly though: I either never noticed or forgot about that. I guess mostly because you don't have to use it a lot. It's an ability you'd only use when you screw up (mostly) and thus players tend to pick something else that would be useful in every fight. You cannot cast it on party members who are still up. So there's very little motivation to build around it (unless you have a full blown Vengeful Defeat Suicide Bomb in your midst I guess) while BDD is different: it cries for .
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In this case you need mechanics. Lots of it. But party assist works so it's not that difficult to achieve. You also need sparkcrackers to lure away the left guard. Sleight of Hand gets you the keys for only one of the containers iirc. Sleight of hand can be fun but you also need stealth to pull it off (if you don't want to use Bounding Boots cheese). Intimidate has a big impact on the armor you get from the Valera "boss" (Casita Samelia's Legacy). Besides that it's mostly for dialogue options as all the other skills from the second skill group.
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Deadfire has some very good items, but they are not as obviously bonkers as some of the old IE items. The Red Hand for example is a must-have if you want to play a gunner with an arquebus, Devil of Caroc's Breastplate is in 75% of character builds it seems and so on. But there are not really items that every class should get. Most of times there are good items for build idea x but other good ones for build idea y. And I really like that. Imo nothing's more boring than an item that everybody always uses because it's just too good. I'd say there are more exiting items than in PoE due to the more specialized enchantment system. PoE's enchantments (besides the ones unique items came with) were all the same so of course they felt more same-y I guess.
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I'd say the chances that you'd prefer Deadfire over PoE are pretty big. For some of the reasons you didn't like PoE, I like it (a bit) better than Deadfire. So that' a hint. Looking at the game mechanics and also FX, AI and all of the other technical stuff Deadfire objectively is the superior game. A lot more systemic, less complicated (still not easy to grasp though) and yet provides a ton of options. Balance of classes and abilites is unmachted I'd say. It's really hard to build a character (in good faith) that totally sucks. You can have fun with whatever character idea you might come up with. Yet it leaves room for especially good and innovative stuff - for people with puzzle drive or powergaming ambitions for example. The rest (naval theme, tone is lighter than PoE etc.) is more a matter of taste I think. The main story line is very short though but side-quest lines are plenty. The pacing is a bit off imo. But lore dumps and long texts (which I personally like) are mostly gone, there's way less filler combat, too. You'll still have the made-up languages for every culture (which I like although sometimes it's a bit too much) and things like Gul = Ghoul, Fampyr = Vampire and there are Elves and Dwarfs and so on - but I guess one can get past that if the rest is fun. One has to keep in mind that PoE was done as a spiritual successor to the IE games and backers expected certain types of races and enemies. If it weren't so Josh Sawyer would have gone with completely different stuff as he mentioned several times. But because of the initial Kickstarter campaign there were "creative restrictions". PoE tried to ride the wave of nostalgia and Deadfire can't deviate too much because it's a sequel after all. It's hard to tell what other players will like because you can apporach the game (as most RPGs) in so many different ways and with different preferences.