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Boeroer

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Everything posted by Boeroer

  1. Don't forget that Arcane Veil stacks with Vigorous/Refreshing Defense. Afaik multiple "second chances" will get all used up on first knockout.
  2. A few years ago I was in the hospital for one week because a thyroid tumor (benign) had to be removed. I personally paid nothing but iirc the bill was something around 20k EUR (and that was with private insurance where the hospital can charge more than if I had universal healthcare). It included everything: the stay, the medicine, the surgery, getting treated by the chief physician and a single bed room and so on. Don't know what you are doing with your healthcare system in the US - but your doing it wrong.
  3. Yes, all abilities (that deal damage) do get a 5% multiplicative damage bonus per Power Level. Multiplicative because the base damage gets increased by 5%. Forbidden Fist (the ability) is no exception. In the unmodded game the Forbidden Fist ability is a bit quirky because it doesn't count as weapon attack but works like a "melee spell with attributes of fists" ;). It generates no focus and doesn't work properly with Swift Flurry. I don't know if it even profits from Sneak Attack and Deep Wounds (since those only work with weapon damage). Worth testing I guess - or maybe somebody knows the answer. I can't test it because my PC is in a box, ready for moving.
  4. Those builds are not necessarily outdated. Anyway: both weapon you are listed are good, but they requite different builds. With Tidefall you want to maximize MIG (because the wouding lash on the sword scales with MIG). Wounding and Draining work with Carnage, too - so make sure to have a big radius (=high INT). The draining makes the Barb more tanky but he needs a few levels so that his health pool is big enough to withstand getting hit (which removes endurance and health) and healed up again (which only raises endurance back up as nearly all healing effects). A dowside is that if you kill an enemy with the wounding (which is a damage over time effect) it will not trigger Blood Thirst afaik. Hours of St. Rumbalt causes prone on crit and has an extra +50% additive dmg bonus on crits. You don't need high MIG here but high PER (for more ACC). Both effects wotj with Carnage. Also Accurate Carnage is good here. Carnage starts with very low accuracy (-10 compared to your normal accuracy) BUT it scales: +1ACC per char level. With Accurate Carnage that means that at char level 5 your Carnage has the same accuracy as your initial attack roll and from there on it gets better and better (at lvl 16 your Carnage has +11 ACC compared to your initial attack). This can lead to quite some crits. Against mobs it's not uncommmon that they mostly drop to the floor and can't get up again (especially if your party members also debuff their defenses). The more "hands off" apporach would be with Tidefall. It's reliably good against any enemy while Rumbalt shines against weak mobs but is nothing special against tough foes. Also woth Tidefall the offtanking is easier because of the draining. A great backup weapon against any vessel is St. Ydwen's Redeemer: its "destroy vessel" enchantment trigger Blood Thirst which makes short work of any group of vessels. Since it's soulbound it works with all weapon focuses (no need to pick soldier). Tall Grass is also a good weapon for a Barbarian. It basically works like Hours of St. Rumbalt but has reach - so you can stay behind the front line and still hit which is often great to a) place the center of your Carnage more effectively and b) to attack from behind your tank when he/she is holding a chokepoint (like door.) Llawran's Stick is also a good weapon because it comes very early and has one of the best dps enchantments (speed). It also has reach. But maybe a quarterstaff is not what you are looking for. Mabec's Morning Star is also very good for a Barb - but you have to be lucky because Azzuro will only sell it ramdomly. What also works quite well is Drake's Bell: you need to stack up DR bypass (which also works with Carnage and leads to very good Carnage dmg. It already comes with +8 DR bypass. You can add Vulnerable Attack (+5). Ryona's Vambraces (+1) and drop Devil of Caroc into the Blood Pool (+1). That will give you 15 DR bypass which is incredibly good against anything with thick armor. And against enemies with mediocre armor you just switch off Vulnerable Attack.
  5. A bit weird, but his "Shark Teeth" are treated as one handed weapons and thus he is dual wielding (and should pick Two Weapon Style) :
  6. Multiclass character caps at the base Power Level of 7 (Single Class can reach PL 9 and also take Prestige -> PL 10). You can add further "temporary" Power Levels with potions, items, inspirations and so on. For the Rogue part in a multiclass that means Sneak Attack climbs from 30% (PL1) to 60% (PL7) additive damage. That's +5% per Power Level. Monk's fists have a base damage of 14-19 crush (average 16.5) and 7 base PEN - but start right away with a bonus of +5% dmg (additive like Sneak Attack), +2 ACC and +1 PEN and then scale every even PL with +15% dmg, +4 ACC and +1 PEN: PL1: +5% dmg, +2 acc, +1 PEN PL2: +20% dmg, +6 acc, +2 PEN PL4: +35% dmg, +10 acc, +3 PEN PL6: +50% dmg, +14 acc,+ 4 PEN ..and so on. It's a bit like like enchanting a normal weapon with fine/exceptional/superb/legendary etc. Note that nearly all damage bonuses besides lashes and PL-Bonuses for abilites (more about that later) are additive. That means you just take the base damage of the weapon (here 16.5) and multiply it with the added damage bonuses. A Monk/Rogue at PL 7 would calculate his damage for auto-attacks like so: DMG_1auto attack = 16.5crush *(1base damage itself + 0.6Sneak Attack + 0.5Tanscendent Suffering) = 35.65crush Let's say you have MIG 15 and land a crit, then it looks like this: DMG_2auto attack = 16.5crush *(1base damage itself + 0.6Sneak Attack + 0.5Tanscendent Suffering + 0.15MIG + 0.25crit) = 41.25crush With a 20% lash from Turning Wheel and a 15% lash from Lightning Strikes: DMG_3auto attack = DMG_2auto attack + DMG_2auto attack * 0.2Turing Wheel + DMG_2auto attack * 0.15Lightning Strikes = 41.25crush + 8.25burn + 6.19shock An abilities gets a +5% dmg bonus per PL (over its native one). That +5% is multiplicative. It raises the base damage. So if you are at PL7 and attack with Force of Anguish for example (native PL1,) your base damage will not be 16.5 like with an auto-attack but instead 6PL*5% = +30% base damage --> 16.5 * 1.3 = 21.45 base damage So with Froce of Aguish at PL 7 the above calculation from DMG_2 would now be: DMG_2Force of Anguish = 21.45crush *(1base damage itself + 0.6Sneak Attack + 0.5Tanscendent Suffering + 0.15MIG + 0.25crit) = 53.63crush with the lashes like above: DMG_3Force of Anguish = DMG_2Force of Anguish + DMG_2Force of Anguish * 0.2Turing Wheel + DMG_2Force of Anguish * 0.15Lightning Strikes = 53.63crush + 10.7burn + 8.04shock Hope that clears it up. It looks more complicated as it actually is I guess.
  7. Afaik there has been a successful Monk run - but it wasn't send in because the same user also completed the challenge with another build. Another user (or the same?) did a run which ended prematurely because he chose the wrong dialogue option with Rymrgand (=instadeath). I believe that was also a SC Monk but I'm not sure about it.
  8. @Raven Darkholme: Monastic Unarmed Training scales every 3 PLs while Transcendent Suffering scales every 2 PLs. But MUT always uses single class progression even if you are multiclassed (TS doesn't). @thelee wrote about it in length in his Deadfire gamefaqs: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/monastic-unarmed-training
  9. I think @daven meant the original post.
  10. Quite a good alpha strike - but then a fatal Spiritshift into: ...which is the weakest form one could choose. Lol noobs...
  11. First the purposefully omitted name in the credits, followed by that huge tooltip - and then the point and komma keys on your keyboard broke off. Jeez... what a disappointing day that must have been...
  12. Yes, but the draining is limited to a fixed amount of 2 attack rolls per pulse. So it's not suited to completely counter the self damage. But it helps a bit. Here's a quote from @Kaylon: A better alternative would be the Blood Ward of a Furyshaper. It has no such limits and even works with ticks of DoTs (unlike Old Siec). It's not suitable for a multiclass char but only works with party synergy (e.g. SC Furyshaper + a Paladin/Troubadour with Sacred Immolation + Old Siec). I wrote about the advantages of the Blood Ward here:
  13. Deadfire has a system of afflictions vs. inspirations. Any inspiration that is tied to a certain attribute will remove an affliction of that attribute Here's a list of the inspirations/afflictions: So again: any inspiration of lets say MIG counters any affliction of MIG, any inspiration of PER counters any affliction of PER and so on. Theren there's also Resistences and Immunity to afflictions. Immunity is clear - Resistances reduce the "tier" of affliction by one (e.g. reduce Charmed to Confused). They can't be stacked. Besides that you can use Resolve to shorten any hostile effect duration. Every point of Resolve over 10 means the hostile effect is 3% shorter. ALl attributes are capped at 35, so with RES at 35 you could shorten all negative effects on you by 75%. Then there are also items and consumables which do that. They stack with the effect from high RES. There are also other effects (on items or abilites) which take away a fixed amount of seconds from hostile effects (see Clarity of Agony of Monks). Like for example -5 secs. Those also stack with the above. And finally there are abilites that can suppress hostile effects. See stuff like "Suppress Affliction" of Priets for example. Paladins have something similar. Those don't shorten or remove negative effects but simply pause them. The effects will resume later (if the encounter's not ended by then). So there are numerous ways to counter, shorten or suppress negative effects. The biggest part is that inspiration vs. affliction mechanic I mentioned first. Then there's also spells that reflect other spells and so on, but that's a different story maybe.
  14. It's not supertrivial to calculate. Not only because some classes have more than 4 subclasses but also because the subclasses of any base class can't be multiclasses with each other (like Trickster/Streetfighter for example). "A bit over 1000" still seems to be a good approximation.
  15. Anyway: there are 52 builds on that list. Doesn't seem like "so few" to me. "No interest" looks differetly as far as I'm concerned. If you compare it to the potential multiclass combos then sure, it's less than that - but those are 110 without taking subclasses into account if I'm not mistaken. With subclasses the potential multiclass combinations are like... don't know... not willing to compute that (4 subclasses at least, Paladins, Priests and Wizards significantly more). Over 5 million or so?
  16. Oooops - **** this was a different thread. Forget what I was saying. Jeez sorry!
  17. If I were a Fighter/Skald I would want to put out Killers Froze Stiff all the time (since it only costs 2 phrases for a Skald iirc) to a) increase crit chances even more and b) to hard-CC enemies. It seems like the best synergy between invocation and passive. When using Offensive Parry it obviously leads to less enemies attacking (and missing) you but there's still enough of them who will either be resistant or get missed. I can see "Their Champion Braved the Horde Alone" being useful for a Tactician/Chanter with WotEP (would be able to regain Discipline just with auto-cone attacks) and of course in all those cases where you desperately need more PEN. But since Fighters can interrupt with a lot of different abilities I guess I wouldn't use it that much. WotEP already has +1 PEN compared to other great swords. Afaik Soft Winds doesn't interrupt even with Energized. Certainly not the DoT ticks but maybe even the initial attack roll won't do it (not 100% sure though). A nice phrase for using Mule Kick and Clear Out with WotEP is "The Long Night's Drink" by the way. It lowers enemies' fortitude by 14 points - which is the defense that both of those abilities will target. Also Weakening lowers enemies max health pool quite a bit (which often gets omitted when talking about useful afflictions). Afaik it's not a poison or disease effect so it should work on everybody who's not immune to CON afflictions. The -2 Might part should always work I guess(?). Not realated to Champion but to Skald in general: As a Skald you should make sure that you pick one (or a few) non-offensive yet useful invocations every now and then. Skald players tend to only pick and use offensive invocations - which seems to be a smart choice initially - but your max phrase counter is determined by your most costly invocation(!). If you only pick cheap offensive invocations then your max phrase counter will be very low. You don't want that for obvious reasons. Something like "Ancient Instruments of Death" or "Set to their Purpose" can give you a max phrase counter of 6. So if you are full with phrases you could cast 3 Killers Froze Stiff in a row without even gaining one single phrase in between.
  18. There seems to be a misconception of the term "evidence". It's a list for builds that can do the Ultimate Challenge. Thus the amount of builds on this specific lists says nothing about the interest in making builds for this game at all. There's zero causal relationship. It's just circumstancial evidence that there's little to no interest in posting builds for the Ulitmate Challenge in this thread. Whoops this isn't a list for the ultimate challenge but an ultimate list. Got fooled. Forget what I was saying.
  19. Only Brilliant (from Cipher for example) and Chanter's "His Heart Did Fill With the Light of the Dawn".
  20. Clear Out + WotEP does indeed work like that. Skalds can only get 1 phrase per attack though. It's capped. So even if you do a ton of crits with one Clear Out + WotEP you'd still get only 1 phrase (at least that was the case some time ago). Same with the normal AoE cone. But of course the chance to get a phrase in the first place is a lot higher. Offensive Parry does generate additional phrases on crits and that can be pretty cool. You just have to make sure that your deflection is high/enemies' accuracy is low.
  21. Ah - I thought integrated meant that the DLCs do get inserted into the main game - and not take place after the finished main story line (see BG2->Throne of Bhaal and such).
  22. They are integrated. You can go to the DLC areas and return to the main game at (almost) any time. I personally would start with all DLCs installed (if you are planning to buy/play them anyway). Beast of Winter is really good, Forgotten Sanctum is also nice. Seeker, Slayer, Survivor is mostly a battle arena (with a story and quests). I liked it but it's focused on combat and thus it might not be everybody's cup of tea.
  23. I'm not 100% sure, but usually when it says "ally" (see Divine Retribution of Paladin) it works with summons and when it says "party member" it only works with your actual party members. Burden says "party member" - but I didn't test it. I know that Woedica's Crown etc. which has the same description does not work with summons. Edit: I just checked in-game and while the enchantment Grieving says "party member" its upgrades says "ally" (bravo Tooltip! ). So I did a quick test: Killed some skeletons from Beckoner and got nothing, killed Aloth and got the bonus. Tl;dr: doesn't work with summons.
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