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Boeroer

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Everything posted by Boeroer

  1. Remember remember... the -25% of Blunted Criticals.
  2. Right... I thought it's a complete failure in its current state. But maybe it has found a niche after all.
  3. Last time I tested some <can't remember class>/Trickster with WotEP the Mask's Veiling Hood didn't stack with Escape - and I'm 100% sure. It wasn't a long time ago, maybe a month. So it can't be a ptach what changed this. I looked at the actual hit rolls like you and Rogue's Escape wasn't mentioned at all. Weird... maybe due to mods (using Community Patch)?
  4. Haplok is right. +17,5% is still good imo. If you use stuff like Bloody Slaughter: it stacks the same way. What you can do to calculate it yourself easily: multiply the probabilities NOT to convert: Disciplined Strikes: 0.25 conversion --> 0.75 no conversion Berserker Frenzy: 0.3 conversion --> 0.7 not conversion 0.75 * 0.7 = 0.525 no conversion --> 0.475 conversion (or 47.5%) With another 15% conversion (-->0.85 no conversion): 0.75 * 0.7 * 0.85 = 0.4462 no conversion --> 0.5538 conversion (or 55.38%) One advantage of Tactical Barrage would be that you can use it to counter Berserker's confusion (could free up the armor slot from Devil of Caroc's Breastplate and take something that makes you immune to flanked - like Giphon Prudensco) - or to enlarge your Carnage/Static Thunder's AoE size. +1 Power Levels also means +5% multiplicative dmg for all your abilities (including Static Thunder), a bit more ACC and PEN as well. Carnage scales especially well with additional PLs. Keep in mind that Carnage itself can never crit. It only misses/grazes/hits.
  5. Correct, it doesn't. I never tried if the "Wall of Flame" (it has a different name) from Dragon's Dowry will add Resonant Touches. It may be since it originates from a weapon. I once saw Grave Calling's Chillfog add stacks of RT, so maybe it also works with Wall of Flame. The Wall itself would heal the big D, but if it would add a lot of stacks for later to "finish" it could be worthwhile? Maybe...? Don't know if it adds stacks at all - because the dmg will get transformed to healing at some point (before or after RT gets checked?).
  6. Tested Wahai Poraga again a few weeks ago with all sorts of abilities. Unfortunately it seems to be a bit broken now: you will only hit two targets max - and not the initial+3 like the descriptuion suggests.
  7. Pallegina can be build into a decent marker with Blade of the Endless Paths. Take Coordinated Attacks and use Zealous Endurance. This will give the party member who's attacking the same target as Pallegina and is nearest to her a +20 accuracy passively. Zealous Focus stacks with those to a total of +25. Because Coordinated Attack and Marking stack with everything. This is a great help against any high-defense enemies like bosses and such. If you also have a Priest with Devotions + Inspiring Radiance (+30 ACC) it's very hard to miss anything. Before getting the Blade you can use the Spectacular Spetum (Salty Mast CRPG shop). It's a pollaxe and thus uses the same weapon focus as an estoc and also has the marking enchantment. It's also a good backup weapon for later if your Blade otEP meets pierce-immune enemies. That early in the game a stackable marking weapon can be very impactful. Marking from different chars doesn't stack.
  8. A Phantom with Hand Mortar (Blinding Smoke enchantment) can distract enemies in an AoE (which includes flanked) and thus can help to trigger Brilliant Tactician. But the cone has friendly fire. If you put Squid's Grasp or Kapana Taga into the offhand (or wear stuff like Gipon Prudensco) it's also immune to flanking.
  9. Iirc Mask of the Weyc stacks with Mirrored Images and all that but not Escape (maybe because same ability ID or something). It also gets triggered passively. Great Escape is indeed giving you an active ability as soon as you drop below blooded or so. It may be that it behaves as Escape itself and doesn't stack.
  10. Also Corpse Eaters can't eat gibbed enemies because there's no corpse left.
  11. Right. Always forget about that... Also recovery penalty from armor isn't a big deal then.
  12. As damage dealing character your RES is indeed not too important. Focus on DEX, MIG and PER and also INT - those are the attributes that help with dealing damage (INT does it indirectly via longer durations and bigger AoE). MIG and INT also influence the healing you do which is benefical to your self-healing abilites (heal more points per tick with high MIG and last longer with high INT). You have to see at what point your character feels too squishy. At that point I'd use thicker armor. Armor is the most important defensive stat if you don't want to stack deflection and the other defenses (and build a tank). If enemies underpenetrate you will love a lot longer. Fighters can stack a pet like Abraham or Cutthroat Cosmo with Armored Grace which helps a big deal with the armors' recovery penalty. Despite the recommendation the game gives you multiclassing isn't complicated at all. Since single class Paladins don't have the most awesome high level abilites in general I personally would pick the Crusader. They can be sturdy as hell even when build for dealing damage and have more resources (Zeal and Discipline) at their disposal which means more special attacks with Flames of Devotion or Knockdown and so on.
  13. I have the same "problem" with every Wizard multiclass: I want to only use Grimoires to spare points for the non-spell abilities - and it works. But I still end up picking some spells I know I will use in every fight - because it's more convenient. Grimoire switching isn't a big deal but sometimes it's just annoying. Also you really have to manage which grimoires to buy/find/steal and then equip them accordingly. Once you find unique grimoires and equip them because the spells in them are cool your whole grimoire-portolio gets toppled over. Tl;dr: The most ability-efficient way is to use Grimoires only but I allow myself a few spells here and there out of convenience.
  14. Psion in general is a subclass that turned out to be way better than I initially thought it was. But I also think that it seems it's especially beneficial in multiclass setups, not so much as single class.
  15. If you have two of them (1 exported) you can stack them in the stash and they reload. Same with Necklace of Fireballs, Missile Gloves, Stone of Power and so on. If it has charges or per-rest uses you can form stacks and they get reloaded. Most of them have multiple instances in the game so you don't even need to export anything. Having two Rings of Reset is cheesy of course but it's the only way to make a fun build with Vengeful Defeat (which is otherwise too punishing because of the injuries).
  16. Voidwheel's Necrotic Lance profits from all dmg bonuses that also would apply to the weapon (+dmg from weapon quality, Sneak Attack and so on). That makes it devastating, especially on Rogue or Rogue/something (once it procs). I choose Effort as a Wizard/something from time to time to give it to an Essential Phantom. Besides the raw DoT it also can do kind of a "Vengeful Defeat" where it attacks all foes in range when the Phantom gets slain. That enchantment (it's called Vaillant Demise iirc) does stack with other on-knockout effects like Vengeful Defeat from Barb. You can get two Rings of Reset with an exported "mule" character and then go KO three times in every encounter without suffering an injury.
  17. The problem is that Deadfire barely made any money. Too few players bought it. So patching it forever is burning money with a game that not that many people wanted to play in the first place. Stardew Valley is a completely different story. That one developer gained so much money with its huge success that there's enough budget to patch it until the sun burns out I guess... Also the motivation is different: if you see that millions of players still play your game then it's obviously less of a discussion wether the game should still receive updates or not. See PoE in comparison which sold better than Deadfire and was updated for a longer period of time.
  18. They don't. They are meant as a challenge for the most advanced players. Some people like those challenges a lot - and it's cool if they feel happy once they beat the Megabosses. It's just not that appealing to me. Just one/two times to see if I can do it in general and then "begone!".
  19. I think they could do both: not delving in superepic godslayer powerfantasy AND come up with a story where the protagonist feels more in control of what happens with the main plotline. I personally don't have problems with the storyline of Deadfire, but I'm old(er) and have had my fair share of "peasant boy becomes uberman" stories - don't need anymore of those. But I remember I liked those when I was younger, too. Some sort of (substantial) influence would still be nice though.
  20. Thank you for voicing your criticism in such a reasonable way even though you are disappointed. Too often it's all ranting, hyperbole and profanity - your post is not. Yeah quite unusual storyline. I think they planned Deadfire as a cliffhanger and would have resolved this in PoE3 (which might never happen). Which might have worked out then. The decision to omit the Guardian when helping the Water Dragon was wrong in my opinion. There have been so many bug reports from confused players who expected a guardian fight because they didn't read the sheets on the way to Ukaizo properly or simply didn't expect such a "cheap" solution to that encounter. About the costs of building the wheel: I don't think that many sacrifices were needed to build the wheel itself. The main part of the mass scarification of Engwithans (and Huana) seems to have been used to create the soul constructs we call "gods".
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