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Boeroer

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Everything posted by Boeroer

  1. Offensive Parry doesn't do splash damage but only single target damage. And the base damage of Offensive Parry is pretty low. For that Cipher/Ascendant (and any character I think) it would be more effective to keep standing there and attack with some ability - and use high deflection to trigger Offensive Parry and/or Riposte on top of that. This would yield way more focus in the same time than trying to force disengagement attacks by running back and forth. It's also a lot less annoying to do. A more excessive abuse I can see is to use a Keeper of the Flame + Fire in the Hole weapon set + Riposte in combination with immunity to disengagement attacks but also when immune to engagement: run through mobs and trigger either disengagement attacks - or force misses by moving out of attack range by running past enemies too quickly (Boots of Speed, Alacrity etc.) - and the Ripostes would happen with an AoE mortar shot + bounce which would not have any reload time. And I cannot see atm how this could be fixed. And I don't know if it must be fixed. I'm inclined to say no. It's just not an appealing way to play - nobody uses that. At least I never read about it.
  2. Isn't there a difference between "being able to engage enemies" and "immunity to getting engaged by enemies"? How is stuff like Threatening Presence implemented? You don't lose your engagement slots but enemies are still unable to engage you. However (Riposte and Offensive Party aside), being immune to getting engaged is more powerful than being immune to Disengagement Attacks. Especially if you play with AI - because engagement also stops movement. If you are immune to getting engaged your character can roam freely without having to stop (except when blocked completely). It's easy to pass through mobs and reach vulnerable enemies, it's easy to kite any enemy - and also to sidestep melee attacks easily: you wait until the enemies' recovery bar is down and his animation starts, then you step back and enemy misses 100%. I didn't try it with Offensive Parry, but since WotEP has 1.2 reach this could also lead to an Offensive Parry (if the parry inherits the reach). Maybe it even works with Riposte and a reach weapon (didn't try that either)? If you are "only" immune to the disengagement attacks, your character will still be stopped by any engagement that happens. Kiting etc. is not really possible. Sidestepping is possible but it works less "smoothly" and you have to click around more. Last but not least: while forcing Disengagement Attacks and converting them into damage via Riposte and Off. Parry sounds like a nasty exploit - it isn't really worth doing as a core build concept. I tried it and it's just not worth the hassle in my experience. It takes a ton of micromanagement because you get stopped all the time and your movement commands get cancelled by engagement. Therefore, I personally would leave it as it is: a cool little gimmick but not really breaking game balance. Characters can usually do a lot more damage/have more impact by just using their abilities properly - instead of forcing disengagement attacks in order to reflect them all the time. If that's not an option I would try to find out how Threatening Presence does it and implement it that way which the -of-lower-level restriction (immunity to getting engaged, still being able to engage). Removing engagement completely (like having the Grog pet) is more like a drawback than an advantage for most melee characters imo. PS: Entonia Signet Ring will be useless then (not getting engaged = no defense bonus).
  3. Hunting Bow + modal is a great option because -50% recovery is a massive bonus (or better: reduction), making the recovery very short. And the -15 acc isn't so bad with the hunting bow's build-in +5 accuracy bonus and the Ranger/Cipher's combined accuracy buffs. Also Essence Interrupter is a fantastic unique weapon. Aamiina's Legacy, too. The best option imo is Frostseeker, but that's a War Bow. But its "Blast" on crit also generates focus and it will proc very often with high accuracy and Driving Flight, due to it's three projectiles (each of them having the chance to crit and release an AoE blast) without slowing you down like a Rod + Blast will (+50% recovery ). Al in all I would say that Frostseeker is the best ranged weapon for a Cipher/Ranger. It combines good single target damage but also deals good AoE damage. Another great option for ascending almost immediately with only one shot is Kitchen Stove (blunderbuss) with its special enchantment "Thunderous Report". That long cone attack does massive AoE damage. If you can hit several enemies with it that often results in instant ascension.
  4. I never tried if Murderous Intent works with the Trickster's Kalakoth's Freezing Rake. Could be great if that worked. Eye of Wael for +2 PL, White Witch Mask +1, +1 from Prestige, +5 from the Empower and then +100% crit conversion and +100% crit damage against bloodied or worse enemies... Ouch. --- Could also see a SC Trickster maxing deflection and using Whispers of the Endless Paths w. Offensive Parry + Riposte and pick Wall of Flashing Steel (the first time I'd use that tbh).
  5. This is usually the result of using the Divine Thorn ability (melee crouched stealth attack triggering the Godlike ability Divine Thorn). All enemies which don't dissolve into rainbowy petals will end up looking like this.
  6. Ah, sorry, my main takeaway was "where is the file?". Are you sure you altered it yourself? Because it sounds as if you got a an altered file and used it to replace your original one. You can use the Unity Console mod to alter the file. Unfortunately I don't know another (easy) way to make the file contents readable and editable. Or you could replace the file with one that has no Blessings - or only ones you think you originally had before editing it. Maybe there's someone here who has the Unity Console running (I don't) and could manufacture a fitting file?
  7. Customizalbe auto-pause would be a great thing for this and other similar issues with RTwP. Like the customizable AI "scripting" basically (less complicated overall of course).
  8. Besides not noticing, your problem might also be that Rod + Blast has a very long recovery time. You ascend from the shot + Blast - but then you have to wait for a long time until the recovery of the rod is finished before being able to cast. And that cast will also have animation time. For an Ascendant it's best to ascend with a shot from a reloading weapon (or from a weapon you have short or even 0 recovery with). The reason is that reloading - unlike recovery - can be canceled. So for example you would shoot with an arquebus and ascend - and then start casting a spell immediately (preferably one with only 0.5 secs casting time). You could still use a Rod + Blast at first but switch to a reloading weapon once you suspect that the next weapon hit might ascend you. In general you want to speed up animation time and recovery times, too - in order to squeeze as many spell uses into the Ascension phase as possible. You can prolong your ascended status with more INT and with items that do "+X% beneficial effects duration". Those are Strand of Favor (amulett) and Cabalist's Gambeson for example. Easiest is to find some +INT items and pit them on - and then maybe get a +INT Litany from your party's Priest. If you have a Priest you can later extend Ascension with the spell "Salvation of Time". And if your Ascendant casts "Ancestor's Memory" (Power Level 7) on the Priest then the Priest can prolong your Ascension for the whole fight. At that point all the recovery/reloading/whatever doesn't matter much anymore. You will cast all stuff for free then. PS: not noticing being ascended isn't that bad imo. Unlike other Cipher's Soul Whip which turns off at max focus, yours will even do more weapon damage while ascended. So once you have a good DPS weapon (like Frostseeker) it's not so bad to just keep firing with increased damage.
  9. I think I wouldn't put her into Patinated Plate but rather Reckless Brigandine - and give her Tuotilo's Palm. Alternative to SC Mortar Monk: Mirke as Shadowdancer with dual mortars (+modal) and dual blunderbusses is also very good. Instantly unlock Heating Up with Powder Burns and unlock Sneak Attacks and Deathblows easily with Blinding Smoke. Stunning Surge is also great here. Toxic Strike with +10 INT and in an AoE is also devastating, as is Arterial Strike on combat start on a group of lured enemies.
  10. There are no enemies in the Drake fight who can engage, so I guess your impression comes from the Stagger affliction alone? The enemies deal a bit less dmg bc. of reduced MIG. If MIG drops below 10 it means they even get a damage malus (negative dmg modifier). Due to the inner workings of Deadfire's damage calculation process, this is more severe than just getting one's damage bonus reduced (so try to never drop under 10 MIG). So maybe some of the beasts in that fight (I suspect panthers and wurms might have only mediocre Might) have mediocre Might - and giving them -5 via Stagger does impact their dmg output more than is obvious. What often gets overlooked with Writ of Consumption (and Writ of Engagement, too): it targets Will but lowers Fortitude by 10 points (bc. it applies Sickened). Like with Ryngrim's Enervating Terror (Wizard), such spells can be very useful to crack a tough enemies' defenses open. High fortitude enemies usually have lower Will - and being able to lower Fortitude by attacking Will can be very good then. It can make a hard fight easier for party members whose strongest offensive abilities target Fortitude (see Disintegrate, Plague of Insects and such). Using both Writs against enemies with high Fortitude but low Will is a great way to overcome their defenses. Stagger + Sicken - and the Fortitude of those enemies is already at -20. Besides that: there are a few enemies that do use potions, one example is Torkar (an ogre with a bounty on his head). I didn't try to prevent him from emptying his bottles with Writ of Consumption yet - but I guess it would make the fight significantly easier if Torkar couldn't chuck down his seemingly endless supply of potions. But maybe it's just a healing ability of his that only has a potion drinking animation, don't really know. In general it's true: that anti-consumption feature of the spell doesn't do a lot for you. It's way cooler for hostile Priests of Woedica who fight against you, heh.
  11. The only thing to know about the spiritual weapons in general is that the lash scales with your reputation/disposition. If they match the preferred ones of your deity the lash will grow stronger. If you collect opposing reputation points it will become weaker. Monastic Unarmed Training used to work with Woedica's spiritual weapon - but that combination was so strong that they patched it out quickly. Doesn't work anymore.
  12. If you have skeletons in the party (from a fellow Chanter) you might want to stay confused in order to "accidentially" kill skeletons with your friendly fire Carnage and Riven Gore. This triggers Bloodlust, Blood Thirst, Cleave and heal on kill (pet) and takes the Brute to a whole other level. But you cannot let party members come near you then if they have low health. They have to stay out of the Riven Gore range (same as Carnage range) or else they might get destroyed by it. That's not getting knocked down - they actually vanish and are removed from the party instantly. If you don't want to do that then Devil of Caroc is indeed a great pick (to get rid of the confusion - but also because it's a great armor with great enchantments in general). I would always use a main tank (not this guy, usually a fighter/something with Defener Stance and a large shield) and let him unstealth and getting attacked first - while the others prepare from stealth (casting buffs etc.). Only after most enemies settled on the tank I will send in the others (like this guy) with offensive stuff.
  13. Sorry, the quote tags got messed up hard and I cannot fix it. Some text got lost, argh. Anyway: play it like a Rogue/Flanker and not like an offtank. Only unstealth the tank at combat start if possible. Create a fortmation that lets the tank lead with a good amount of space between him and the rest of the party. As I said: It is a squishy character - but that's part of the build idea. Everyhing you do to mitigate the self damage only opposes the steep scaling of the same. It will never be a really sturdy character - just more sturdy than a combo of Berserker + Helwalker would suggest.
  14. Undead boss tag team "Droste-Hülshoff & Grützmacher" incoming!
  15. I cannot think of any class combo with Chanter that wouldn't work well from the top of my head. Since Chanter is so versatile it should work with any class really.
  16. Wound generation comes mostly from Enduring Dance (of Death). It's a ranged build first and foremost so you will not get attacked as much as a melee monk which keeps up the Dance. And with a Nalpazca you get wounds from drugs, too of course. Stunning Surge (which makes sure you don't get hit too often) doesn't cost any wounds. With a Helwalker wound generation isn't a big problem either, you just have to watch out more: due to the increased damage taken per wound, if you get hit you gain more wounds than a vanilla Monk. But usually you want to avoid taking hits and generate wounds from Enduring Dance of Death. I played this as Helwalker first and I had no real shortage of wounds. Sometimes I had to wait a bit longer for Whispers of the Wind than with a Nalpazca. But it's not a big problem because until Whispers of the Wind you don't use them much for active abilities because Stunning Blow/Surge is so good with mortars. Yeah sorry, good point. I forgot to include the weapon set with two random scepters (I picked the scepter proficiency right at the start) for backup because I didn't use it later in the game. But it's useful in the earlier stages. I will edit that. I also retrained into the Long Pain (instead of using scepters) but then decided scepters is good enough as backup. Especially later - once you get Resonant Touch - you don't really need the crush backup anymore, because the stacks of Resonant Touch are dealing raw dmg - and they don't care if you actually dealt much damage with the mortars or blunderbusses. A raw dmg stack per graze, hit or crit is applied anyways.
  17. What I don't get is: lots of players say that dual unarmed+iron fists is so great. But in my experience it's worse than most dual weapon setups, def. worse than dual daggers or sword + dagger (which I also tried for comparison). Don't know what I missed...
  18. Hi, as the title says: daggers attack faster than fists. I find that odd. I wanted to play a monk-ish character and use Iron Fists, but started with dual daggers until I had the right level. That turned out to be pretty fun (once you get the hang of melee combat in general) because you can stab so fast you let single enemies not much of a chance. Then I picked up Iron Fists and ran around with that... aaand I retrained right back to dual daggers because the fists felt so very sluggish in comparison. Even though that means I have to upgrade my weapons all the time - which is a pain ita imo (atm the only real gripe I have with the game). I didn't clock it but it seems swords have about the same speed as fists at the moment? With Barbaric Shout and decent Stamina I can fill the stun bar of any enemy with rapid stabs in a comp. very short timeframe. It takes longer with fists and I get interrupted more often. Fists also deal less damage because they have zero enchantments (such as +10% fire damage etc.). It also seems that Iron Fists is bugged a little bit: it doesn't seem to apply 100% of times if you retrain into it? At least when I tried it out again later I would only get measly damage per hit. And the character sheet said I have common fists. But maybe a restart or reload would fix that, didn't try. With another savegame where I retrained a high level arquebus guy into iron fists tier 3 it worked though. Anyway, what do you think: should jabs and punches with your fists be slower than stabs and slashes with a dagger?
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