Everything posted by Boeroer
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Best attributes for a Healing Paladin (dual wielding)
Ah, okay. But if you only use one sabre you also can only proc one instance of White Flames healing. With two sabres you will have 12 less ACC, but you will be able to trigger White FLames twice(!). So you have two chances to proc White FLames at least once, if not twice. With one sabre you only have one chance but with higher +12 ACC. And of couse you'll do less damage with FoD with one sabre only.
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Scrolls and spell casters
- Wizard: Firethrower Gloves vs. Gauntlets of Accuracy
Wait: do you know what "average", "very roughly" and "just to have an easy number" mean? Again: I'm not arguing about the different impact a point of ACC has over the course of the game. I really think you need to read more carefully. You have a tendency to counter arguments that weren't made.- Best attributes for a Healing Paladin (dual wielding)
Who told you that dual wiedling brings a loss of accuracy? That's wrong. The only thing that would lower your accuracy would be a medium or large shield. PER 13 is completely fine - especially if you are not playing PotD difficulty. Also because you can put the Ring of Focused Flame on your Kind Wayfarer and then your White Flames have +20 Accuracy. Maybe you will miss a bit more often in the very earlygame - but after some levels PER 13 will be no issue. You could take 2 points from CON and one from RES and put them into PER if you feel that you need some more. You might want to have somebody in the party with 16+ PER at the beginning - because there are some secrets and traps that you can't detect if everybody only has mediocre PER. Very low DEX can be bad for a Paladin who uses Lay on Hands quite a bit. Because your recovery will be so long that sometimes party members die before you can finish recovery and cast Lay on Hands.- Flanked
That is not correct. It was developed during a period where plate armor was prominent (1550+). I guess you are confusing it with a foil. Anyway - I don't want to turn this into a discussion about misconceptions about medieval weaponry since that's completey deflecting from the actual discussion and utterly missing my point: that realism shouldn't be a primary concern for a D&D inspired fantasy RPG. Unless you have insight in the code of Deadfire and are a programmer you can't judge how easy or difficult it would be to implement something. About rapiers (for anybody who's interested) :- Wizard: Firethrower Gloves vs. Gauntlets of Accuracy
Yes. Also because flat +3 ACC really loses impact later on. Unless you really want to to stack as much ACC as you can possibly get for certain special builds. If it would be +3% ACC - now that would be a whole different beast...- Wizard: Firethrower Gloves vs. Gauntlets of Accuracy
Let me repeat myself once more: After release we had some forum users here who filled whole spreadsheets with data about rolls, enemies and so on and concluded that +1 ACC is roughly a 2% dps increase on average. This is an apporximation and doesn't look at specific enemies, builds and situations. It's just a number so you can quickly compare stuff. At the beginning of the game +1 ACC has a higher impact than +2%, later is has lower impact. But that doesn't contradict that the overall increase can be roughly estimated at 2% just in order to have a simple value for a first quick estimation. Maybe that's your personal definition, but dps is simply a value per time unit. I can look at a long time sample or a shorter one. If I'd average my dps over the whole playthrough then even a one-time damage spike leads to an increase of overall dps I did over the course of the game. And be it even so tiny. I didn't oppose your statement about the negligibility of +3 Accuracy at higher levels at all. Why are you arguing about this?- Flanked
Let me repeat myself: It's a game, not a simulation. You could also argue that an arquebus should at least have 20 PEN or that swords and axes usually are sidearms and not main weapons. You could argue that the rapier is the better sword and should simply have better stats or that daggers and stilettos should be inferior weapons on the battlefield. You could argue that leather armor is not really a thing and that actual padded armor is way tougher than some fur armor. And that plate armor doesn't really slow you down that much and is always superior. But what would you get if you put too much realsim into a game and make it a medieval simulation? A boring game.- Flanked
But if you flank an enemy - why should only you get the bonus and not your buddy? You are both in the same position. What if a third party member joins? So I would argue everybody who attacks the flanked enemy in melee should get the bonus. Your idea may be more realistic but it comes with several mechanical complications like the one above. That means it's more difficult to implement. Besides that there would be other issues, for example: Sneak Attack gets unlocked by flanked. With your solution that couldn't be done anymore (without altering the Sneak Attack logic quite a bit). How would Streetfighter unlock his passive? How would you implement Phantom Foes? Wouldn't it be better if the enemy still got he flanked status but only characters that attack in melee would profit from it? Anyway I guess Obsidian went with the more abstract but easy solution that is in line with the other afflictions and more systemic. You can argue that a flanked character is distracted in general and has to take care of two or more attackers in melee which leaves him more vulnerable. At some point you have to scrap realism and go with the easier yet still imaginable solution.- Wizard: Firethrower Gloves vs. Gauntlets of Accuracy
Over the course of the whole game 1 point of ACC translate to (very roughly) 2% dps increase. So +3 ACC would mean 6%. +2 DEX will give you +6% Action Speed. While this is not exactly the same it's sort of comparable. So with the +2 DEX alone you're somewhat on par when it comes to dps - not even looking at stuff like better reactivity, better Reflex, better chances of unlocking dialogue options through increased DEX and so on. It's also less dependend on enemies' stats. Then, if you are using Evocation spells, the +1 PL alone is better than +3 ACC. PL will give you +1 ACC, +5% multiplicative(!) dmg bonus, +5% multiplicative duration and +0.25 PEN for your Evocation spells. So I would always prefer the Firethrower Gloves unless I'm doing a very specific build tha needs all the dps it can get (e.g. something with Swift Flurry or a Skald or whatver).- Flanked
So what you mean is that not the victim of flanking should ge the affliction "flanked " but the character who flanks should instead get a buff named "flanking"? Or do you mean that the flankig status should still be on the victim, but only the flanking character should profit from it (basically like Marked Prey or the Marking mechanic in PoE)?- [CLASS BUILD] The Anvil, the most tough monk around
This build will work in Story Mode. If you feel that you can't generate enough wounds because enemies can't hit you: use the ability "Mortification of the Soul".- Quest "The Crossed Eye" (Caed Nua)
You have to complete quests or advance in them. One turn = one advancement in (or the completion of) a quest. It doesn't matter which quests.- [MECHANICS] Various Testing
- [MECHANICS] Various Testing
Hm... didn't notice.- Blood Ward/Old Siec + Damage over Time
Yeah - you can't run into the fray with him in the early game unless you skip Frenzy and/or use a shield. -10 deflection from Frenzy, low starting deflection with the rel. low health of any lvl-1-char is a bad combo. Reach weapons from the second row work well with Frenzy until the higher health (I mean the starting health + the rel. big gains at lvl-up) starts to make some difference. Savage Defiance also helps (Robust adds some AR and healing over time).- Drake summons are utter trash
Boeroer replied to Daudastund's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Skeletons have swords. Weapons don't scale with difficulty level. Swords have a base PEN of 6. Poor does -2 PEN. And thus they are stuck with 4. I mean without any buff like animancy cat etc. Incidentally just did an Ancient-Brittle-Bones fight on PotD with a lvl-20 Troubadour. I don't know about the tentacles.- Fassina and Grimoire imprint (+Major) spell
Boeroer replied to fced's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Byebye Priest of Skaen then.- Blood Ward/Old Siec + Damage over Time
I always liked the Furyshaper because of his very useful Fear Ward and didn't pay much attention to the Blood Ward because you can't multiclass with it. I just assumed it was the same as Old Siec. Had I known that it works with DoT ticks I would have played a SC Furyshaper as kind of "support" earlier (since I Iike SC Barbs anyway but preferred Berserker so far). A retaliation Barb with axes is much better as Furyshaper+Blood Ward than as a Berserker though. Only watch out for the Ward...- Blood Ward/Old Siec + Damage over Time
5 meter radius - there's a marking on the floor that shows the AoE at any times. Enemies don't have to be in the circle - only the party member who wants to profit from the draining. If you combine it with Old Siec (Chanter) you can have double draining. The AoE of Old Siec is usually bigger although chants only have 4 meter base AoE. But usually chanter have high INT. The AoE of the Ward is always the same even if the Furyshaper himself has only 1 INT. But then the summoning duration is very short of course.- Blood Ward/Old Siec + Damage over Time
At higher levels the Blood Ward has good health. But yeah - if it goes down then that's bad. Luckily it gets healed by all non-targeted healing effects such as Exalted Endurance, Moon's Light, Consecrated Ground, Restore and so on and so forth. You can even buff it with spells like Shields for the Faithful and whatnot - so it's pretty easy to keep if alive even if you let it alone. Lay on Hands doen't work though. Targeted buffs do work. E.g. Barring Death's Door. As Powerotti said Withdraw also works (just tried). Which is hilarious. But you can also guard it. I just placed the Furyshaper in front of it and blasted every enemy who came near with Driving Roar. And everybody else as well because Driving Roar has an insane range. Was supereasy with every encounter I tested it so far. The AoE of the Ward is good and it is incredibly useful for everybody who deals consistent damage. You can basically spare a dedicated healer for glasscannons as long as they can deal enough damage. Tried it with Ancient + Plague spells now and also Wicked Briars. WotEP with Taste of the Hunt was impressive (healing from the spell itself + strong DoT in an AoE). Bloodmage with Concelhaut's Corrosive Siphon heals twice. Steel Garrote with Offensive Parry... Barb with Retaliation... althoug those also work fine with Old Siec. It's the DoTs that separate the Ward from the Chant. Pretty wild... Before getting Blood Ward the Fear Ward is also very powerful. It just terrifies(!) everything that has not enough Will to resist. Because of that it gets attacked very seldomly. And you can buff its ACC with Blessing and Devotions and so on.- Lord Darryn's Voulge: ball lightning question
Boeroer replied to Pork's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I guess it is not intended. But you can use it to your advantage: equip Deltro's Cage Helm and profit from a good shocking lash after casting Ball Lightning.- Drake summons are utter trash
Boeroer replied to Daudastund's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)5 base PEN is pretty me though. Good that it scales. By the way: Skeletons' poor swords stay at 4 PEN for all of the game. 4... ...four!- Blood Ward/Old Siec + Damage over Time
Hi, As you may know Old Siec and Blood Ward both work with spell damage which is very handy for offensive spell casters in the party who suddenly don't need other sources of healing anymore (most of times). So I fiddled around with Steel Garrote/Skald and a Furyshaper and then tried Blood Ward + Old Siec in combination with Dragon Thrashed (because you never know, do you?)... --> Old Sic seems to trigger only once (when the DoT is applied), Blood Ward triggers on every DoT-tick! Tested further with different DoTs like Blood Frenzy, Deep Wounds, Bleeding Cuts, Disintegrate and whatnot and it's all the same: Blood Ward heals 15% of every tick damage (you can imagine with Disintergrate or Toxic Strike it's pretty awesome). Now... Is that new somehow or was is just so that this was missed by everybody? 😄 This makes Blood Ward extremely good and shifts SC Furyshaper to the top of my personal Barb ranking. Just for laughs an giggles I made a Barb with Bleeding Cuts + Panther's Leap + Barbaric Retaliation + Blood Storm + Blood Surge + Blood Ward and my... he refuses to die. Added an Old Siec Steel Garrote/Skald with Offensive Parry (crits from Offensive Parry can refill phrases) and a Bloodmage with Concelhaut's Draining Touch and Concelhaut's Corrosive Skin. I would say this is totally bonkers...- Looking for help: Wizard gameplay
Yeah - I reckon if you already have a good CC option then Aloth may feel a bit redundant. Especially if you have some "preferred" chars whom you invest a bit more micromanagement on and then Aloth is just an addon. Some classes or builds don't work so well if they are supposed to work on their own mostly. Concerning Chillfog + Combusting Wounds: it works even better if you cast two Chillfogs over each other. Then you'll have twice the pulses for Combusting Wounds (obviously). Granted: this takes more casting time. In the early levels I try to cast Dazzling Lights to lure (will get refunded because our of combat), then engage with a frontliner or two to keep the enemies where they are while casting Chillfog out of stealth so that the tank(s) are in the foe-only zone. The second Chillfog can follow immediately because of stealth mechanics. Naturally Combusting Wounds then takes some time because of the recovery from casting the second Chillfog. I cast CW last because of its shorter duration. If you have spell shaping then you can adapt to a lot more situations because sometimes there are only few hard enemies and sometimes a ton of trashy ones. I find it quite weird that Combusting Wounds works with Chillfog at all - since it's freeze vs. fire - but it does. Concerning friendly fire: that's why I like tanks with lot of engagement slots, large shield + modal and resistances or immunities. I don't care about Pull of Eora if I'm wearing Upright Captain's Belt or Slicken when I'm wearing Rekvu's Fractured Casque - and so on. Also Adept Evasion is great on a Swashbuckler tank with large shield if you have a Wizard in the party (I often use Edér like that). - Wizard: Firethrower Gloves vs. Gauntlets of Accuracy