Everything posted by Boeroer
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[MECHANICS] The Summoner's Tables
Yes, prefabs are Unity's usual way of storing game objects I believe. What Godot's scenes are (I'm only using Godot for my personal tinkering with games). I looked into Unitiy briefly and even took some courses, but that was some years ago and I forgot most of that. Anyway: if you can have seperate progression tables, abilities and even separate items than all is fine. No need to alter the base stats. I was just wondering if one could make a hard copy of creature X --> X1 and then (besides altering scaling and base stats) alter that creature further - like tinting its model or make certain parts of the model invisible and stuff like that. It works with weapons and character models...
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[MECHANICS] The Summoner's Tables
How are creatures' game objects stored anyway?
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[MECHANICS] The Summoner's Tables
Can't one just make hard copies of the creatures and then use those copies for summoning?
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PS4 The Big bug thread
Boeroer replied to Dyxx's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Maybe this should go to the technical support subforum where all the other bug reports are?
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Your level in different acts?
Lvl 7? You must have missed about 30% of the game at least. More like 50%. As draego already said: The Endless Paths of Od Nua for example have 15 levels, not 7.
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Lord Darryn's Voulge: ball lightning question
Boeroer replied to Pork's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)INT does affect the AoE size of WotEP. As do Rings of Overseeing and such. Even Shared Nightmare (Cipher passive). It ususally is, but a confused Berserker will hit himself (since confusion has the effect that foe-only becomes friendly fire). But fiddly... Bună seara! I do - for professional reasons. We are moving back to Berlin in June. It was a nice time here in Bucharest. My wife has been to Satu Mare several times now but I didn't manage yet - although we did trips to almost all other regions. My favorite so far was Maramureș which is right besides Satu Mare.
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[MECHANICS] The Summoner's Tables
Base stats and maybe also "entry point" when it comes to weapon quality. E.g. weaker summons or those with mutliple instances could start with poor equipment on their own lvl 1 (like skeletons - or even worse if that's a thing). Something like Pallid Knight should wield better gear than a skeleton - I mean if summoned by the same caster-level.
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Lord Darryn's Voulge: ball lightning question
Boeroer replied to Pork's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)For me usually a Barbarian is involved because Carnage applies Static Charge/Thunder in an AoE. If you combine that with a Monk you can have some nice effects with Swift Flurry (and Heartbeat drumming), especially on non-PotD difficulty. One special build I did with it: Berserker/Fury - bound the Voulge to the Druid's side of the multiclass. That way I could still use Static Charge (not Static Thunder though) with Carnage but also get the +3 PL to Storms which is pretty nice and stacks mighty fine with Deltro's Cage's +2 PL to shock abilities. That's +5 PL to your Returning/Relentless Storm which translates to +25% base dmg, +1.25 PEN and +5 ACC as well as +25% base duration. Additional +4 PEN for your shock spells via Tenacious(+2), Fury(+1), Heart of the Storm(+1). Also Blood Frenzy applies its DoT with the spells if they crit. Spirit Frenzy would apply Stagger on hit/crit. As Berserker you can "abuse" Modwyr in a second weapon slot in combination with Deltro's Cage Helmet: Frenzy (become confused) then cast Dancing Bolts on yourself (and also your enemies in the best case) and that way unlock Deltro's Cage Helmet's shocking lash for your following actions. Then switch to Modwyr (removes confusion - that is important since you don't want friendly fire with Relentless Storm, no no) and switch right back to the Voulge. That gives you electric storm spells with said +5 Power Level and an additional shocking lash (hight of it depends on the amount of shock damage you received from Dancing Bolts). Those storms will trigger Blood Thirst on kill - so you can swing the Voulge and cast even faster - which kills more enemies... and so on. If that's too much micromanagement I'd simply leave out the helmet and forget Modwyr and eat Luminous Lobster instead (resistance gainst confusion). Casting is pretty fast anyways due to Frenzy and Bloodlust, combined with fast caster - but once you get Blood Thirst it' a lot of fun. I generally like Barbarian/caster combos so this fits very well. You need some sort of outside healing though. Or pick Savage Defiance. Because Berserker's self damage is nasty and Furies can't cast Rejuvenation spells.
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[MECHANICS] The Summoner's Tables
I just tried out the Rymrgand Incarnate. Maybe a reason why it has so much HP is because it uses (or suffers from?) "Violent Collapse" quite frequently. It's a self destruct that deals some AoE corrode damage. Besides that its duration is rather short (compared to some other summons atthat Power Level) because the -5 PL for the Priest immediately shortens the summoning duration it seems. So the high HP pool doesn't really matter. It has an automatic AoE attack and a Clear-Out Attack (named "Demolish") and also an ability that pulls enemies near (like Pull of Eora but only once, no pulsing). And with Wild Growth it does indeed grow. But of course that's only funny but not superuseful (unless you want to block more space because the selection circle also grows). It is also very, very slow... Doesn't feel OP for a PL-9 summon. Call of Rymrgand seems to be the better spell to cast in most situations.
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[MECHANICS] The Summoner's Tables
In my opinion all summons should scale the same. It's not explainable to new players why some summons scale differently to others. And if they must scale diffently: a progression table somewhere (e.g. Bestiary) would have been nice. I don't mean you should mod it like this. More that this should have been done from the start.
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Help with Cipher build
Absolutely. 3.07 was only bugfixes.
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[MECHANICS] The Summoner's Tables
The Scourge would have 1500 health at lvl 20 or how do I have to read it? And then CON(13) bonus gets applied? Meaning 1500*1.15 = 1725. Or how do I have to interpret "base" health?
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Multiclassing a shifter druid
Seems so.
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[MECHANICS] The Summoner's Tables
But it becomes even bigger! Dah!
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[MECHANICS] The Summoner's Tables
I had Vatnir as a SC Priest but didn't bother with summons. Maybe I should have... Is a Scourge a beast? I would cast Wild Growth on it.
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[MECHANICS] The Summoner's Tables
Rymrgand's Incanate: 500 base health and +50 per level?
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Help with Cipher build
It says version 3.05 which is that latest game version. So - yes, it is up to date.
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Multiclassing a shifter druid
No, it does not. Only damage that goes through attack resolution does this. This is true for all effects that get canceled or prolonged by hits (Psion, Enduring Dance, Takedown Combo, Shield Cracks and so on and so forth). But even if it did: what effect would a Goldpact/Shifter have that would end prematurely? Edit: You mean Gilded Enmity I presume. Fair point. But luckily it shouldn't break from DoT ticks unless it's not implemented completely differently than all the other effects that get canceled from hits.
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Multiclassing a shifter druid
@Powerotti: Oh sheite you are right. I totally overread the TB part. Forget what I said about DEX then. 😅
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Multiclassing a shifter druid
7 DEX is a bit low I'd say. For your melee attacks it wouldn't be as noticable if you do FoD mostly - but recovery of initial (or in-between) spells will be slooow. If you lower RES to 7 you might as well go down to 3 in my opinion. If you cast a healing over time before shifting you won't need 14 CON either I'd say. Then 10 might be enough. Also because Lay on Hands and Exalted Endurance will still be available while shifted. And you will get healed between shifts automatically as well. Maybe equip some regeneration gear later on. It will keep working while shifted as long as it's not an armor or weapon. Stack up on AR as much as you can (basically take every AR passive of the Paladin tree). Eternal Devotion stacks with Wildstrike. I would also use Hylea's Talons. They will put a raw DoT on you as well but they stack with the other lashes and your passive healing should more than outbalance that DoT. If not you can still use some other gloves. Like Boltcatchers or something.
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Companions interaction and what bugs me about it
Boeroer replied to AeonsLegend's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)It was a decision that wasn't done by the designers or even the game director.
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Looking for Help: Which class combinations to choose
It's 1/encounter. After the first Ascension you can't use it anymore. I mean if you don't abuse SoT + Ancestor's Memory to prolong Ascension infinitely. I personally would also pick Helwalker since I usually prefer longer but more controlled fights and I just like Monks better than Rogues (by far). Streetfighter is also a bit more fiddly with the friendly-fire of Powder Burns.
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Looking for Help: Which class combinations to choose
The most impactful part about Streetfighter is of course that Powder Burns keeps you Heated Up 100% of times which results in a 50% recovery bonus which is HUGE. Deadfire's speed bonuses are not additive so even stacking a 30% + another 30% bonus wouldn't be as good. And of course it works with spells. The recovery bonus is universal. What Heating Up also does is increasing Sneak Attack damage significantly. That's all without getting Bloodied. By the way the Streetfighter doesn't get "On the Edge" when between 50% and 25% (Bloodied) but from 50% to 0%. So Bloodied and below. On the edge increases crit damage. Nice if you have it but not crucial in this combination. You wouldn't use a melee Streetfighter/Cipher here but one with blunderbusses (Kitchen Stove with Thunderous Report usually fills focus right away) or even better dual mortars. Dual mortars have the advantage that they target reflex and have dual damage. Blinding Smoke from hand mortar unlocks Deathblows automatically. Also Fire in the Hole jumps (using Chain Shot - jumps with the AoE) and the Streetfighter can apply his afflictions (like Arterial Strike) in an AoE as well. Also the AoEs + jump fills up focus extremely quickly if you can target several foes at once (hello Wizard with Dazzling Lights + Pull of Eorora) especially when heated up (remember: increased Sneak Attack). So the synergy is that the Streetfighter fills up focus extremely fast with mortars or blunderbusses, ascends and then automatically has 50% recovery bonus on spells. This is extremely good with spells which have short casting time but long recovery (see Mind Lance for example). You can cast a lot more spells during Ascension than most other combos and spend very little time with filling focus. Cons are: Perception affliction. This will lower your deflection by 10, your AR by 1 and your Perception by 5 at nearly all times. Perception inspirations (Blessing) don't work well: the get canceled with every shot and also prevent Heating Up then The fact that Streetfighter is so good with weapons so that you might spend more time shooting than casting: well that's not a disadvantage. If you don't need any Cipher effects at the moment you can shoot for impressive damage. But once you want to cast you will have awesome speed. Or if you want to deal AoE dmg take the mortars but if you want to deal single target damage take Disintegrate. Helwalker/Ascendant is also very nice though. Takes a bit longer to ascend but you will stay ascended longer - on the other hand you can't dish out spell as quickly - but they will have +10 MIG and way more INT. I wouldn't call one better than the other. They play differently. Streetfighter can be a bit hectic.
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The bricks of Eora, Part One: A digital Lego recreation of Pillars of Eternity
I saw that on Twitter a few hours ago, very cool! 😄
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Looking for Help: Which class combinations to choose
Whispers of the Endless Path: the cone is foe-only! The cone works with FoD (so all attack rolls get the lashes). The key element is Offensive Parry (but you need living steel for that) Spirit Lance + FoD (Bleak Walker) + Zandethus Fury is very good as well. Rooting Pain: If you can't gain wounds (like being at max would count) it will not trigger. You'd have to spend wounds first. It's still a great passive to have for a tankish monk since the occasional interrupt can mess up enemies really bad. Spend some wound with Thunderous Blows and Enlightened Agony and such. Edit: Oops AeonsLegend already answered that, sorry. Cipher vs. single (Mega-)Bosses: in my opinion the Psion is best here. Others might really struggle with focus generation. Psion does not. If you have a Priest you can withdraw the Psion if he gets hit too often - then he'll emerge with full focus (and healed).