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Everything posted by Boeroer
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If you go single class: in my opinion Heart of Fury (absolute killer ability in PoE) isn't even as good as the last two shouts. That is because they only cost 1 Rage and they are - as long as Power Level scaling is concerned - level-1-abilities. That means the base damage they show in their description already gets scaled by 40% due to Power Level scaling. That is a multiplicative bonus, so MIG and crits will use that improved dmg for dmg calculation. They don't use weapons though so no fancy procs. Heart of Fury on the other hand uses weapons - but it is a Power Level 7 ability which means at PL 9 is will only scale its damage by 10% multipl. In terms of cost/effect the shouts are much better, especially Driving Roar which also prones enemies. With Blood Surge and Blood Thirst you can sometimes make it so that a group of enemies that you shout at from stealth will never get up again until they are all dead. Just as an info which can be useful when you want to know where to spend your precious Rage. SC Barb's tend to spend it all for HoF... Here's a gif of Driving Roar in action with Serafen: Keep in Mind it's PL9 - so no fun to focus your Barb on it right from the start. But once you get it it's very, very good. Another very good ability is Barbaric Retaliation, especially with Battle Axes(+modal Bleeding Cuts activated). Even as the slowest brick you will kill enemies quickly with it as long as you catch crits. Which you always do because of Frenzy (-10 deflection) and the Barb's low starting deflection. You can also drop RES for even less. But you'll have to wear heavy armor (the higher the better) - else you're dead too soon.
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Whatever the wrinkle is: there are invocations on one Power Level that cost different amounts of phrases, right?
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- turn based
- chanter
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You can sneak through the hole digsite as well and don't fight at all if you don't want to. As soon as you find a certain guy at a certain pillar the enemies will be goine and the quest will be solved. No need to fight if you can't win it and if you don't want to hire adventurers. You need a bit of stealth and good timing as a player to sneak past some patrolling creatures - but it's not too difficult.
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Deadfire's Chanter mechanics are a bit different than PoE's. Due to player feedback the Chanter gets phrases at the start of an encounter so he can use an invocation right away instead if having to wait for quite a long time. Also Invacations don't follow the old rule "the higher the level the more phrases they need". Phrase cost is quite individial now. Usually the more powerful ones do still need more phrases, but it's not as streamlined anymore and more balanced. Also most phrases don't have different chant and linger times anymore. It's all 6 seconds chant and 3 seconds linger afaik. Don't know how that translates into turns.
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So far there's only one next step planned. And then maybe a next one after that, who knows? Trinkets will come - so there's that. And whenever a bug or very unbalanced (Ship combat intimidation) or uncool thing comes up (like the helmet of Crimson Panoply) which is fixable by modding it might end up in the patches as well. Currently we are at 1.01.
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You can look at the patch notes of the CommunityPatchExtra. It mentions all changes: From Nexusmods: General: Slog Zone movement speed debuff no longer lingers on rest Prone duration was increased from 1s to 1.5s. Slicken interval was changed from 3.0s to 4.5s Sabre Proficiency malus was changed from +50% recovery time to -10 Deflection Barbarian: Carnage originated from offhand, no longer uses main hand's base damage Chanter: Dragon Thrashed base damage increased from 4 to 5 Cipher: Body Attunement AR malus increased from 2 to 3 Mental Binding duration increased from 6s to 7s Puppet Master recovery time decreased from 4s to 3s (to match Whisper of Treason and Ringleader) Druid: Spiritshift Boar's regeneration passive tooltip adjusted Rot Skulls base penetration increased from 0 to 6 Fighter: Weapon Mastery now provides +5 accuracy instead of +5% damage Monk: Forbidden Fist is now considered a weapon attack (rather than spell). FF/Ciphers can generate focus now. Base penetration decreased from 9 to 7. Priest: Cleansing Flames changed from ApplyOverTime to ApplyOnTick DoT. The damage and duration remains the same. It mainly affects tooltip. Ranger: Arcane Archer's Imbue spells now get +0.25 Penetration per point in Arcana Wounding Shot DoT changed from ApplyOverTime to ApplyOnTick. It still deals 10% dealt damage per tick, but it fixes it's tooltip. Wounding Shot DoT was set to fixed duration. It is no longer affected by INT/Graze/Crit. It always is 3 ticks for 10%. Wounding Shot DoT now stacks with itself. Rogue: Backstab got reworked. Instead of providing +100% base damage bonus, it now deals +20 Raw Damage as flat bonus (+5% per PL) (and generates the same amount of focus for mindstalkers). Deep Wounds was changed to a ApplyOnTick with fixed duration. Instead of doing varying damage (from 28% to 80%) over varying duration, it now always deals 4 ticks for 5% of crush/slash/pierce damage dealt, for 20% total, just as it's tooltip was always saying Items: Rakhan Field Boots: No Quarter can be used only on hostile targets now Shroud of the Phantasm: Mind Over Matter can trigger only from hostile attacks now
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Damn... every time I see that Nalpasca subclass icon with that cool psychedelic background I want to start a new stoned monk run.
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I tested it and it removes Backstab from Blinding Smoke Yay! It also makes sense to use "on damage" and not "on graze/hit/crit". So it seems this is a good fix. The rest can stay in my opinion. WotEP doing AoE Backstab is fine. And mortars NOT doing AoE (with non-vanishing strike situation) is also fine for me. They are too good anyways.
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@Phenomenum: I think you didn't fully understand was I was saying. You didn't test under the same conditions as I did. I don't think it's a problem on my part. Also you shouldn't be so quick to judge what can and can't be. --- First of all I tested hand mortar with Backstabs from invisibility and stealth (non-vanishing strike) and it indeed only applies to the initial target as I said. If you use Powder Burns it may be that it doesn't get applied at all IF Powder Burns hits first in the combat log (also as I said): As you can see there is 0 Backstab, Powder Burns hit first. As I said. Man I said a lot of correct things I presume... But: I didn't test WotEP until now (like you used in your first screenshot). It behaves differently than mortars. The AoE of WotEP is implemented differently compared to AoE of Rod and mortars. You can see this when trying to do Whispers of the Wind or Flagellanth's Patch or Heart of Fury: with WotEP you will only do single target hits while you will do Full AoE hits with mortars. So both AoEs must be implemented differently. I tested WotEP now and it behaves differently than mortars: It indeed procs Backstabs for all AoE hits in range as in your screenshot. I conclude that you only tested WotEP before I didn't so our test results didn't match. So: you get multiple Backstabs out of WotEP - but not from mortars. I tested multiple times: In this case Powder Burns hit second so we can see a single Backstab from the initial pierce hit (mortar's AoE does slash). --- Then your second screenshot: you didn't use Vanishing Strike but Smoke Veil. I mean Vanishing Strike was my whole point. Of course Blinding Smoke doesn't proc Backstab then. Because your initial hit already removed the invisibility and thus Backstab will not get applied to any further attacks of Blinding Smoke. Since Blinding Smoke procs off of a weapon it counts as weapon attack. Same reason why Avenging Storm procs off of it as well as off of Grave Calling's Chillfog. Try Blinding SMoke with Vanishing Strikes (not Smoke Veil - you have to do some shots while Vanishing Strike is active) and you can see how you get a lot of additional Backstabs from Blinding Smoke: You can clearly see that those 9 or 10 enemies can't produce 42(!) Backstabs just from AoE hits with a single mortar shot. Blinding Smoke procs Backstabs in this case, too. Conclusion: you need to test Hand Mortar with Blinding Smoke and Vanishing Strikes so that you can finally believe me. Attention: The Vanishing Strike attack itself will not proc any Backstab (I think this is new - I believe it did with the old Backstab) - only with the additonal Attacks you do while Vanishing Strike is active. Solution: alter Backstab as you altered Avenging Storm (only procs off attacks from weapons that do damage). Maybe @MaxQuest and @AndreaColombo or somebody else can take the time and repeat my tests as well and confirm or bust my claims - so we can see if there is indeed a problem with my game. Edit: Extra mod was loaded after basic. Also I get the correct implemention of Backstab (raw dmg and the icon on my char when he's invisible) - so I guess taht part is correct as well.
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@Phenomenum, @MaxQuest: From Patch notes (Basic): Avenging storm: Effect now applies only when deal damage with weapon This works for Blinding Smoke (good) but stuff like Chillfog from Grave Calling still procs Avenging Storm (I guess because it deals damage). Leave it or fix it?
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@Phenomenum: So, I tested the Extra-Version of Backstab now and found the following: Like before, Backstab with an AoE weapon does only apply to the initial target because invisibility and stealth drop right afterwards. I think this is good. If you have stuff like Poweder Burns you will do no Backstab because Poweder Burns always hits first, removes insivibility/stealth but itself can't get Backstab bonus. I think this is meh - you can't use Backstab when Powdr Burns is on. This is the same as with the old Backstab though - not the fault of the mod. Blunderbusses only produce one Backstab instance no matter what. This is excellent! Effects that proc off a weapon and do an attack roll - for example Blinding Smoke - do get Backstab bonus if you are invisible/stealthed when they hit. Stealth drops immediately so no harm. No multiple Backstabs this way. We will come back to Blinding Smoke though. Now it comes: Vanishing Strike... Vanishing Strike gives you an invisibility that doesn't drop. Thus, all hit rolls that qualify for Backstab will get the raw damage bonus. That is very powerful. Exception: blunderbusses and other multiprojectile weapons still only proc one instance of Backstab per shot. This is good. But: all AoE hits from mortars, WotEP and Rods that are <2m will all generate a Backstab instance. No matter how whimpy the base damage of the hit is, it will alwys get the full raw damage bonus of Backstab (by design). Now... Blinding Smoke generates tons of hit rolls because every enemy can emit a Blinding Smoke cone. This is exponential. So if you hit 5 enemies with the AoE of Hand Mortar then 5 enemies get 1 Backstab each from the weapon hit and then can get 5 additional each from the 25 blinding-smoke hits that can be produced (in theory). That's 6 Backstabs with one shot per enemy. In my case this can be 33*6 = 198 extra raw damage per enemy. while testing you won't reach that numbers because you need extreme luck - but you will still see a whole lot of backstabs. Like 3 to 4 per enemy with every shot you do - even on those attack rolls that don't deal damage themselves (Blinding Smoke only applies an affliction). This was not the case with old Backstanb since it was +100% base dmg - but Blinding Smoke has no base damage... Stuff like Ghost Blades from Engoliero and Chillfog from Grave Calling also proc Backstabs under tha same circumstances. This was also the case with old Backstab but here the damage was lower since 100% of whimpy base dmg is not as powerful as a flat 33 raw (in my case due to PL scaling etc.) Conclusion: it's mostly fine actually - except: Vanishing Strike with AoE weapons. It is abuseable since the raw dmg doesn't care about how low the base dmg is. Is it super-OP? Maybe not because the 2m-rule helps. Seldomly you will hit a group of tightly cramped enemies. And if you can you maybe earned it. Vanishing Strike with weapon procs that are no real weapon attacks (Blinding Smoke etc.) : This is totally OP. Solution : I wouldn't fix the AoE thing now. But like the new Avenging Storm which only procs off of real weapon attacks now, make Backstab only proc off of "real" weapon attacks, too. All in all (if you are not trying to break it as I did) it feels really good. Much better especially with those light weapons as Daggers and so on. That's it from me. I should really go into QA or something.
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There was a bug report prior to 5.0 that mentioned that issue wit several unique items that lost their enchantments. I think it has nothing to do with mods. I think you will find that the bug report matches your problem. I don't know what causes this and I thought it was fixed. Maybe check file integrity.
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Everything else does though (helmet, rings, belt, boots etc.)
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- shifter
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Turn-based and Weapon Switching
Boeroer replied to Korica's topic in Beta Feedback for Turn-Based Mode
Look up the Quick Switch ability + Black Jacket. It turns weapon switching into a free action. And it's kind of OP. Because you can switch to a very offensive setup right before your attack and then switch back to the most defensive setup. That's basically why the normal weapon switch is not a free action.