Jump to content

Boeroer

Members
  • Posts

    23047
  • Joined

  • Last visited

  • Days Won

    383

Everything posted by Boeroer

  1. Yeah that's nonsense. Shields don't make you slower. They don't give you any speed or recovery malus. They can give you an accuracy malus (medium and large ones). And that's it. Some shields even count as offhand weapons. If you equip one of those you will be dual wielding and using a shield at the same time. And that makes you faster. You can even pick Two Weapon Style then and Weapon and Shield Style - they will both apply. Those shields are rel. rare though. I think we have three in the game: Tuotilo's Palm, Magran's Blessing and the one from the SSS DLC. The spikey one I forgot the name of...
  2. I mean it's in the same PL as Fireball, Noxious Burst, Kalakoth's Minor Blights (!), Alacrity and so on. I like that it was changed from a touch spell in PoE to a summoned weapon in Deadfire. But disappearance after one successful hit...? The pro is - of course - that you can't "waste" it's use. It won't go away unless you hit. No "oh shucks" when missing a spell. But that's really it... I don't know. All in all very lame still.
  3. I also can't remember her. If she's a newly introduced NPC then maybe there is indeed more than meets the eye...
  4. I thought so too. At first. But then I liked it a lot. Especially the expansions.
  5. Jesus no. Weapon Switch time is always 2.5 - no reduction. Except with Quick Switch or Black Jacket. I thought you meant DEX wouldn't speed up attack animation. Sorry for the confusion.
  6. If it wouldn't disappear after one hit it wouldn't need 0 recovery (would be my argument). The reason why it's so bad is mostly based on its "duration" of one single hit/crit. If you compare the casting cost, casting time and outcome (damage, draining, sickening) with those of other spells of that power level you will see that it's inferior. That's why nobody who doesn't plan to use it on a phantom bothers with it.
  7. Eh? It has. Dex and Action Speed bonuses will reduce action time. But nothing else. You asked "What other" and I said "nothing".
  8. In Germany we have the perfect term for that (I mean as usual right? ). It's called "Bauernschläue" - which would translate to "farmers' smartness" or something. So basically agri-smart. It describes a certain form of cunning. Ha... I just learned that it can be translated to "peasant's cunning" - according to dict.cc. Is that a real thing? So Edér is def. bauernschlau. And funny, too.
  9. While developing the character of Edér he went from Fighter to Rogue and back to Fighter. His INT score was changed from 13 at release to 10 because maybe some players thought that 13 INT was too unoptimized for a Fighter (they didn't understand PoE Fighters I guess ;)). Anyways, from the official description of Edér: "Though people tend to dismiss him as somewhat of a simpleton due to his appearance, background, and partiality to enjoying smoking whiteleaf, Edér often proves to be surprisingly observant of his surroundings and rather well-articulated."
  10. By the way: if you use a dual wielding setup for ranged attacks then the range of the main hand weapon is the range for your Full Attack. It doesn't matter what range your offhand weapon has. E.g. a blunderbuss in the offhand has a lot shorter range than a wand in the main hand - but when doing a Full Attack at wand's max range the blunderbuss will fire and hit nonetheless.
  11. 1a) correct, 2.5. Main hand's recovery gets omitted because of Full Attack and offhand's reload gets canceled by the switching. 1b) 2.5; the reload would be longer due to single handed -> but it gets cancelled anyway by switching. So only switching recovery remains. 2) no. Only Quick Switch and Black Jacket. I never tested Blade Cascade from Scordeo's Edge with switching though. 3) as above. Streetfighter bonus does not influence switching time of 2.5 secs. 4) nothing. Action Speed bonus is the same mechanic as Action Time reduction by the way. So if you read about both don't be confused. Sometimes the game shows Action Speed Bonus in one place - but Action Time reduction in another. Example: look at Frenzy's description which uses Action Speed bonus as value. Then (when frenzied) look at your weapon's attack speed and see how that action speed bonus translates to the actual action time reduction (the seconds you spare).
  12. He cannot because he can't edit his post. Blame the new forum software. I answered your question in the dedicated threat. Tl;dr: Weapon Switch adds a fixed 2.5 secs of recovery. Quick Switch: -1.5 secs, Black Jacket passive: -1 sec.
  13. No, that would be completely new to me. The weapon switch itself adds a fixed amount of recovery. Iirc 2.5 seconds. This additional "switching recovery" is not influenced by the weapons you wear. It only changes with Quick Switch (-1.5 secs) and Black Jacket's passive (-1 sec). But of course: if you strike with a dagger and switch immediately then you have to wait for the dagger's recovery (3 sec) plus the switching time (2.5) until you can strike again. With a sword you would have to wait 4 + 2.5 secs. You can't cancel the recovery times of weapons or spells with switching in Deadfire. You could do it in PoE1 - but not PoE2. What you can cancel with it is reloading. You can fire a gun or crossbow and then switch to the next weapon set. The reload will be canceled (will be resumed later though should you switch back to that weapon). So it will not get added to the switching recovery. In most cases this is faster than reloading - even if you don't have Quick Switch etc. But you can't cancel weapon/ability recovery. A Black Jacket with Quick Switch can switch with 0 additional recovery. That means he can fire up to 4 weapon sets of reloading weapons once without any recovery/reload. He can also switch recovery weapons all the time and it will not slow him down. It's no difference for him in speed if he switches or not. This is all meant for Real Time with Pause though, not Turn Based Mode.
  14. Party comp. is ok. But maybe your formation lacks frontliners. If the one SC Fighter catches a hard CC affliction or anything else that cancels his engagement - things will become chaotic. You can place the Barb and Priest (give him a shield and focus on buffing) behind the Fighter to prevent enemies from rushing the wizards. Wait until you get Devotions for the Faithful. It's a very helpful priest spell. As Elric said: both Barb and Priest start a little slow - but both have very good potential as single class characters. If your Priest can't provide enough healing then simply use potions I'd say. Unless you don't like that. Then switch a wizard for a druid who can do party healing, CC and deal damage.
  15. You have the same in the Celestial Sapling or the Charred Barrel (or was it Goose and Fox?) in PoE1. Some NPCs with unique names that just say something on click - but won't interact further. Usually it's leftover NPCs from cut sidequests.
  16. Himbo: attractive but vacuous man. How can one get the impression that Edér might be vacuous? I'd say he's the complete opposite of that.
  17. Ok, thanks. Then it has a hard range cap (no matter the weapon reach). Maybe to prevent reach weapons to be OP with the original Cleaving Stance (which did a Full Attack to ALL enemies in range). It worked like that on release and was too powerful (obviously).
  18. Druidstone ist cool - but I wouldn't compare it with games like PoE or Pathfinder. It emphasizes a lot more on the (turn based) combat and its mechanics. Doing mission after mission. The role playing and writing are rudimentary. There is no exploration or anything. The former two titles of the devoloper (Legend of Grimrock I and II) are more RPGish. But dungeon crawlers. It doesn't need all that, it's a good game. But I wouldn't put it into a CRPG list.
  19. I'm curious about the small shield modal in combination with Swift Flurry/Heartbeat Drumming: does the bonus accuracy apply to all attacks?
  20. It's kind of a game development studio.
  21. That's a combo I showed right after release and I used it with a solo Geomancer+Willbreaker. My suggestion wouldn't change a thing about that particular "cheese". The phantom gets all your items, including summoned ones - and durations are attached to your character, not the summoned weapon. So those durations don't get translated to the phantom. It keeps the weapons it came with until it dies or disappears. The downside is that Essential Phantom has none of your abilities. It hits single targets hard with Draining Touch but it's still a very unoptimized melee summon. Also I would rate Spirit Lance on a Phantom even higher. Or Kalakoth's Minor Blights (burn - doesn't cycle on a Phantom) with Ring of Focused Flame and Magran's Favor in offhand - and Ring of the Marksman. Anyway - my suggestion would mean that a character who doesn't want to use the phantom cheese still gets acceptable value out of casting Draining Touch. Because when you use it as it is intended it's just too bad. Even if you use it (as I did) as an Assassin/Bloodmage with Backstab from invisibility. And that's the most effective use I can think of. Does good dmg then but still not that much more as you could do with Cromoprismatic Staff or Dragon's Dowry. And only once. And you spend a whole spell use... Like Kalakoth's Sunless Grasp which we also buffed in the Community Patch because it was so bad compared to most other spells of that power level. Seriously: who uses Draining Touch (besides phantom cheese) on their wizards? I bet nobody...
  22. 2) 4 wounds is not measly for a Forbidden Fist. Keep in mind that a FF only gets wounds from expiring afflictions (and other harmful effects). Combine that with 3 INT and suddenly it's a waste. Why would you want to spend 4 wounds, suffer -4 INT and -8% lash if you don't need the longer range? I think I personally wouldn't even take the Long Pain and Instruments of Pain but use Flagellanth's Path to close gaps to enemies (shouldn't break Stoic Steel). Costs no wounds. 3) no, it doesn't. Speed and recovery bonuses don't stack additively though but multiplicatively. So 20% and 20% are not 40%. But rather 36%. And so on. The more you add the less the absolute impact of each of these. That's what makes high value speed buffs like Streetfighter's so valuable. 4) Of course you can have too much ACC. As soon as you can crit with a 1-roll. 5) won't stack
×
×
  • Create New...