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Boeroer

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Everything posted by Boeroer

  1. @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.
  2. 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.
  3. 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.
  4. Cool. Although the Rogue screenshot lacks several of the new icons. I would say roughly 30% of his new icons are not there. Fighterand Cipher seem to be fine after first glance.
  5. Same here. So far I only used the Advanced UI mod - which doesn't change the game mechanics at all.
  6. I just now realized that what Andrea's mod does is "unnerfing". I seriously was wondering why it was an unnerving mod. Like if it had enemies who scratch over chalkboards with their claws or something.
  7. Thank you! Hehe. It was indeed a lot of work. But it was also surprisingly fun to do. I'm neither a professional artist nor illustrator so my workflow and methods may have been terrible - but still I would totally do it again.
  8. Hey - no worries! No problem whatsoever. Thank you for turning my icons into a proper mod!
  9. Another one for an upcoming version of the #deadfirecommunitypatch ?
  10. Anything melee or ranged + Beguiler is a bit of a waste in my opinion. Beguiler doesn't need weapon damage at all to gain focus and doesn't need weapons to deal damage. Since you can either attack with weapon or cast a power (not both at the same time) - and usually ciphers mainly only deal weapon damage to fill up focus... you get the idea. Of course Tactician/Cipher in general is tempting because Phantom Foes/Brilliant Tactician. But I would maybe either go with Ascendant (picking Tactical Barrage) or Soulblade. First one plays more like "phase a: melee, phase b: spam casts" while Soul Blade would just emphasize on the single target damage when needed. Beguiler can be played like "phase b: spam casts" nonstop due to his very powerful focus gain via low level deception spells (you get back a lot! more focus than you spend). I don't think that Unbroken/Trickster is more useful than a Herald (which is capable of doing the tanking and deliver all the needed healing passively and actively) but it is a nice build nonetheless. Check out Large Shield modal + Adept Evasion if you like to cast AoE spells onto your tank (who's surrounded by enemies). He will seldomly get even a scratch from your spells while the enemies will suffer. Instead of Priest of Magran/Lifegiver you could try a dual wielding Priest/Kind Wayfarer if it's damage+healing you are after. You'll lose some AoE capability though. How is Helwalker/Troubadour supposed to be played? Or in other words: what's the plan that turns him into your main damage dealer?
  11. @MaxQuest: not mandatory at all, but will it also go to steam? It's very convenient to install from there and the mod will get listed right besides the game (especially if many use and rate it).
  12. Yes, that I don't doubt. I think it is a tempting thought - especially if you (as a developer) had some bad* experience with publishers before. )* objectively or subjectively doesn't matter in this case I guess. Still - for some studios it worked well - that may also be a lesson for (pushy) publishers.
  13. So I think that daven's initial statement wasn't correct.
  14. I think that crowdfunding wasn't even "invented" to circumvent publishers (or other investors) in the first place. It was invented because some developers (of whatever product) couldn't find a publisher for their idea (see PoE). The part about cutting out the publisher seems to be more of a romantic thing players add to the narrative. Of course: once you realize that you really don't need one (see Larian) you might indeed think that you're better off if you do it all by yourself. In this case the games have been very successful though - so not much pressure.
  15. Hm, maybe this was tweaked. My first early Warlock and some other Barb builds didn't have 0 recovery after the killing blow but after the following attack (different from PoE). Which I thought made sense since you have to move to the next target after killing blow anyway. If it now works for the killing blow and the next attack: even better!
  16. I guess it's because of the custom physics that move flails in the inventory screen and so on. No other weapon has movable parts I guess...?
  17. Thanks a bunch! Since there will be no more patches for Deadfire I think we are safe. As @Phenomenum said: we need that "unballed" model as basis for an alternative spiritual weapon for Skaen Priests. Since Skean's is the god that is worshipped by slaves I thought that broken shackles would be nice. Ball and Chain without Ball looks like shackles. So... Nice!
  18. I think the Naga Great Sword (Great_Sword_Naga I believe) can totally be used as an Executioner's Sword (I want to give this as second Spiritual Weapon to Woedica Priest via trinket - since single scepter is kind of lame and dual scepter kind of weird in this case). Flame and Coral Naga ones also look nice but are a bit too much over the top I think. You know what would be cool, too? Spiritual Scepter + Spiritual Imperial Orb. Where the orb works like Kalakoth's Minor Blights (burn, without the lash maybe since that would be too good). So... royal...
  19. @Phenomenum: I mean that's how it works in the unmodded game. I tested only a few days ago after Kaylon sayd that it's not the case. It still is though. WotEP and Mortars etc. don't get any Backstab bonus for the AoE hits - and also no Assassinate bonuses. I guess because the AoE hits occur a lot later than the initial attack. If you set auto pause on encounter start then the game actually pauses after your initial strike (invisibility/stealth is already gone then) and before the AoE hits get rolled. Of course I don't know how you implemented the modded Backstab. I will test after vacation @AndreaColombo: looks nice. How exactly do you get it via console? I thought I had cycled through all great sword models but didn't see this... I think.
  20. I soloed with a Geomancer who used Takedown Combo excessively. If they didn't change the implementation it's exactly how I said. The description states the duration of Takedown Combo - bit it's the timespan during which you need to hit the enemy to trigger the one-time bonus. Once Takedown Combo is applied (as hostile effect on the enemy) the next successful hit during that duration receives +100% and then the effect gets removed. This means that if you use a Blunderbuss to execute that attack your first pellet will get +100% and the remaining 3 will not. I can't test atm because on vacation - but I'm pretty sure this mechanic didn't change. Because else it would be crazy OP in a party formation. Also the description says "the next attack" (singular).
  21. Takedown Combo gets removed after a successful hit, so it doesn't matter how long its duration is as long as you can hit the enemy within that duration. It's a bonus for 1 hit only. Still good if you combine it with high base dmg attacks such as certain direct damage single target spells (e.g Killing Bolt). St. Omaku's Mercy is indeed great. Also on a Ranger/Berserker or Ranger/Monk due to the very high ACC and/or conversion rate. Berserker is especially cool because if recovery doesn't get removed you can still count on Blood Thirst and Bloodlust/Frenzy as speedups. Driving Flight also helps to trigger it a lot since the bounce also counts. Very nice weapon which doesn't get mentioned often enough.
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