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Boeroer

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Everything posted by Boeroer

  1. Ok, thanks. That basically means that the "new" raw Backstab will be worse compared to the old one as soon as heavy hitting weapons with substantial lashes are involved.
  2. Did you: a) alter the AoEs of WotEP, Blast, mortars etc. to "TreatAsWeapon:true" - or b) did you remove that restriction from Backstab? Because with a) there might be problems with stuff like WotEP + Carnage (every AoE hit will trigger Carnage maybe?) and with b) it would mean that also spells get Backstab bonus...?
  3. @Phenomenum: A question arose... the new "Extra"-Backstab (25 raw dmg + PL scaling and all)... does its damage get included when calculating lashes? The former Backstab adds 100% weapon base damage to the attack which will be used during the calculation of the lash. So if you have a 25% lash and roll 20 weapon dmg and did a Backstab you will calculate 20roll + 20backstab = 40 dmg --> 40 * 0.25 = 10lash --> 40 + 10 = 50 overall dmg Will the new Backstab be like 20roll +25backstab = 45 dmg --> 45 * 0.25 = 11.25lash --> 45 + 11.25 = 56.25 overall dmg or 20roll = 20 dmg, 20 * 0.25 = 5 lash dmg --> 20 + 5 + 25backstab = 50 overall dmg ? Is there still the 2m-range rule? Or do the AoE hits all receive Backstab bonus no matter how far away from you?
  4. Just tested again to be sure: nope. Only Backstabs on the initial target - even if the secondary one stays right beside and def. is nearer than 2m. The game even pauses between the initial hit roll and the following AoE ones (if you activated auto pause on encounter start). Same with Rod + Blast and Mortars. I can only Backstab the initial target. Sometimes even that doesn't happen to whatever reasons (maybe targets that stand nearer than the initial target roll first and remove stealth then?). However: I can sometimes get Assassinate to trigger with the AoE crits. As if Assassinate as a tiny bit of a time tolerance. Or the AoE attack rolls are not considered to be melee or ranged weapon attacks und thus wouldn't trigger Backstab (but Assassinate since it doesn't have the "weapon only" restriction). Another thing: certain "secondary" effects like Poweder Burns do actually happen before the initial hit roll. They will bust your Backstab. So if you are stealthed and attack somebody with a mortar + Powder Burns then the Powder Burns will roll first, it won't get any bonus from Backstab (since no "proper" weapon attack) but it removes stealth and your Backstab is messed up. Assassinate does work with Powder Burns but the base damage is so low that it's not very impressive. I suspect tha same is true with Blinding Smoke from Hand Mortar. By the way: Backstab is messed up anyway. It currently doesn't work with Shadowing Beyond for whatever reason and also not with arquebus. @Phenomenum found a way to fix this with a mod if I remember correctly. Our upcoming "Community Patch" will include that fix and also a change of Backstab: away with the stupid base damage bonus that makes heavy hitting weapons the best back stabbing devices. Instead Backlstab will add a portion of raw damage that is not connected to your weapon's base damage. Iirc it starts as 25 raw then (which is roughly the average base damage of the heavier weapons in Deadfire) - so basically like the former +100% - but no matter which weapon you use. It also scales its base damage with Power Level (like any other damaging ability: 5% per PL). So at PL 9 you would do 36.25 and not 25. This will make Backstabbing with light weapons viable while it will not make it worse with the heavy hitters. It also retains a bit more usefulness during the game since it scales. Have to check though if this will get included when calculating lash damage. Because if not it might actually be a worse with heavy hitters.
  5. You can use the console to give you all plate armors that are listes in the wiki. Save your game. Then open the Deadfire console and type iroll20s <enter> //console will close <reopen console> giveitem Plate_Armor_U_<hit tab> //every tab hit will give you another armor name. //enter in order to put ni into the stash That way you can cycle through all unique plate armors and check their looks ingame. Reload your savegame afterwards to get rid of the "cheat modus".
  6. Actually you might not want to kill all minions with Dragon Thrashed. Usually they get in the way of the dragon and block him. You can then hit him with a good ranged weapon while he's doping not much - for example use Persistence. The wounding complelty bypassed the dragon's DR and stacks. You can use Ancient Memory + Mercy and Kindness to heal yourself passively and with potions (Infuse with Vital Essence also profits from healing bonuses) while you shoot at the dragon and only switch to Dragon Thrashed once the dragon went down. The annoying wraiths and so on you might want to kill quickly though before finding a spot where you can cramp the rest of the minions. The ice blights are especially helpful when it comes to block the dragon. Never forget to use Concelhaut's Crushing Doom on the Dragon. If some spirits stun you often then a setup of Blaidh Golan and a second weapon slot with Hatchet + Little Savoir helps. Both items have preservation (+50 to all defenses) and stack. So you'll get +100 to all defenses if stunned or prone. This makes you nigh untouchable which can be very helpful.
  7. One of the best 2H weapons in the game (besides Chromoprismatic Quarterstaff, Engoliero do Espirs, Citzal's Spirit Lance and Whispers of the Endless Paths in certain situations) is Willbreaker. In the right hands it is devastating - for example with Fighters, Barbs and Monks or a combo of those. Also Skald/Devoted (Clear Out).
  8. Same bas dmg as any other great sword actually. It's not as good as in PoE1 where it had tremendous base damage compared to a normal great sword. Firebrand "only" has a 25% burning lash while Spiritual Greatsword of Berath's lash will scale with fitting dispositions. And advantage of Firebrand however is that it works with the Ring of Focused Flames, giving it +10 ACC for every attack (even auto). That means you can trigger the modal which gives you +30% dmg but will only suffer -2 ACC compared to Berath's Spiritual Great Sword. Or you generate more crits for more PEN. Whatever: nice to have. It also works with Scion of Flame, giving you +1 PEN. Sadly a Druid brings not much to the table when it comes to great swrd fighting. Unless you pick Whispers of teh Endless Paths and use Taste of the Hunt with it: It will apply the GoT to all AoE hits and those - in your case - can all trigger Blood Thirst. Combine it with a storm spell or Plague at the beginning of the encounter which wilalso trigger Blood Thirst and suddenly you become a 0 recovery murder machine. YOu can still summon Firebrand against non-mobs where it's better than WotEP.
  9. If it walks like a duck and talks like a rusty trumpet it's usually a bantam c0ck.
  10. Mortars = Hand Mortar & Fire in the Hole, exaclty. The builds are pretty straightforward since they are single classes. PL8 and 9 are still single class only. But honestly a lot of classes are better as single class builds nowadays due to good PL8/9 abilites, earlier ability progression and earlier and higher Power Level scaling - except in the early to mid game when you pick very front-loaded classes (like Rogue and Paladin for example). At least in a party. Solo is different.
  11. The AoE is separate from the initial attack roll. That's the case with all AoE weapons. So you will never be able to do an AoE-Backstab unless you use Vanishing Strike (Rogue PL 9). Reason is that the invisibility/stealth drops right after the initial hit and the following AoE hits are handles as seperate hits which will already be done without stealth/invisibility. Same with blunderbusses and other multi-shot weapons (Frostseeker for example). Another thing with AoE would be that you have to be <2m away from the target i order to trigger Backstab and that that is difficult to achieve with an AoE attack roll. Since WotEP has lower base damage than a normal Great Sword it's especially bad for Backstabbing. Exception: the enchantment "Run Through" is very good for Backstabbing because it has high base damage. You can only do it 1/encounter though. Vanishing Strike is an exception because its invisibility doesn't break during duration o matter what you do. That means all attack rolls will count as Backstabs - as long as they are considered as weapon attacks AND they happen not more than 2m away from where you stand. Weird behaviour with Soul Annihilation + Backstab should be fixed. Afaik they work together and SA's raw dmg will receive a bonus from the Backstab damage. Just use another weapon. Chromoprismatic Quarterstaff for example is nice - as are two handed Battle Axes A really great glass cannon "invisibility" build is SC Assassin or SC Streetfighter with Vanishing Strikes, Gambit and dual mortars. Destroys mobs in seconds while being untouchable. Another way is to use SC Monk with Whispers of the Wind (also makes you invisible which an be combined with the Stalking Cloak that stuns from invisibility). However, WotW does not use the AoE of WotEP but only its initial attack - so also no recommendation for WotEP here. Whith mortars again it's devastating though.
  12. That's more a Monk thing, not so much a Paladin's. Every Paladin order in PoE/Deadfire is zealous about very different things: Bleak Walkers will try to end any conflict in a very fast but also cruel fashion - just to ensure that in further conflicts the enemies will just surrender as soon as Bleak Walkers get mentioned. Darcozzi Paladini are devoted to the Darcozzi Family but besides that are the exact opposite of what you describe. More like "Paladins who enjoy themselves". Shieldbearers are zealous when it somes to protecting what they were told to protect Kind Wayfarers are very devoted to... being nice? Steel Garrotte are zealous about Woedica and about ( written) justice, oaths and also punishment for violating oaths and laws Goldpact Knights value the coin bond. They value contracts over everything - especially the ones where paying money for their service is concerned And so on. So you see there are very different approaches.
  13. You could say that it "inherits" the main quest deadlines from the Eothas Challenge. It adds no further deadlines though.
  14. With a google search like "plate armor deadfire" you will land on the fitting wiki page which shows all plate armors with pictures unless you mean screenshots from the actual ingame 3d models well that's more difficult I don't think that there is a collection of screenshots for those and if there is i don't know about it but maybe others can help and now i really have to take a deep breath
  15. @ocelotter: Does Caedebald's Blackbow only do corrode damage? Not corrode/pierce or so? If it only does corrode dmg I would also vote for keyword acid. Because it's not a superstrong weapon to begin with given that you can't have it as a multiclass character and looking at the other spells of that Power Level. +1 PEN would be ok.
  16. Yes, I was also thinking about bringing back "Inspiring Radiance", "Aggrandizing Radiance" and "Painful Interdiction" as trinket-based effects. Those were my favorite Priest abilites in PoE. So basically they would "upgrade" Holy Radiance and Interdiction - if that's possible. Else they would simply add a better version of the spell to the portfolio.
  17. It's not released yet. It's in the making. Beta status if you will. It will also get released as several standalone mods so that you can choose which changes you want to use and which not. Here are some beta versions: basic, extra, keyword-fixing and typo-fixing "patches": https://drive.google.com/open?id=1WFlBV_nkWk8E9ppQqiqLbljMWHjicENd the "patch notes" for basic and extra unique icons for all passives: https://uploadfiles.io/5wivylco (load this as last mod in the mod manager) If you want to follow the discussions and the progress on the Community Patch you can follow the "Deadfire Polishing Poll" thread.
  18. @Phenomenum, @MaxQuest and the others: So concerning trinkets... Shall I sit down and "design" a few Priest trinkets with the recent discussions in mind? Some "themed" ones that bring a bit lore as well. Something like Dyrwooden Prayerbook, St. Herman's Essay on Warfare and so on? Those would give certan fitting spells and maybe PL bonus or so? I'll try to find stuff that I think is easy to mod. I'll try to find names and themes that are already in the lore or are lore-friendly. Some which bring back the spiritual weapons/passives of PoE back? But maybe without the subclass restriction/special subclass bonuses (too fiddly and takes away build options)? This would mean taht a Priest of Eothas could summon a Magranite Arquebus though. Do we want that? Is it possible to attach a "proper" disposition scaling? I mean would it be possible to attach the favored disposition to that spell? Then a Priest of Eothas could use the spiritual arquebus, but it wouldn't scale well with his opposite disposition. Kind of a soft-lockout, not a hard one. Also means if I design a Skaen-like trinket that adds Lesser Sneak Attack it would be usable by a Priest of Eothas. Which itself is cool I think - but it would be even better if taht Sneak Attack scaled with Skaens favored disposition - if you know what I mean. I'm totally willing to write down a whole buch of those if that helps us to get things going.
  19. Like AndreaColombo said. In general: relying on attack from stealth/invisibility is a weak move in a party based playthrough to begin with (with the exception of Vanishing Strikes/SC Rogue and Whispers of the Wind/SC Monk). It can be fun an is effective in certain encounters, but it is a completly different playstyle then. It's great for soloing though. But Rogues are not all about that. Not at all. Their "Sneak Attack" passive simply means they deal a hell lot of more damage to any enemy that has an affliction. Given that melee rogues have a passive named "Persistent Distraction" that causes two affliction just by engaging somebody (Distract which includes Flanked) his Sneak Attack turns into a 100% uptime passive damage bonus. But even without Persistent Distraction: it's so easy to put afflictions on enemies with all kinds of abilities that Sneak Attack nearly always applies. No stealth involved. If you want high melee dps a Rogue is your best bet - generally speaking.
  20. The problem with too many keywords on one single ability is indeed that Power Level buffing and also PEN buffing via Heart of the Storm etc. can get out of hand. Take the example of Greater Maelstrom which hats lots of keywords: +1 PEN from Heart of the Storm +1 PEN from Scion of Flame +1 PEN from Secrets of Rime +1 PEN from Fury passive +2 from Deltro's Cage +1 from Otto Starcat or +1 from Pozzi +3 Power Level from Lord Darryn's Voulge or +4 PL from Sund and Moon+Magran's Favor or +3 from Chromoprismatic Staff And this is without universal PL buffs like Wellspring of Life, Prestige, Power SUrge etc. - just keyword based PL and PEN stacking. Every Power Level scales the base damage of the spell by 5%. You can now easily stack 7 PL on Greater Maelstrom which means +35% multiplicative damage. Use with decent MIG (e.g. +30% dmg bonus) and you are at 35*1.3 = 45.5% dmg bonus for Greater Maelstrom. Ouch. Thus one has to be careful with adding keywords - even if it would make total sense from a "logical" perspective. You would break balance of spells otherwise: make some (with many keywords) potentially OP while others will fall behind (e.g. non-elemental spells). @Phenomenum: If Vatnir's Death Ring gets the Decay keyword there's something wrong I'd say? Since it's a druid-exclusive keyword (like Priests have their exclusive keywords, too). It shouldn't have that I think. It should get something like Punishment and Acid - so basically Priest + universal elemental keywords? Edit: Eh, sorry . like you said in the edited quote (which I missed the first time while reading it). With Cadebald's Blackbow: also like Phenomenum said: it does more harm than good (even it it makes total sense): the implementation of immunities (on enemies) prevents that a weapon does damage at all if it is tagged with the fitting elemental keyword: no matter which type of damage it actually does. Example: if you fire at a shock immune enemy with Essence Interrupter (which is keyworded with shock) you won't so any damage even though you have pierce/shock damage. The game first checks if the attack it self is keyworded with shock, discards it if that'sthe case and will not get to the point where it would check which damage type would be better. Thus: better to remove elemental keywords from all weapons which do have dual damage types or different damage types than the keyword: Dragon's Dowry (does pierce damage but has fire keyword: no damage against fire immune enemies). There are weapons that do the same damage type as the keyword they are tagged with: Kalakoth's Minor Blights for example. For those the keywords are fine because they deal exactly the type of damage they are keyworded with. So no harm done: if the enemy is immune to fire an you attack it with a fire keyworded attack taht also does fire damage everything works as expected - in other words: no damage but no surprise.
  21. So I guess the two most voiced demands are: prolong login time/cookie expiration remove editing time limit What do you think, @SChin? Would that be possible to do? I personally would also love to see BBCode editing mode (raw mode) again. It's much better suited for heavily formatted stuff like the build list for example (which I can't edit anymore... ).
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