Jump to content

Boeroer

Members
  • Posts

    22891
  • Joined

  • Last visited

  • Days Won

    372

Everything posted by Boeroer

  1. Hm, good question. It's not bad, kind of cool even - but I wonder if this is intended.
  2. I wouldn't say that high INT only has a tiny bit of advantage. Of course it depends on the ability, but since Power Level scaling adds 5% to base duration - which mutiplies with any duration bonus you might have - it makes quite the difference if you have 10 INT or 15. For AoE the difference is not that big in Deadfire as it was in PoE. So if you focus on spells that don't rely on duration much (direct damage for example or beams) then a few points of INT do indeed make not much of a difference. Same with MIG: the MIG bonus pays off once you start to accumulate Power Level scaling for your abilites. PL adds 5% base damage wich multiplies with the MIG bonus. This can make a significant difference for any character who doesn't have a lot of dmg bonuses (usually casters with their spells for example). That's why Helwalker/Caster is so popular. It brings +MIG and +INT. Instead of PER it brings up to +12 ACC and also +2 PEN. Especially good with most DoTs where INT bonus even means a muliplicative dmg increase.
  3. Bloodlust is a bit bugged and usually triggers after every kill once it got triggered for the first time. It's good to gap the recovery when you don't kill stuff with every strike. Barbaric Retaliation will most likely trigger Blood Thirst because it's direct damage and no DoT, but usually it's the inferior choice for me because the damage is quite low (doesn't scale) if you compare it to the high endurance pools of late game enemies. And with this guy I don't try to jump into the middle of everything and eat hits while dishing out. Bloodlust on the other hand - as all speed bonuses in PoE - is multiplicative with other speed bonuses and doesn't get suppressed by anything. So for example Frenzy + Bloodlust together is faster than the two separate effects simply "added". If you like to jump into the middle of the mob and eat a lot of hits then maybe Barbaric Retaliation is worth considering maybe. I like Battle Forged because it works with Scion of Flame, works with Blooded and scales its base dmg with level which makes it worthwhile for me.
  4. I would go for it. You will never be able to eliminate RNG from this challenge. And if you can, it's most likey a glitch that's "against the spirit of the challenge". If you do XP hunt and the necessary encounters in the most effective order I think the attempt won't even last that long - so failing one or two times may not be superfrustrating...?
  5. Very good point! You will have a higher max phrase counter that way. Especially useful for Bellower (gets Power Level Bonus basedon hold phrases) but also important for every other chanter.
  6. Ok, I think I did them all. If I missed one please let me know. After a last round of feedback I will begin with the corrections/refinement/younameit. I think nobody (except Phenomenum) said anything about the Paladin subclasses yet - or did I miss it?
  7. Yes, I already took Rogue's single pocket and gave him two instead. I'll use "Deep Pocket" until somebody tells me to do otherwise.
  8. I'm drawing the last remaining general passives icons atm. What is the new "Deep Pockets" passive supposed to be called? It adds 1 slot instead of 2. Maybe just "Deep Pocket" (singular)? Or something like "Belt Bag"? "Belt Pouch"? "Secret Pocket"? Or even "Fanny Pack"?
  9. I don't get why dunehunter triggers fast mode and then posts the real time it takes to defeat the boss. :hmmm:
  10. Yeah I know that you can't reach 0 without stuff like Blood Thirst or Blade Cascade. I just wanted to show that those stacks of Opening Barrage just act like any other accumulation of individual recovery time bonuses and that you can't get near zero even with the highest accumulation of individual speed buffs. That they don't work like 5% + 5% = 10% - and that the others don't do that as well. I also don't think it's possible to reach the point where the game rounds the last frame down to zero. Except if stuff like Opening Barrage is not capped despite its description maybe.
  11. I just tried it out: 6 stacks: -24% 15 stacks: -44% 20 stacks: -51% You get the picture... Even with Gunner (-20%), Heating Up (-50%), Rushed Reload (-50%) and 20 stacks of Opening Barrage active at the same time (-51%) I'm not even close to 0 seconds reload. Those stacks don't simply get added - but are all seperate recovery time reductions that also run out individually. You need to be able to shoot really fast, have a lot of INT or abuse SoT or Draining Wall in order to even get to 20 stacks.
  12. Having 2 more animated weapons is actually pretty powerful. As SC you will also get more PLs for your invocation which means increased base duration for ypur summons (5% base per PL which multiplies with bonuses from INT). Also you will get access to the powerful tiers a lot faster as SC. For example Ancient Brittle Bones or The first tier of the animated weapons. Also the last phrase "The Arrow Sings" should boost your summons' PEN as well if I'm not mistaken. If you combine that with Myth Fyr that's some nice dmg boost for your summons. Combine with "The Shield Cracks" which you should be able to uphold with enough allies on the field so that you only have to cast it once (for example empowered with Sasha's Singing Scimitar in order to extend the duration and get back 3 phrases instantly for summons). And you'll get access to one of the best invocation upgrades there is: Eld Nary's Curse. If you mostly use your invocations for summons then this will not matter much though. Good pet for a Beckoner: Animancer's Cat (+1 PEN for summons - don't know if it stacks with The Arrow Sings though - would be very nice). If you bring Edér with his Berath's Blessing (Can I pet him anyway?) you can use Animancer's Cat with him and can still use your own favorite pet. It doesn't matter who uses Animancer's Cat: it affects all party summons no matter who summoned them.
  13. I wouldn't say "nothing". They would increase the duration of the summoned weapon if you have a PL bonus for that element. For example if you use Otto Starcat (+1 PL to fire abilites) and summon Firebrand (summoning spell keyworded with fire keyword) it should get a +5% increase in base duration which multiplies with INT bonuses to duration. One question: what happens if you'd use Magran's Favor and Sun & Moon to summon Firebrand? You'd have +4 PL to fire abilites (at least at daytime) and thus your summoning spell should have a 20% increased base duration. But since you replace both weapons with Firebrand... will the longer duration immediately get reduced or is it fixed and only gets determned at the tme of the cast? I think that later, but I'm not 100% sure.
  14. I guess because you can reload. Difficult to do during a tabletop RPG.
  15. I don't think there is. At least I don't know it.
  16. Deathblows simply adds its 50% additive dmg bonus to Sneak Attack's (which scales with Power Level).
  17. Same - except I finished Tyranny (but cancelled the second playthrough).
  18. Dropping stats below 10 - let's say from 10 to 5 - has actually more impact in Deadfire than dropping them from 15 to 10 (in some/most cases). It's both 5 points, but as soon as you drop below 10 and create actual maluses they will go through double inversion which means the actual malus is a lot higher. MIG is a good example. DEX, too.
  19. Haha right. :oops: Oh man... Like those trick questions in school a looong time ago. Common mistake I guess when you just use the numbers without noticing that the one is kilometers and the other one is meters. At least I added 4 meters and not 2. So 40,000,012.57 meters it is.
×
×
  • Create New...