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Everything posted by Boeroer
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I guess it does. All items buffs around Power Level seem to stack (Stone of Power's Power Surge for example). But where's the harm? I mean if the trinket gives +1 to Inspiration there wouldn't be that much of a problem. +3 instead of +2 is not gamebreaking. Inspirations only gain duration with Power Levels, don't they?
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I would rank at level "To infinity and beyond!" I guess...
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attack speed
Boeroer replied to Kilburn's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yes. That's because DEX is showing you the speed bonus - but the "breakdown" shows you the actual time reduction this speed bonus leads to. So let's say you have an action time of 10 seconds (just an example) and your speed is 100%. Now you add 24% speed: your action speed raises to 124%. But your action time drops (less seconds needed to finish). But because of some math an increase of 24% speed means a 19% decrease of your action time. There are several terms in Deadfire concerning speed: action speed (see above), action time (see above) and recovery time (like action time, but only recovery). Basically: if a percentage number is given for action time or recovery time it has more impact than the same number applied to action speed. So watch out. I know: it's confusing and could have been displayed better by Obsidian. Look it up in detail here: https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/ -
@rockfish, SChin: Maybe I can spare you some bug hunting time with that savegame: Suppress Affliction not working on dominated party members is not a bug. Dominated/charmed party members are treated as enemies (red circle). Suppress Affliction only applies to allies (green circles). You have to hit Edér with a charm or dominate effect (or a slap from a Paladin with Aegis of Loyality) to flip him, then cast a Suppression or Intercession would work. The bug we are talking about here prevents to remove "complected" afflictions with the proper inspiration on allies - and it makes it so that Suppress Affliction doesn't work if cast on allies.
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Thanks! Hello Sam and friends: is there any chance that this will go into the next patch (i mean if it wasn't intended in the first place of course)? Edit: I altered the thread title and the opening post to make the "problem" more clear.
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Yes - as I said: one could simply alter the starting Power Levels of the contained abilites. Only to achieve a sort of "build-in" PL bonus and only for the spells in the trinket. Since you would need to alter all "alien" spells (that are not part of the Priest class) anyways - for example place the correct priestly keywords - this would be too much trouble? Or just a +1 or +2 bonus to all Inspirations (because the book is so inspiring ). PS.: I would really like to play a "Champion of Berath" now: Priest of Berath, Voidwheel, Blackened Plate/Helm and the Finger of Death now!
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I don't understand. You mean Insightful --> Insightful + Smart (+5 PER, +5 INT) is not as good as Insightful --> Aware (+5 PER, +50% Graze to Hit conversion) (which I would not agree to)? Or that one tier-3 is better than two tier-1 (which might be the case)? Won't the two tier-1 version get upgraded at some point as well? Or are you stuck with that one?
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Pulsing and jumping spells like Walls, Beams, Chillfog, Consecrated Ground, Slicken, Jolting Touch, Eld Nary and so on (even Rolling Flame and such) will adjust their values after cast if something changes - be it ACC, MIG, Power Level, PEN and so on (also see answer to the question "Why does the Bellower's PL bonus for invocations have a duration?"). If I remember correctly the power of Moon's Light/Moonwell's/Garden of Life healing ticks (healing over time) drop on a Lifegiver once you re-shift and suffer the -5 PL debuff. So that would mean that healing over time also adjusts its ticks based on current caster values. Like pulsing/jumping spells do. If damage over time works anything like healing over time (in that regard) that would mean that Plague of Insects' ticks should also drop if you lose MIG, Power Level and so on. But I'm not really sure. Would need to test that. So don't pin me down on this (until I did some tests or somebody else verifies). Edit: Paladin's auras don't stack with other actives, correct. Zealous Endurance's +1 AR will not stack with Gilded Enmity, Iron Wheel and such. Sotic Steel etc., are passives (right side of the ability tree) and thus stack with everything. Generally it's: Left side - actives (don't stack) / Right side: passives (do stack), but there are exceptions (Chanter phrases are on the right side but sometimes don't stack, Devotions is on the left side but stacks with Zealous Focus because ZF is universal ACC but Devotions is melee/ranged only ACC, Vigorous Defense does universal defense buff is left side but stacks with active Deflection only buffs and so on).
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Soft Winds was just an idea. I thought of a Deathguard-like aura. And then I scanned the classes for death-like abilites. If it's no problem to just copy&paste the data of the original chanter phrase, then tweak the values and apply it as a modal or passive aura - cool! +3 PL to Prayers and Litanies sounds like too much fuzz then. I just also realized that if you get those spells via the trinket you will not pick them at level up. So why give +3 PL for Prayers and Litanies if you could just adjust the PL of the contained spells (like - mod them as 3 PL lower so they profit more from PL scaling than the original ones)? Wouldn't that be smarter? You could communicate this with a description like "the prayers and litanies (or simply "spells") from this book gain +3 PL".
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You are right - but the thing is that we don't try to discuss complete overhauls and "proper" reworks here - that's something for PoE3. We try to find solutions for Deadfire that help to solve a problem but at the same time are very easy to implement. Else there is zero chance that it will be a) adopted by Obsidian (if there is a chance in the first place) or b) be moddable without too much fuzz.
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Example for trinkets: Priest: Sermon of Punishment and RedemptionAppearance: scroll, book or bulla Description: Saint Rumbalt was among the first of the Eothasian pilgrims to take up the Emperor's offer of resettlement in the distant territory of Readceras. A dedicated priest of the Shining God, Rumbalt was regarded as a leader in his community, known both for his unwavering dedication to his congregation and his stern vigilance against lapses in doctrine. What survives of his sermons reflects this duality, for he emphasized the redemptive power of the faith even as he warned against the dire punishments awaiting those who rejected Eothas' beneficence. Effects:+1 PL to all Punishment spells contained spells:Barbs of Condemnation Pillar of Faith Divine Mark Shining Beacon Searing Seal Pillar of Holy Fire Storm of Holy Fire Symbol of Eothas Light of Eothas Dyrwooden PrayerbookAppearance: book Description: <bla> Effects:+3 PL to Prayers and Litanies (possible? Else +1 PL to all Protection Inspiration <after correction of keywords> spells) contained spells:- Prayer for the Body Prayer for the Spirit Litany fot the Body Litany for the Spirit - - - His Heart Did Fill With the Light of the Dawn Finger of DeathAppearance: a skeletal finger Description: A remnant of Lord Raedric. During your rule in Caed Nua, a peasant brought you this piece of finger bone and insisted that it's the finger of the Deathguard Lord Raedric whom you slew twice. Effects:- 5 CON, +5 RES gives the wearer the passive ability "Come Sweet Winds of Death" contained spells:Kalakoth's Sunless Grasp - Necrotic Lance - Death Ring - Touch of Death - Cloak of Death
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That's Bernie Sanders with a beard.
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Hi, because I was testing Forbidden Fist a bit (is a non-weapon melee attack that works with Instruments of Pain) I was thinking I could do a quick test to see which other non-weapon abilities will gain increased range with Instruments of Pain. I suspected Grimoire Slam and similat would work but thought: "Well while I'm at it I could test a few more..". So here's a list. I didn't test all abilites but just some I suspected might work due to weird implementation. Some I just happened to have and stumbled over them. Upgrades of abilites usually automatically also work if the base ability works. There are some surprises: Wizard: Grimoire Slam: 0.8m --> 4.5m Kalakoth's Sunless Grasp: 1m --> 6m To my surprise Jolting Touch did NOT work. Monk: Forbidden Fist: 0.8m --> 4.5mDruid: Beetle Shell: 15m --> 90m Sunlance: 20m --> 120m Rogue: Coordinated Positioning: 2.5m --> 15mPaladin: Lay on Hands: 3m --> 18m Liberating Exhortation: 10m --> 60m Reviving Exhortation: 10m --> 60m Hastening Exhortation: 10m --> 60m Reinforcing Exhortation: 10m --> 60m Ranger: Heal Companion: 4m --> 24m Maybe you'll find some more. One of the more interesting is Coordinated Positioning in my opinion. The short range always made it meh for my taste. But to imagine one yould simply teleport oneself to the enemy backline while transporting a squishy into the midst of your party to finish him off is... nice I guess. Also Lay on Hands and Heal Companion do profit. The rest seems funny but most of the time the range is high anyways - who needs a 120m range for Sunlance?
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Well the point is not exactly power. It's the "railroading" in spell choice that Priests and Druids face now. There are always certain spells on a Power Level that are not as generally useful as others - and thus there's nearly zero motivation to take those inferior or more situational spells. Wizard completely circumvents that with grimoires which gives him a huge advantage in Deadfire. Those single bonus spells you get as a Priest and Druid hardly balance the whole grimoire mechanics out. While they are nice, they simply can't. So, giving the Priest a trinket with some (few) situational "themed" spell selections may enable you to have themed builds (see Prayerbook) - without gimping them - seems like a good idea. It's still not the versatiltiy of a Wizard. But combined with the bonus spells from deity it's enough. Especially one thing motivates me to oush trinkets: the fact that devs wanted to give special trinket mechanics to every class but couldn't do so because they ran out of time. Well this hurts Priests and Druids the most. So the main point is variety of char development options, roleplaying and building interesting stuff that's not always the same-same in order to be good. The fewer "bonus" spells on such a trinket and the other bonuses instead (like power level bonus or spell uses and whatnot) are there to make them distinct from grimoires. Because you are correct that it would be a little bland to simply copy them. But at the same time we should keep it simple enough. Edit: my stupid phone's douchy autocorrect is killing me.