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Boeroer

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Everything posted by Boeroer

  1. Yes! You'll get 6 uses per rest which usually is enough for all encounters. If you have casters in your party you will most likely rest more often than every 6 fights. Thanks for asking, I added this little passage to the build description:
  2. I think there are no best or second best options since most items are not significantly more powerful than others, so it depends. For example a plate armor is really good in the early game, where the ratio of DR to received damage is really high. In the late game the incoming damage is so much higher that it doesn't matter that much if you wear a plate armor or a hide armor. So the "best" approach would be to start with a plate and reduce the armor further and further until you have no recovery penalty anymore while retaining enough sturdyness. In case of Fighter with Armored Grace and durgan reinforced armor that means scale armor. Sanguine Plate with durgan steel and Armored Grace is special because it gives you Frenzy which actually makes you faster than going in cloth or naked. Scale armor: The Golden Scales: comes superb, which spares you rare resources, also the +5 burn AR and the reflection are unique Pike's Pride: this is actually a very solid armor, often overlooked. Break Out is very good against anything that prones and stuns you. Combine with Fenwalker boots and you will not get hindered by most nasty afflictions and hard CC anymore. Autumn Fire: Woodskin as Spell Holding is really nice. Only problem is that you'd need to kill a friendly NPC to get it If I can spare the dragon scales I will pick Pike's Pride. If not Golden Scales. If you have multiple speed bonuses (Gauntlets of Swift Action, Durgan refinement on weapon, speed on weapon and so on) or even du dual wielding you will reach a situation where your speed bonuses will be so high that your armor penatly gets eaten up anyway. In that case you can wear up to plate and use Vulnerable Attack without slowing you down. If you reach that status then I'd go for "He Carries Many Scars". To find out about your recovery and the armor that you can carry without speed loss check this out: https://naijaro.github.io/poe-speed-calculator/
  3. I din't think it's bad though. I just wonder: with those arguments gainst per-rest at hand, why stick to such a potentially balance-screwing mechanic? To make potential per-encounter spamfest less monotonous maybe? And what anishar said? Empower is fine to me. I kind of like the idea in general. It's rel. unique and it "only" leads to one rel. manageable power spike with one of your own abilites or to a few more uses of you overall balanced per-encounter stuff. I don't feel the same about per-rest abilites on items. Those add some powerful effects per rest that have nothing to do with your class - potentially breaking balance. Resting is even easier than in PoE, so you can easily make those items quasi per-encounter effects. If you are doing blance based on a per-encounter basis - better to give items weaker effects but per encounter instead of powerful effects per rest. I almost never use the per-rest abilites on items because they feel alien in this system. Although I like per-rest in PoE.
  4. Tidefall's wounding doesn't give you focus (unlike other lashes). So I alsways feel it's a waste on a cipher - IF you have other party members who could use it. Justice has an additional 10% "mini" crushing lash in addition to the 25% one that gives you focus. It's not big and often gets eaten up by DR in the early game, but it's there. I think it's a good backup weapon for a melee, two-handed cipher. My recommendation would be Firebrand though. It doesn't care which weapon focus you have (works will all). Grab the Belt of the Royal Deadfire Cannoneer (it's good for a cipher anyway) and Forgemaster Gloves and swing that burning blade until you get the BotEP - or whatever you fancy. YOu will then drop the gloves but keep the belt. So you will always have a backup weapon once you meet pierce-immune foes which your estoc can't hut. Only enemy who will laugh at you: Flame Blights.
  5. In PoE I always tried to fight as many fights as I could without resting. That was fun for me and maybe that's why I like parts of PoE better. Of course: if you rest after every fight "per-rest" makes not much sense. Wonder why Deadfire still has it then though. Empower, trinkets several enchantments, figurines - all per-rest. Why didn't they consummate the change?
  6. Very good. It's a Devoted/Skald with an amulet of health. By the way I made sure that no healing was applied during testing (e.g. I let Constant Recovery run out before hitting).
  7. Source: https://www.dropbox.com/s/rqa39t8eik8uday/new_ability_icons_v_0_3.png?dl=0
  8. I actually did it while cooking lunch - sort of. Yeah - if you have a good idea for the weapon "styles" I'm all ears. Weapon & Shield Style is ok as it is (just a shield icon) I think.
  9. You are playing PoE on PS4. Paradox is the developer of the console version or PoE. They have their own bug forum: They also have a special rant subforum:
  10. Ah, ok. I almost only use BBCode so I usually don't experience all that kerfuffle.
  11. Cool. What about these mockups for ability icons? Right direction? Preview: Vector graphics source: https://www.dropbox.com/s/ewmpqc2qm4n3e63/new_ability_icons_v_0_1.svg?dl=0
  12. But does this automatically mean that it's a good thing to have in a game? I would argue that many people seek things in games they cannot have in real life. It's escapism after all for many players. Firing guns and killing terrotists in a game might be more appealing to a player who wants to escape and office job for some time than it would for a Navy Seal I guess. So survival specialists actually like survival games? So... if you've had you fair share of romances in real life you might not be that much interested in romances in games compared to people who lack that experience. I know that romances in RPGs were ok for me when I was younger. But I went out to see the world, studied, met some nice ladies, got older, married, procreated... If I look at RPG romances now - they are often so cringeworthy and awkward. And silly, too. The dialogue options - jeez... So I'd prefer if developers put their effort into something else entirely. Like in general - in any game. Except maybe if it's about human relations and focusud on that thing in the first place.
  13. That sounds as if the quote function were bad...
  14. It shows the effect as being suppressed, but it isn't actually suppressed. Instead, Suppress Affliction's duration is effectively added to the Charm/Dominate, as the debuff isn't ticking down while it's "suppressed." How is that not a bug? That sounds indeed like a weird bug and could be related to the initially reported one. That's good to know. If you would have elaborated on this errornous behavior in your first post I wouldn't have tried to differenciate between the original bug report and yours. But judging by your rel. short post about suppression on dominated allies I thought it might be a good idea to point out that this may not be one and the same thing. Well maybe after all it wasn't such a good idea - sorry.
  15. I didn't actually say that Shifters are bad. I just don't like the mechanic Obsidian implemented in Deadfire to realize them. Instead of focusing on one form a Shifter transforms into all of them. Just a different approach to focus on shifting itself - but not one I would have used. 'Cause it makes all Shifters the same. Focusing on one particular form (and turning it into a modal) would allow multiple distinct shifter builds. That trinket wouldn't touch Shifters at all - but would turn any other Druid into sort of a Shifter - but one who focuses on one single form (as long as the trinket is active). So I don't understand the statement. But as I said mutiple times: only some random ideas about what you could do with trinkets.
  16. I thought time is of the essence? Especially with a Pillars game...
  17. Did another test: Hit my same party member who now has 192/192 health (set CON from 10 to 20) with Forbidden Fist: 192/192 deal 40 crush + enfeebled --> 123/163 enfeebled expires --> 151/192 = 41 less health (note: 41 and not 40) deal 41 crush + enfeebled --> 87/163 enfeebled expires --> 106/192 = 86 less health deal 41 crush + enfeebled --> 49/163 enfeebled expires --> 60/192 = 132 less health I caused 132 less health - although I only hit for 40+41+41 = 122 crush damage. While enfeebled lasted after the third hit (49 left) I actually caused 143 "temporary" dmg although only applied 122 crush damage. If you can keep up the CON-Affliction until the enemy's dead - that's pretty good. And as i said: even if you cannot - it's not bad.
  18. [...]how much con does this character have? [...] Oh yeah sorry, I forgot to mention the char's CON. It was 10.
  19. Did another test: Hit my party member with Forbidden Fist (applies Enfeebled - same thing in this case) who has 133/133 health: 133/133 deal 32 crush + enfeebled --> 72/104 enfeebled expires --> 101/133 = 32 less health deal 34 crush + enfeebled --> 44/104 enfeebled expires --> 62/133 = 71 less health I caused 71 less health which is the same as dealing 71 dmg - although I only hit for 32+34 = 66 crush damage. As you can see when I hit him the second time: the current remaining health went down from 101 to 44 (= 67 difference!) although I only hit for 34 dmg. The difference is even more obvious if you hit high health enemies. Then a CON affliction is worth several hits. If you manage to reduce health to zero while a CON affliction is in the works then it is a very strong effect in my opinion - but even if it expires before the kill: it's still a good effect as you can see.
  20. Did a quick test: first comes the stunning roll against the full fortitude, then stunning gets applied (-10 fortitude). The weakening doesn't seem to roll against defenses at all. Once you land a crit it gets applied no matter what - but in this case it's the last effect that will get applied. It doesn't show up in the combat log, but it pops up after stunning (over the enemy's head). After both got applied the enemy will be stunned and weakened for the same base duration. Deflection -10, fortitude -20 and so on.
  21. Don't know which roll (Weakened against Fortitude or Stunned against Fortitude) comes first - but both lower Fortitude by 10.
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