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Everything posted by Boeroer
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Don't forget Enduring Dance (+3 to +12 ACC) and a SC Monk's Razor's Edge (up to +10 ACC) combined with what you said. I indeed often use it with dual blunderbusses (mainly for stacking Resonant Touch on single enemies) or mortars. Both make sure you have plenty of attack rolls - and if only one of them crits you're good. What I also like is a Rapier+modal (especially Rännig's Wrath) + Dagger combo with Swift Flurry/Hearbeat Drumming. I will mainly use Stunning Surge because it applies -10 deflection, it's a Full Attack that will omit the Rapier modal's +50% recvery but retain its +20 ACC bonus while the fast Dagger will determine my (short) recovery time - and I will have two chances of landing a crit with high ACC weapons. As soon as I will crit I get back all Mortification AND have a 50% chance that the attack will be repeated... and repeated... and repeated...
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It does cost resources especially if you want to use it often: if you use it with no curse on you it's 0 wounds. With every curse on you it costs +1 wounds. So the average cost may even be higher than Efficient Anguish's. You could also compare it to Stunning Surge which often costs 0 Mortification. Besides that FF costs you health. Anyway: the point was the comparison between PEN and dmg of fists (weapon) vs. Forbidden Fist (ability). In that context the cost doesn't matter so much as the Power Level scaling that is missing from auto-attacks with fists but not from ability attacks with fists.
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Barely familiar with Pillars...
Boeroer replied to Rednaxela's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Exactly. The White March becomes part of the main game and at some point you will become a hint that it's accessible now. This is not a seperate expansion that takes place after the main quest. But it basically adds tons of side quest + areas, char levels, abilites, talents and items to the main game. Good level for entering the while march is 8 (challenging) over 10 (good spot) to 12 (almost too easy). That's my personal experience though that I try to project onto new players. Don't pin me down on it. Experienced players might want to do it earlier, "storytimers" might want to play it more easy. But I think a new player shouldn't tackle that area before lvl 8. You didn't need to start a new game by the way. A tip: the expansion will also add a map called "Crägholt Bluffs". Geographically it's on the way to the White March. But it's a lot harder that WM and is supposed to be tackled after the expansion because it's very high level content. You will get warned by your steward who will tell you that's a very tough place and basically that you need to level up more - but most players tend to overread that. They then come here and complain that the Bluffs are so brutal. -
Grimoire Slam does. I tested that while writing the bug report. I didn't test Kalakoth's Frozen Fishfingers or other "melee" spells though.
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You can't compare Forbidden Fist (ability) with plain fist (weapon) though. That's like comparing Mule Kick (ability) with a Sword (weapon). I mean you can - but that's not an overly useful comparison. Forbidden Fist is a (non-weapon) ability which scales its damage, PEN etc. with Power Level - like all offensive abilities do. Since it also proftis from Transcendent Suffering, it scales with Power Level twofold - as all offensive Monk abilites do if you execute them with fists. So if you wanted to compare the non-weapon ability FF with your fists somehow and come to some meaningful conclusions you need to pick an attack ability that you use with your fists - for example Force of Anguish. Both then profit from PL scaling (+5% base damage, PEN increase, ACC and so on) and then you'd have a more meaningful comparison I think. You might be able to see then that the PEN difference between Force of Anguish and Forbidden fist isn't as severe anymore - also because you can use the fist modal with FoA but not with FF and also get some passive PEN bonuses via multiclass (Devoted, Hammering Thoughts...) that don't work with FF. I personally think it's quite bad that FF is not considered to be a weapon attack - because it's odd that it doesn't generate focus and doesn't get bonuses from Sneak Attack and so on. If I'm right it doesn't even trigger Swift Flurry and Heartbeat Drumming. That's not the slickest of ability designs if you ask me. I guessthey wanted to emphasize on the "fist" aspect and thus wanted to make sure that it only does crush damage. But giving it its own base damage and make it a non-weapon attack was not the coolest move. Instead they could have make it so that it's only useable with fists. I mean they do it with Aegis of Loyality - so why not with Forbidden "Fist"? Since Mons want to have their fists in at least the second weapon slot it woul have been a lesser deal than this weird non-weapon-things that prevents some nice multiclass synergies. So atm can be seen as an unusual debuffing ability but not a dps ability (besides the self damage). THe nice thing is that it scales quite well with Power Level due to its starting PL of 0. That means you already get +5% base dmg at lvl 1 I guess?
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Anecdotal Evidence It's also a cultural thing though. As I already said - in Italy young people stay a lot longer with Mamma e papà than for example Germans or Romanian do. I can still can't see that italian millenials feel more entitled than german or romanian ones. So maybe this part of the discussion doesn't have that much to do with one's overall behavior in the first place?
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Ekkevit Sux
Boeroer replied to Ananisapta's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Yes, you can just put that ring on your finger before resting and take it off afterwards: no hangover. -
Dammit. That makes Forbidden Fist/Soulblade a lot less attractive. I guess this also means it will not trigger stuff like Swift Flurry, Heartbeat Drumming and Sneak Attack, Deathblows und such?
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Why is that? Forbidden Fist can't generate wounds from damage - or do you mean FF will not catch a lot of afflictions once defenses are too high? You can help that with self induced afflictions which do no attack rolls (e.g. Powder Burns). Besides that: with high RES the Forbidden Fist curse is short enough that you don't need much else (if you also pick Enduring Dance). It's also very difficult to completely avoid stuff like your party member's pulsing AoE spells (Binding Web, Tanglefoot, Pull of Eora etc.) - even with high defenses you will get grazed (which is great since the duration is even shorter then).
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Oh - then that has changed or I must misrember. I thought I used it with a SC Paladin and a Beckoner in the party, combined with Devine Retribution and so on... The alternatives are not so nice: Ring of the Solitary Wanderer and Harmony Ring kind of contradict each other... Chameleon's Toch only raises RES for Priest (ok when mutilclassing with one of course) and Druid (played a Forbidden Fist/Animist already - was meh)... what else is out there?
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True to Form: Which Choice?
Boeroer replied to jtbehnke's topic in Pillars of Eternity: Stories (Spoiler Warning!)
You are really trying to make a good impression with your first posts, aren't you?- 11 replies
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- companion quest
- choice
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Right. Cloak of Poverty - good point. You can also get a lot of +RES with those necklaces that give you +1 RES per fallen ally (includes summons) - caps at +4. Then you would already be at +10 with items and pet, +15 with inspiration - if you had 20 starting RES you are already at 35. Sweet. Then add the other duration reductions like Lone Wolf... Too bad that afflcitions that get negated by Resistance don't count.
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Anything that gives you +RES could be a reason. I just raised RES to the 35 cap via console - and suddenly Forbidden Fist curse only lasts under 3 secs even with high INT and everything is awesome. You don't really need Clarity anymore. Of course 35 RES is not realistic. But it gives you a hint what additional RES is good for. You could reach rel. high RES with maxing starting RES to 20, get a Multiclass with RES inspiration (+5), grab some items (+?) and a proper pet (+1) and some duration reductions from items like from Ring of Solitary Wanderer and so on. Classes with RES inspirations or bonuses are Cipher (Psychovampiric Shield), Priest (Holy Meditation, Champion's Boon, Minor Avatar), Paladin (Hands of Light) and so on. Can't say if that alone is worth it, but usually you can get some nice synergies with Multiclass Monks.
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Basically like Grimoire Slam or Kalakoth's Feelbe Frostfingers I suppose? It does work with Instruments of Pain (like the above, gains +500% range) - so I suppose it is kind of tagged as a melee attack. Anyway: It doesn't seem right. Is there a way to fix this? E.g. give it a proper "melee weapon attack" tag or anything like that?
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