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Everything posted by Boeroer
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But I didn't just look at a 25% dmg modifier. I gave once case which might be fairly common for a non-crit build and another ridiculous case with an extreme crit dmg build (+150% dmg!) with impossible hit range (100% - in favor of UL). All that to show that not only with a failry normal case but even under the best (impossible) circumstances UL is bad from a dps perspective. I also explicitly added that one has to consider PEN and Overpenetration as well. I gave cases that where in favor of UL. In reality it's even worse from a pure dps perspective. Now take these extremely low numbers (resulting from the rare occcasions in which UL actually triggers) and also consider Underpenetration/Overpenetration (which would totally take a seperate thread if you wanted to do elaborate on that complicated matter) and you would still end up with a lackluster ability. You can ask yourself the following question: "Would I take an ability that offers ~2% additive dps (taking the average - I'm being generous I think) and also grant you a chance of ~2.5% (also generous) that your attack gets *1.5 PEN while it also gives you +5% resistance?". If the answer is "Totally" then Uncanny Luck's actual conversion rate is right for you. If you think that's a bit meh then you think the same way as I do.
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But you don't consider that the crit conversion doesn't stack additively. If you get such a weapon/item your goal will be to stack ACC and conversions. Funnily though: the higher your ACC the less impact the conversion has. And the more conversions you stack the less impact every individual one has. And since Uncanny Luck is a very low conversion it has almost zero effect on such builds (which rely on crit effects). An unexperienced player might think that it does something for him - but in reality it does not. It is kind of a trap choice for a player who longs for crits. It is - especially with an item you describe and a build taylored to this - a very weak effect. Stuff like Disciplined Barrage is not only 5 times better. It's more than that - especially if you stack conversions because of the stacking mechanic. To achieve a 25% conversion (Disciplined Strikes) you would need to stack 6 Uncanny Lucks. To achieve the same with Uncanny Luck that you can achieve with Berserker Frenzy + Disciplined Strikes you'd need to pick 13(!) Uncanny Lucks. I'm not saying that it should be comparable - the one is passive and the others actives - I just want to show how badly it falls off once you start to cumulate ACC and conversions. A bit better numbers on that PL5(!) ability would not hurt anybody and lift this talent from rubbish to maybe somewhat useful. At least it will have more appeal without being a complete trap for crit-gluttons. I'm not set on this change. I can totally do without. I just want people to understand why it's not a good pick in most cases. It's just a bad ability. Tough is also bad by the way. Why does the +2 health per level not get applied to the base health (as it sounds - and thus profits from CON bonus or malus) but simply adds a flat bonus like an amulet of health (even less at most times)? Power creep can be avoided if we tune down the abilites which are too powerful. There are enough of that. See Resonant Touch, Blade Turning etc.
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I'm quite certain that that's only the impression you get - because nowadays it's much easier for every individual to be heared than it was 30 years ago. 30 years ago, when a youngster would rant about whatever and all got self entitled - who outside his village would have known? He wouldn't have written a letter about it and send it to a newspaper who then would have spreaded the word - no way. All that overly silly stuff was filtered. But I don't believe for one second that it wasn't there. Nowadays the youngster just goes online and posts his nonsense - before he has the chance to sleep over it.
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I don't like the "everything was better in the old days" and "oh my - today's youth" sayings. Until today every generation has the impression that the youth behaves worse than it did in their generation - and that's most likely nonsense. If you know Hans Rosling you also know that the world improves constantly (of course there are potholes) - despite the constant feeling that "we're doomed". If you don't know him please check him out. He was awesome: https://www.ted.com/playlists/474/the_best_hans_rosling_talks_yo Some youngsters nowadays may have a strong feeling of entitlement and a lack of tolerance for frustration. But the youth is also more involved, they re better educated, pick better decisions, are more cosmopolitan and so on. Well whatever, that's it from me about that topic.
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They are surely weaker than in PoE (that might explain the bashing) but I also think they are quite enjoyable and useful in Deadfire, especially in a party. Only gripe I have is the limited spell portfolio you will have - without a helpful mechanic to expand that selection (like Wizards who can use Grimoires) a Priest can sometimes feel a bit... onesided?
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That may be. But I think we can agree that we can't always put out superreasonable arguments - as seen a few posts ago. It's just an additional argument, even if it's a weak one. It sure is a reason for people to not take Uncanny Luck. Most party builds are not hybrid tank/dps builds that would be longing for both bonuses. Thus one half of the ability will feel like a waste. I would also be happy with two 8%/8% abilites instead of Uncanny Luck. Again: if an ability will not get picked by at least some people (who understand how it works) then that's a strong hint that it is not worth the ability point. I don't care that much if this gets increased to 8% or 10% or just left at 5% - but to me it's very obvious that 5% crit conversion at PL 5 is as good as nothing. I gave some numbers. If you'd had an ability that would give you an unconditional +0.4% or 0.5 or even 1% additive dmg bonus you would rub your eyes and ask yourself if the devs drank too much nail polish when designing that one. And talking about power creep once it goes up from 5% to 8% or 10% - I mean come on. If you look at the avererage effect this has this is not even noticable. It's more like a cosmetic change. I thought 8% was nice because it's less than Dirty Fighting but souds a bit better than 5% (because Exalted Focus does the same in a huge AoE at lower PLs).
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I think it's easier to not use dual wieling but a strong shield (Little Savior for example), drop DEX entirely and let Dragon Thrashed and summons do the work for you. I think I'd do something along the lines of: MIG 18 CON 10 DEX 03 PER 17 INT 18 RES 10 without race and background bonuses. But honestly a few stat points here and there are not really important. Stats in general don't have such a big impact on your char's perfomance (I mean if we speak about 1-3 points here and there). It's important to not get catched by hard CC (paralyze, petrify, stun, prone) when soloing. Those are the things that will kill you. You either have to equip and consume items which will protect you (Potion of Recovery, Little Savior, Fenwalker Boots etc.) or use abilites (Bear's Fortitude etc.) - best if both. The most important defenses when soloing: fortitude and deflection, then reflex (against dragons' breath) then will (getting mind controlled is not a big problem). Dumping DEX will lower your reflex, but you can push it back up with a shield and weapon & shield style. Also you shouldn't stick to one item setup. Best to adapt your gear to the upcoming encounters. For example you want to use the awesome Aila Braccia over Little Savior gainst Lagufaeth and against Thaos - while it's not good against melee attackers like Ogres.
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Go for the tanky route and put everything into Dragon Thrashed. Pick all defensie talents as well as Veteran's Recovery, Ancient Memory and Beloved Spirits and stack up healing bonuses. You want high MIG, INT and non-dumped PER and CON and RES. DEX doesn't matter much once you get Dragon Trashed. Weapon damage is irrelevant. Dragon Thrashed will be your main damage dealing tool. The rest should be focused on surviving. You should take Mercy and Kindness as phrase at some point because it's healing bonus also works with Infuse with Vital Essence potion which will then give you back a lot of lost health (should you need it). After drinking said potion you can switch back to Dragon Thrashed only. And you can check out this TCS run with a chanter to get an idea:
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If you need an ingame-explanation: you died and lost a big part of your soul (the real powerful part that is trapped within Eothas and which he doesn't want to let go off too soon sine he needs it to propel him forward). Your fractured soul went to the Beyond and Berath took that part and stuffed it back into your body. That's the explanation why you go back to lvl1 and loose ALL stuff from PoE beides a few broken items - and it may also be the explanation why you lose the story talents. You can get them back later (some of them) while reclaiming parts of your lost soul. Those may be the parts that "contained" those missing abilites. Nice touch, isn't it? Nobody's trolling here though. I only see mildly annoyed reactions to your usual posting style.
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There's a pair of very good sandals you might want to check (+1 Casts with Level 2 Priest Spells, +2 DEX, +10% healing done): Footprints of Ahu Taka And this ring (+1 Restoration Power Level, +2 Burn AR): Halgot's Warmth The Spine of Thicket Green can be enchanted to give you +2 Resoration Power Levels. Then you might want to check out those items: https://pillarsofeternity.gamepedia.com/Physicker%27s_Belt https://pillarsofeternity.gamepedia.com/Bone_Setter%27s_Torc https://pillarsofeternity.gamepedia.com/Collar_of_Eothas%27_Light https://pillarsofeternity.gamepedia.com/Protective_Eothasian_Charm (from Edér) With the PL bonuses to Restoration (Xoti's Lantern or Spine oTG + Ring) which grant +5% multiplicative base healing per Power Level (and longer duration), combined with the additive bonuses from MIG and "healing done" effects (items like Physiker's Belt etc. and Practiced Healer) you can get a LOT more mileage out of your Restoration spells. If you add 3 PLs (+15% base healing) and combine it with +45% healing done (15 MIG, Practiced Healer, belt, torc) you end up with an increase healing (per spell or tick) of +~67% healing. And that's something... Those items, MIG and Practised Healer in general work well with increased Power Level. Stack as much as you can. Note that usually all aspects of a spell will rise as soon as it has the Restoration Keyword - even the parts that don't heal. Examples: Iconic Projection, Hand of Weal and Woe, Triumph of the Crusaders and so on.
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Loosing Combusting Wounds, Pull oE, Wall of Flame (esp. in combo with Combusting Wounds) and Chillfog (and some other really good spells) is too big of a sacrifice for me. Those spells can turn the tides of most encounters easily. Gaining 2 PL with Missiles and stuff and get a small chance to doulbe-cast: it's not worth it in my opinion. Wellspring of Life is really nice. Totally worth the headgear slot. If there was a headgear that would do the same I would wear it with many builds. I also like Empower (one of the last per-rest mechanics (kind of) left from PoE). Because of that I don't use Bloodmage a lot in a full party. There you usually don't run out of spells that often and if you do you still have Empower (if you didn't use it to cast something really strong). Different story if going solo of course. The longer the fight the more important refreshing resources become.
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Math suggests that this is nigh impossible. First of all you are not converting all your attack rolls to crits but only hits. The higher the ACC the less hits, the more natural crits, the less overall conversion. Same when ACC is too low. That's 5% of an already smallish amount of attack rolls. Secondly it doesn't stack additively. Since it's a PL5 ability it's likely that you already have some sort of crit conversion. Let's say you are a Shwashbucker looking for crits. You have Dirty Fighting and Disciplined Barrage and now want to add 5% with Uncanny Luck. This means your overall crit conversion raises from ~33% to ~36%. If we take the "normal" crit dmg modifier and pretend that 50% of your attack rolls are hits then this is an increase of a whopping additive 0.4%. Even in the best case, like +150% crit damage (Devoted + Streetfighter on the edge), only Uncannny Luck as conversion source and 100% hits (ridiculous, but just for the laugh of it) you will increase your dps by 7.5%. Besides the potential for removing underpenetration and the possibility of overpenetration. Still laughable. Do you guys really think this is worth a whole ability point even with the added resistance? Then there is the duality of the ability. It caters either towards tanks (resistance) or dps characters (crit conversion). If you are desperately looking for ways to prevent damage then you usually don't need the crit conversion that much and vice versa. I would be ok with two abilites: one +10% crit conversion and another with 10% resistance. This should be balanced in regard to the actual Uncanny Luck, wouldn't it. 1 point for 10%. Funnily though: I presume most people would be more tempted to use one of them as they would be to pick Uncanny Luck. Why do you think is that? And last but not least this ability is universal. You can't judge it after doing one test run with one special build. Even if you logged everthing properly and had verified data. You know I don't want to sound spiky - but you seriously think that "there's nothing good to pick anyways so we might as well give the player something bad" is an argument against boosting Uncanny Luck a bit? If you take it with Dirty Fighting you will increase your dps by a laughable margin (if dps is what you were looking for - if you take it for the resistance then ok). It is def. not worth an ability point if you're out for damage. Even Tough may have the potential to improve your dps more - because if you going down a bit later and landing a couple more hits before going down. Heck, Fast Runner will do more dps for you. Hehe, that's actually a point for my case.
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It was hyperbole. But you see it rarely used in posted builds and it doesn't get talked about when discussing builds. Please accept my deepest condolences.
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I would agree if they were on the same level - but DF is PL 2 while UL is PL5. My rule of thumb: if nobody (who knows the mechanics) picks it then most likely because it's too weak.
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The resist also doesn't stack additively though and thus is rather weak if you combine it with other sources of resistance (medium shield's modal for example or Kidney Guard from Miscrant's Leather) - and on its own it's also kind of weak for that PL tier. It's better than +5% crit conversion though. Still Uncanny Luck is of higher PL than Dirty Fighting but atm is weaker. If it would be a bit stronger (10% crit conversion and 5% resistance) compared to the low-PL Dirty Fighting that's totally ok with me. Why should the high-level stuff not be stronger?
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Even though I don't own a console I can totally understand that a gamer might get frustrated if he learns about the release of an exclusive game they would like to play - but can't because it gets released on a console they didn't buy. It's even worse than on PC. Not being (slightly) angry about such things just speaks of blunted affect.