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Everything posted by Boeroer
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Where do the 45% come from? Power of Money does 15% max, Disciplined Barrage is 25% and Zealous Focus does 5%. Together they will give you a conversion chance of 39.44% (you can can multiply the changes to not convert and then substract 1 - it's one of the easiest ways to calculate the overall chance to convert: 0.85*0.75*0.95 = 0.6056 --> 0.6056 - 1 = -0.3944 --> your chance is 39.44%). Conversion chances don't stack additively but get checked one after the other until one triggers or until they got all checked without success. Did anybody count how often I did write that so far since PoE came out? One reason why I almost never pick Exalted Focus nor Uncanny Luck.
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I guess you give her 6 because that's what you have? There are several sources in the game (mill, ships etc.). So it's rel. easy to get the amount and often you will collect more than enough. Since there is no other use for those items I guess that's why you give them all away. The 3/4 is weird though.
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Personal challenge I suppose. Or achievements again...if the same one exists in this game. Nope. If it's only your personal tick then I see no way to resolve this reasonably. There are multiple ways to deal with interrupts ("counters" if you like). If you choose to forgo them because of "special" personal preferences then it's going to be really difficult to deal with it.
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Unnecessary for you and me perhaps - but a lot of players felt differently. And to be honest ertain things are indeed a lot better in Deafire than in PoE. Don't know if it warranted to knock it all over. But a lots of mechanics in PoE were (more) obscure, infested with exceptions, very weird stacking rules and too strong CC. For example: how came that you didn't get annoyed by Adragans who would petrifiy you for 15+ secs on a graze? This won't happen to you in Deadfire.
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Because they got immense feedback on certain mechanics. Since it was so much they decided to do a complete overhaul. Actually when the beta came out and I saw that everything got changed completey I howled around in these forums for a while, too. I still think they should have improved the mechanics a bit but leave most of it and just concentrate on cool new content. But at some point you really have to get over it. It's no use to be stuck in these tracks for too long.
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You can go to the Sandswept Ruins and get a Serious Burn (minor injury with malus to burn AR and -2 DEX) from the permamant torch traps. You can also cast Necrotic Lance onto yourself - just wear a second chance item like Edér's armor. The first one is most reliable of course. Also the lower burn AR comes in handy if you also wear Rekvu's Scorched Cloak and bomb yourself (and enemies) with fire spells.
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In open beta you even lost your spell use (all ability resoiurces basically) when you canceled it by yourself. Due to overwhelming feedback from beta testers this was changed so only interrupts would do this. Interrupts are supposed to be a powerful tool against the use of powerful (but lenghty) abilites. Hence several classes have abilites that evolve around interrupts. Not consuming the ability resource on interrupt would make interrupts a lot weaker, and that is not desired since the game and furthermore the class abilites are balanced around the current state of interrupts (taking away the ability resource). The whole interrupts vs. concentration mechanic was invented to give more tactical depth. And once you understand how it works and also understand how you can utilize it it really does achieve this. It's the rule of the game. And in my opinion it's fine. What is annoying to you is also annoying for the enemy. It's not that it's imbalanced. Citing dictionaries and definitions if the word "interrupts" will not change how the game works. The developers chose to design it that way and that's what you are left with. PoE1 was different because there interrupts were a passive, rel. unreliable and automatic mechanic and didn't need the use of special abilites that themselves cost resources(!) like in Deadfire - at least in most cases (in every case where you can time it yourself). How bad it would be if you spend a resource on a preciseliy timed interrupt (that may even miss or only graze!) but the enemy won't lose his resource? Only because you play solo and get interrupted a lot does not mean that the rule is generally bad or makes no sense. It only makes things tougher for you as a solo player. Especially if you chose to ignore interrupts altogether and don't use them yourself. There is another way to prevent interrupts besides Rekvu's Fractured Casque. It's called Concentration. You can stack Concentration layers. You can get an inspiration that provides Concentration (like Courageous), you can use an ability that grants additional Concentration (like Spirit Shield) you can put on items that grant additional Concentration (like Upright Captain's Belt), you can pick an ability that grants an additional layer at the start of combat (Combat Focus) etcpp... Concentration was designed to counter interrupts. So if you have a problem with getting interrupted you can either use interrupts on enemies yourself (besides some special passives that interrupt on crit only abilities can interrupt you - and you can interrupt abilites - see Slicken) and/or you invest in Concentration. Or you scrap it and put on the Casque (and as a Wizard pick Grimoire of Vaporous Wizardry while you're at it). Anyway - your emotional and highly subjective way of reasoning will not help you in any way other than blowing off some steam, which hopefully was accomplished now.
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Number of jumps: didn't test that. But the dmg drops off steeply once the buff expires. So I suspect it works the same as pulsing spells like Chillfog where every hit roll is based on your actual stats and not the ones at cast time. Same as Healing spells that pulse as well (Consecrated Ground etc.).
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I finally know why the buff has a duration: cast Eld Nary's Curse and you know why. This invocation takes some time to apply all its jumps and often the Bellower's bonus expires before all jumps take place. You will notice a drop of dmg. If it didn't have any duration I doubt that even the first hit would have any bonus.
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You predict that it's top secret?
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So far FoD's lash stayed at 20%. Just the base dmg roll scaled as usual (5% per PL). Didn't notice any difference since last patch.
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Conversions don't stack additively. Get checked one after the other until it triggers or all are checked. So 50% and 30% don't result in 80% but 65% (for example). Also there's always only one conversion happening. So no miss --> graze --> hit
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Yeah maybe I changed my mind about that. Because I guess the main purpose or idea of Blade Turning might be to trigger it when things go south and then safely leave the engagement of enemies. If you disable it on movement you are in a situation where you will have to keep it up or die. Or use Flagellant's Path or so. Don't have a better solution though. Maybe just leave it be?