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Boeroer

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Everything posted by Boeroer

  1. Yeah that's a bit counterintuitive - and also frustrating to use as well as to test. You won't guess how many times I thought "wtf - this doesn't do anything" until I used a dw blunderbuss quickswitcher (Black Jacket/Streetfighter) and found out that you have to overcome the malus from flanked first.
  2. The last part is really weird though. It's the same weapon used with he same ability. Why would you get an ACC malus on impact? And if the keyword is attached afterwards - how do you know that Essence Interrupter profits from Heart of the Storm and thus gets +1 PEN for the shock dmg in order to pick the "better" dmg type?
  3. Two Handed Weapons DO have higher PEN and base dmg than one handed while they have the same speed as the heavier one handers (sabre, sword, spear, mace, hammer, axe). If you look at some of the dps comparison sheets or posts you can see that they are in a pretty good spot. One handed single weapon use is the loser, not 2H. I don't agree with most of above, but I agree that too many active abilities can be bad. First of all they make the fights harder to manage. But that's not my problem with them. My problem is with actives of classes with fixed resource pools (Fighter, Rogue, Ranger, Barb) is that usually there are clear winners in terms of what do I get for x resource points". And since all actives compete for resource points you end up using those winners only anyway. If not: taking too many actives is a trap choice. More passives for those classes and only a few great actives (that are truly differentiated - see Disciplined Strike and Mule Kick) would be nice. The resource pool system leads to the opposite of PoE where fighters, rogues, barbs and rangers wanted to take as many active abilities as possible because it added per-encouter uses. I like the pool system better, but it has to be tweaked more.
  4. I guess because it's too much hassle to alter the code for that one single NPC kith?
  5. It is a bug. But it doesn't affect lashes in general because those don't add keywords automatically. Only items that are keyworded will experience this bug. Those are Dragon's Dowry, Essence Interrupter, Sun & Moon, Firebrand, Frostseeker, Kalakoth's Minor Blight and maybe some more. I think those had keywords added manually because it fits their "lore" or nature - that kind of thing. Also got added because people complained that stuff like Firebrand or Frostseeker didn't profit from keyword abilities (+PL, +ACC, +PEN etc.).
  6. No. It's only a couple of weapons. Having a lash does not automatically entail the keyword.
  7. That's not a mistake. That's access control. Drives away players who can't read three lines without breaking out in a cold sweat and starting to drool. If you think Deadfire has too much text then try a book. That stuff is totally over the top with... letters. I'm no native speaker nor did I ever live in a country where English is the first language. I only have my English lessons from school an the Internet. And books and movies. I have zero problems understanding everything in PoE or Deadfire.
  8. Nobody I their right mind would call Divinity one of the best RPG ever as well. Seriously. I mean I like Larian in general and I played the heck out of the original Divine Divinity. But calling any of the Divinity games best RPG ever is like calling Jamie Oliver the best chef ever.
  9. Ah, ok. It may be that the 25% is included in the dice roll and thus doesn't get listed (see Power Level bonus). I don't think so, but maybe. Try Gambit with Hand Mortar and Fire I the Hole on a tight crowd and check the dmg rolls.
  10. I'm also curious how this can happen all the time. It was a problem with PoE but I thought they would do it better in the sequel. Usually this is a sign of very entangled (non-decoupled) code...? Doesn't Unity use the usual component-driven approach? I'm only messing around with the Godot Game Engine from time to time (its approach is awesome) - and there it's pretty hard to produce spaghettis. Don't know how Unity performs in that regard. Only did some tutorials with it and found it meh. But I understand that it's very difficult to produce robust code all the time if you have no time / a deadline and the project is very complex.
  11. Wounding Shot doesn't work with AoE weapons as well while other abilities (like Rogue's) do. Well not atm because there's a recently introduced bug with AoE weapon as well. But they usually do. I think this was intentional because lots of patches ago Wounding Shot was considered to be too strong and thus those AoE/jump capabilities were removed. There's even a setting/object/variable in the code that prevents this from happening. But they nerfed it even further. Nowadays I think this restriction should be removed. Description of Wounding Shot's raw dmg is also not correct.
  12. Yes. Both weapons' damage is keyworded/labeled/tagged with "frost" resp. "fire" - even though they do different base damage. This makes them work with Secret of Rime, Scion of Flame (+1 PEN) and Ring of Focused Flame (+10 ACC) and PL bonus (pet Otto Starcat) and so on. They also don't put an ACC malus on an Arcane Archer's non-imbue attacks. Also see Essence Interrupter (shock keyword). The downside seems to be that when immunity gets checked that first of all keywords get checked. Somebody forgot about this it seems.
  13. The +25% is a leftover from Finishing Blow. Apparently Devastating Blow, which is an upgrade, doesn't update that part of the description. So the +50% in your second example is correct. The first one has 50 included in the overall dmg bonus of 312. So there are 262 left. I don't exactly know the actual "under the hood" mechanics. You could ask MaxQuest in these forums who can most likely give you a detailed explanation how it's computed. The descriptions are mostly auto-generated and with more complex mechanics they simply don't work properly. Don't know if this is fixable. Also have a look here: https://forums.obsidian.net/topic/107521-devastating-blow-inconsistancy/
  14. Try to use Hunter's Claw/Fang with a blunderbuss/melee weapon (up to +8 ACC against creature group per shot) and Whirling Strikes with Fire in the Hole/Keeper of the Flame (4 * AoE hits * AoE hits). Also works for Hunter with Clear Out (but only primary attack: 3*AoE *AoE).
  15. I do indeed pick no spells with a wizard unless I need to - or unless I always want access to that spell no matter what. Usually those are the spells I want to spam in quick succession at the start of combat (self buffs for example). But even for that you can find the proper grimoire (and start encounter with that one). I will pick passives with an SC Wizard over spells, knowing that I can get the spell with a grimoire. With a muticlass wizard I will pick mostly abilities of the second class. If I have to pick wizard abilities I will pick the generic ones I wanted to pick anyway (e.g. Two Handed Style when I play a Sage with Quarterstaff or Fast Runner if I play a ranged Geomancer). It's true that new players will not be able to exploit the grimoire mechanics - initially. There is retraining though. So nothing stops a new player from realizing that one doesn't necessarily need to pick spells. As soon as he has a nice collection of grimoires one could retrain and pick less spells - and only pick the spells that are not in the grimoires.
  16. Then - I'm sorry - you guys are using grimoires ineffectively. Sure you can (and maybe want to - in case if SC Wizard heven have to) learn some spells with ability points - those that you always want to have access to without switching. But using a meticulously composed collection of up to 7 Grimoires (trinket slot + 6 quick item slots) can give you access to nearly all spells while you don't need to spend one single ability point. Switching Grimoires doesn't take a ton of time in Deadfire (Quick Switch doesn't help by the way). Of course meta knowledge is very handy here. So the system is totally designed to motivate Grimoire swapping. You could even make a collection of fire grimoires which you swap to once you switched to Magran's Favor + Sun & Moon - or some Illusion Grimoires once you switch to Eye of Wael and so on. The grimoire mechanic is such a huge advantage over Priests' and Druids' spell & trinket mechanic (hint: they have no trinket mechanic) that it's OP. To have access to all spells without retrainig. Even during an encounter you can have up to 14 different spells per spell level at your disposal. While the idea to give bonus PL for a spell that you learned and that's also in your current grimoire is nice - it would make an overpowered mechanic even more overpowered. Having no spells in grimoires makes no sense (unless we redifine grimoires as tomes which don't hold the actual spells but something like explanations, comments and "metamagical" knowledge about spells).
  17. Interesting. I don't have those problems on Linux. I mean during WotW the framerate drops like crazy - but afterwards it's back to normal.
  18. Yes, the initial target gets twice the damage. A bit like Whispers of the Endless Paths was doing before nerf.
  19. If you can cause Resolve afflictions in the party or by yourself reliably I would take those enchantments like The Mind makes Real etc.
  20. The boots have 2 charges per rest. You can lure the slavers out a bit with Sparkcrackers so you can jump in, steal and jump back while they are investigating. But it's very tricky...
  21. Hm... If iirc it doesn't if you keep to the dungeon. But you will know if you try it and the game tell you that a quest failed. With Dazzling Lights/Sparkcrakers, decent stealth and Bounding Boots I think you can get the Willbreaker without a fight I think. Usually I get it asap and also pick the quest after - but since I usually opt to kill all slavers anyway I'm no too sure what happens if you kill around in the dungeon and then want to work with the slavers. By the way: Saru Sichr (Arkemy's Basement) is better than you might think and a good replacement until you get Willbreaker. Lately I even use both on different chars. THat is because the Poinon-Dipped + upgrades applies every time you hit and all the DoTs stack in parallel - meaning the chance to trigger e.g. Death Sentence with every tick gets a lot higher as gets the damage per tick.

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