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Everything posted by Boeroer
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It's clearly not minor to the TC or many others who have created such threads. Is it really your place to tell a consumer how to feel? Personally I've gotten over it but I think it's a bad design decision as well. There are other things in this game that make me very frustrated, like the absurd amount of bugs constantly breaking my immersion and enjoyment. And to that you may disagree, but that doesn't change anything my feelings on the matter. I think you either didn't read thoroughly or you misunderstood my post. Basically I agreed to the general statement. Remember that the OP doesn't complain about the implementation and concept of MIG but only the badly scripted MIG checks and the racial bonuses (Aumaua +2 MIG for example). This is a minor detail if you look at it objectively - compared to the rest of the (huge) game. And since we had lots of threads about it and nothing changed I also agree with OP that it's too late to do anything about this. So best is to accept it or move on if you can't live with it. You can feel however you want. But if you get very frustrated or sad because a game doesn't meet your expectations then you are too deeply invested. It is, after all, just a game. For all I care you can do the Rumpelstiltskin dance until you feel better or drink a bottle of scotch to cope with the frustration. It's your choice. But it's not a good one.
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Yes, it happend. Despite the fact that we now have the skill "Athletics" which could have covered all those checks that evolve around physical strength. It may be that I'm imagining this but didn't Josh say at some point that checks based on attributes should be avoided and most checks should be done with skills? Anyway - since there might be some developers who still didn't grasp the concept completely we still have a few MIG bonuses and checks in the game that don't follow the description properly. But it is at it is. The horse has bolted. This might be the 20ths or so thread about this since release and yet nothing changed... By the way: Being (really) sad and frustrated about such a minor detail in a computer game is... not good...? Annoyed I could understand though.
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Her voice is totally fine. I got goosebumps the first time I started a playthrough. Like... good goosebumps. Not the bad ones you get when somebody is scratching with a fork on the chalkboard... I didn't have that with the PoE narrator (who also was totally fine). Those complaints raise the suspicion that the only real problem for some people is that the narrator is female...
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Maybe you should double-check your observation. A terrified enemy cannot be engaged (engagement cancels as soon as the affliction hits) - so you will not get Disengagment Attacks once they flee. This got patchetd out during beta phase once Unbroken/Trickster builds popped up which showed how easy it was to proc lots of devastating Disengagement Attacks on terrified/fleeing enemies. Nice in theory, but doesn't work in practice. It also means that casting Repulsive Visage as a tank is only advised if you are in trouble - otherwise you'll break all engagements. And that can mean that once the affliction ends the enemies will chose a different target. It also means that if you build around engagement buffing you (Reckless Brigandine, Mob Stance, Champion's Helm, Kapana Taga, Entonia Signet Ring) you'll immediately lose all those buffs. I mean if this wasn't patched again...?
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The baseline is: it's more efficient to drive deflection to the max than drivin CON to the max. If you can do both: even better for your tankyness. As long as you don't facetank dragons you don't need Reflex a lot. So for most encounters a tank would be fine with dumped DEX and PER (if he wouldn't want to deal damage but only tank). In case of a Dragon Thrashed Chanter you want highish PER though, so there's that. In most cases going for the highest Deflection also isn't the most effective way to play the game - especially in a party. There are plenty of encounters where you can do with 10 RES and still won't get hit. And for the others you'll have healing. So the theory theat maxing deflection is more efficient than maxing CON is still correct "in theory" - but why do you want to have 200+ Deflecton if 90% of enemies can't even hit you with 150 Deflection? So it's all not set in stone. Higher fortitude is also nice to have, but since even a graze of petrify or paralyze will still hard-cc you (which will most likely be the end for a solo character) it's very difficult to completely avoid the CC just by adding more fortitude (via CON and MIG). So even here you have to look if it actually makes sense to go for maxed CON (besides the higher endurance/health of course). Maybe better to wear an item like Fenwalkers (boots) and Tempered Helm or Wayfarar's Hide and screw the maxed CON - instead go for a more blanced stat approach. It all depends on your build, how you play and how good your metagaming knowledge is. For example the rel. tanky build "The Anvil" wouldn't make a whole lot of sense with maxed deflection. He wants high CON instead.
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BS skeleton fight
Boeroer replied to Kilburn's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It's so optional it's not even mandatory... -
I was about to do a Photoshop job with the Ledger and an Orlan portrait. Now you ruined that.
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Single class Assassin pays off once you get Vanishing Strikes. Because then you'll have 100% Backstabs and lots of Assassinates during the duration of that unbreakable invisibility. Also wear the Stalking Cloak... Until then playing around invisibility/Backstabs/Assassinate can be fun - but only if you like to grind. You can start an encounter, kill an enemy, go invisible and cancel the encounter, repeat. Once you get Vanishing Strikes you can really go to town (and don't care that you are a glass cannon).
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Everything that you initiate while stealthed will benefit. It doesn't matter that the recovery itself is not taking place while stealthed. The recovery time gets calculated while performing the action - while you are still stealthed. All offensive actions that actually hit enemies do break stealth - even if they make no noise (e.g. Marked Prey). Most abilities that are quite (see description) and don't hit enemies won't break stealth. Most buffs can't be cast outside of combat - but if a party members starts combat and you are still stealthed you can cast a buff and profit from the stealth bonus. Best is if you test it yourself.
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I can only say from experience that the high deflection approach usually is a lot sturdier than the meatshield apporach. I did a Barbarian with 3 CON and max RES and also one with 20 CON and 3 RES. Even though Barbs have bad deflection to start with. But at the same time the meatshield approach can do more dps since he isn't bound to a shield. But especially when it comes to builds where the defensive setup doesn't gimp the dmg output (e.g. Dragon Thrashed Chanter) the defensive approach is MUCH more effective. Also have in mind that even with a tremendous amount of self healing (which I usually do to increase the meatshield's "virtual" endurace even more) you'll run into health issues which you have to compensate for - while high defense characters usually don't have those issues. But as I said: the high defense char usually pays for this with crappy dps while a meatshield can be build to be rel. sturdy while doing good damage.
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As I showed above the benefits of RES (like any bonus to a defense) are not linear but exponential and coverge to infinity (when it comes to deflection). Like the bonus that CON gives to Fortitude. That's because there's an attack resolution that has to overcome the defense - and every additional point of defense makes it more and more unlikely that this will happen up to the point where it can't happen at all (e.g. deflection is so high that the enemy with the highest ACC can't even graze you). The bonus that CON gives to endurance is linear. With a base endurance of 50 you'll get 2.5 additional endurance with every point of CON.
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Yes. Recovery time and reloading time is -85% in stealth (NOT invisibility). THat means that after an attack from stealth you usually can do the next one very quickly. Actions that don't break stealth can be done in very quick succession (e.g. some spells).
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Exactly. You cannot simply add the damage bonuses like that. Damage bonuses like Sneak Attack are additive dmg bonuses which have weapon bas damage as... well, base. Lashes take the overall damage (you see in the combat log) and multiply it. This is usually better than an additive bonus. Best results you get when you can add lots of additive dmg bonuses (MIG, quality enchantments, Sneak Attack, Deathblows, Backstab and so on) and combine them with a high lash (e.g. Flames of Devotion with Dragon's Dowry etc.). Usually this combo is better than only go into lashes (Paladin + Monk) or only go into additive dmg bonuses (Rogue + Cipher). Depends on weapon choice though and if you have a Chanter with Mith Fyr and whatnot. Also keep in mind that abilities get +5% base damage per additional Power Level. This means that a for example a single class Rogue with Prestige will have an Arterial Strike with *1.45 base damage (10 PL - 1 PL = 9 * 5 = 45%). This is multiplictive since it's base damage - so at least as good as a 45% lash. If you combine that with the plentyful dmg bonuses a rogue can have this leads to great damage. A multiclass Rogue/Paladin can only get to PL 7 (items and comsumables aside) so his PL bonus on Arterial Strike is only 5*5 = 25%. This is a difference of 20% multiplicative dmg - so what a paladin/rogue with FoD would give you. Multiclass synergies are nice - especially since they start to unfold early. On the other hand single classes are always 1 to 2 PLs ahead. This not only means they get access to certain gamebreakers earlier (or at all) but also have higher base damage, PEN and ACC with their abilites. Don't forget the above when comparing damage potential of single class vs. multiclass. Of the above I would think that Shadowdancer (Streetfighter/Helwalker) would win the race for best (sustained) dps. I think he would need to give way to a single class monk or rogue in the end though. Their PL8/9 abilites are just too strong. I would also consider a Mindstalker (Assassin or whatever/Soulblade). With Sun & Moon for example you'll get plenty of dmg - and stuff like Borrowed Instinct is great for both defense and offense.
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To be honest I think that linger stuff on Backstab is unneccessary. The "real" perfect weapon for a Backstab is a dagger or a stiletto - single handed. Usually you'd grab/hold the victim with one hand and then do the "stab". Now, to bring this into Deadfire there would be only one thing that Backstab needs to do: apply a fixed amount of bonus damage that is not percentage-based on the weapon. Basically like Soul Annihilation is. Not +100% dmg bonus but something like +50 (+PL scaling + crit bonus - maybe even with a bonus per remaining Guile) for the first attack. That would give you some motivation to use a small, light, single handed weapon. Or at least it wouldn't gimp yourself to use one of those. THen one could also think about a higher bonus for light (concealable) weapons and lower bonuses for the heavy hitters. Because let's face it: doing a Backstab with an Arquebus at point blank currently is the best way - but it's also the most ridiculous way. Dual wielding setups need no buff with Backstabbing in my opinion. If you do something like Finishing Blow with Backstab you're good enough I'd say. If you want that go for Vanishing Strikes.
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I just did the Nomu the Marauder bounty with the Essence Interrupter. Nomu got marked my the bow and then got killed by somebody else in my team. He turned into a bird which also got killed. Nothing dropped. Nomu is supposed to drop Chameleon's Touch. So this bug is not fixed. Since I started to use this bow in the current playthrough I had the impression that "turned" enemies wouldn't drop loot but I wasn't sure. Now I am: bug still persists. Redid the fight without using the bow and the ring drops.