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Boeroer

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Everything posted by Boeroer

  1. You are right. For how long can you extend "ascended" when you use Salvation of Time?
  2. The math is alright. It's math. It's neutral. Maybe the decision to use this procedure in an RPG and obscuring it with weird tooltips and incorrect displays of calculation was ugly though. As if the above listing of dmg modifiers and the outcome would make any sense without explaining how you end up there... I mean when even the designers struggled grasping it in the beginning...
  3. No no. Be a Devoted/Monk. You have to be devoted to do that. Also you'll need the extra PEN...
  4. And here you see a reason why descriptions on PoE and Deadfire are always vague. If you have to change them too much because of balancing you have to update all localisations, too. Usually localisation is outsourced... A solution would be to keep the textual description vague and free from numbers, just to give an idea what this ability does. And then do a different block with all the numbers/math that only uses icons/symbols as labeling. And which doesn't get localized.
  5. He's obviously trolling. And being a genius at anal minmaxing...
  6. Summoned Battle axes go very well with rogue's dmg bonuses. I played him as Priest/Rogue one time and fucused on DoT attacks (Bleeding Cuts, Crippling, Gouging, Ring the Bell, Deep Wounds) and the Sneak + Deathblows bonuses get multiplied with the lash... quite great. Especially since there are not that many good and early single handed axes in the game for a dual wielder. Besides that: spells of course. But his melee performance was impressive.
  7. Also here: https://forums.obsidian.net/topic/105672-damage-modifiers-and-the-might-attribute/ -50% graze (-0.5/(1-0.5)) = -1 +42% MIG (+0.42) +45% Sneak Attack (+0.45) +10% Sharp (+0.1) +45% Superb (+0.45) -35% Dual-Wield (-0.35/(1-0.35)) = -0.54 --> -1 + 0.42 + 0.45 + 0.1 + 0.45 + -0.54 = -0.12 coefficient. -0.12 < 0: 19.8 / 1.12 = 17.68 Your overall dmg coefficient was lower than zero due to the inversions. A graze will not actually mean -50% base damage as you can see above. That's the reason why underpenetration (especially -2 or even -3) is so severe! No bug here. It has always been like this since release.
  8. Double inversion dudes! https://forums.obsidian.net/topic/107658-how-do-damage-penaltiesbonuses-work/ Works the same as with attack speed. Maluses will have a very high impact on your damage if you already have some bonuses.
  9. To clarify: Cobra Strike is actually a ranged weapon that has a very short range instead of a melee reach weapon. That means it works with Driving Flight. Do Geomancer is nice. The high base damage makes it a good use for rogue/wizards, too.
  10. Eh? You type iroll20sinto the console and press enter. Then for example type giveitem battle_axe_u_magrans_favor and it should work. The item will be put into your stash. If you already have such an item they will form a stack. In that case it's sometimes difficult to find between all the junk.
  11. Can also show a SC ranger with Whirling Strikes moping the floor with some dummies. SC Fighter: Clean Sweep has an enormous AoE. But unfortunately there's no indicator. But its huge (for a melee attack). Can also post a gif about that. "A gif is worth a thousand words". Besides Devine Retribution I find Paladins to be the only class which hasn't a real killer ability at higher levels. Sacred Immolation + upgrades is just meh. If only Light of pure Zeal wasn't Vessel/Spirit only...
  12. A lot of builds are from enthusiastic players of the first hour (right out of beta or release) who then left and won't come back just for uppdating their builds I guess. Maybe we should just throw out some stuff. Oh, I missed the Thaumaturge I think. Will have to add that.
  13. Annd by the way my single class dude Serafen (who's nowhere near optimized for this): Note the beauty of Blood Thirst + Driving Roar combined with Blood Surge (kills set recovery to 0 and give me a 25% chance to get +1). Look at my rage pool... He's my no-two damage dealer in that party (only second to the Whispers-of-the-Wind Mortar Monk).
  14. I didn't say that. I said they tend to be stronger at higher levels. I mean just because most of the highest PL abilites are very strong. Look at Gamit/Vanishing Strikes/Resonant Touch/Whispers of the Wind/Whirling Strikes/HoF/Driving Roar/Meteor Shower/Maelstrom/Clean Sweep an whatnot. And they have +2 PL in general which means +10% more base damage, longer base durations, higher base ACC with abilites. On the other hand the multiclasses have more resources, start stronger and can have great synergies. It's not balanced in every case, but all in all I'd say the balance between single class and multiclass is there. I personally find most single classes more useful in a party than multiclasses in general. There are exceptions of course. But for example it's better in my opinion to bring a Berseker with Grave Calling and a Beckoner than to bring a Berseker/Beckoner. Same functionality but more power levels and way better high level stuff - adn they can act in parallel. You lose a party slot though. By the way single class Rogues and his high level problems (3 attacks: all dead): I guess most people don't realize how good certain abilites are because they never play single classes till the end. Gambit and esp. Vanishing Strike are very strong (the invisibility doesn't break - no matter what you do).
  15. It's spell levels, not spells. That should mean it can reflect a lot of Thrust of Tattered Veils (spell level 1) but only two Killing Bolts (spell level 7). I never use those though because they only reflect targeted spells - those are spells that you have to target directly on an enemy. AoE spells won't get affected.
  16. Huh? Why less hp? Afaik the starting health of each multiclass gets added and devided by 2 = multiclass health? If you mix a Barb (higher health) with a Wizard (lower health) you'll have lower health overall than a single class barb - or not? And yes, the single class is a but weaker at the start of the game because of the frontloaded multiclass - but I donÄt see that as a problem since the single class usually is stronger at the higher levels. Multiclass: start strong, flat progression, single class: start weaker, steeper progression. So overall I don't see a fundamental balancing problem. The only thing is that players who dabble into builds and have restarteritis could get the impression that multclass is generally better. Which is not the case if you look at a complete playthrough.
  17. In my description of the Beckoner in Pt-Br, it says that the invocations have 50% of the original life and are smaller (visually). Just say that, nothing to last less, this is the invention of the people. Note: The cost of Beckoner invocations is -1 (I think in this case they are cheaper), if the default is 4 the Beckoner would be 3. What game version do you have? Because Beckoner Summons are actually one point more expensive (4 instead of 3 in case of skeletons) and the description of the Beckoner passive clearly states that the summons are smaller, have less health and less duration (actual game version 4.1): So it's def. not "the invention of the people".
  18. Figurines have charges. If you use them too often they are empty and you can throw them into the trashbin.
  19. If you know that they get the equal amount of points, why do you complain? Even at the start of the game (the first few levels on the beach + wilderness) the single class gets acces to PL 2 at lvl 3 while the multiclass has to wait for lvl 4. THis is all fairly well balanced. Multiclass chars start a bit better usually because they are front-loaded with lvl-0-passives but the single class catches up pretty soon and then is ahead when it comes to higher lvl abilities and PL scaling but lacks resources. I can't see where this is a problem. Most likely because it isn't. And then we even haven't talked about the higher levels where single classes get access to PL 8 and 9 which are generally better than ,ost stuff multiclasses can unlock at those levels.
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