Jump to content

Boeroer

Members
  • Posts

    23078
  • Joined

  • Last visited

  • Days Won

    383

Everything posted by Boeroer

  1. I wonder if being an Assassin/Forbidden Fist is the ultimate path to anal minmaxing. I mean "Assassinate", "Backstab", "Dirty Fighting", "Deep Pockets" and "Slippery Mind" send a clear signal, don't they? Or maybe single class Forbidden Fist with "Whispers of the Wind"?
  2. I don't use AI either. That's the reason why the game is so easy for me.
  3. I just made a Debonaire/Beguiler (new focus generation fix with Deception spells). I use Essence Interrupter. With Debonaire I can get 100% crit on a charmed target, making it a summon on death. Phantom Foes from stealth fills my focus to 100% right away (even at lvl with 235 max focus). My Ringleader also costs near nothing when I cast it on the flanked enemies. Then I tickle each charmed enemy with Essence Interrupter and then kill everything with Shreds. If I need more focus I will just cast another Phantom Foes. It hits so many enemies (huuuge AoE) that it always fills me up to max. Debonaire's crit conversion is also super good if you have a fellow cipher and you are a Debonaire/Wizard. Just nuke the charmed enemies with a Fireball or so an watch 100% crits. Whoohooo! Beguiler is the natural friend of the Tactician now. You can just spam Phantom Foes all day long until everybody and their butts are flanked.
  4. Almost never. That doesn't mean it's not good. It's just pretty circumstancial so I simply forget about it.
  5. Club's base damage is 10 to 14. So your dmg rolls should be between 10 and 14 with auto-attacks. BUT: 1 additional Power Level adds +5% base damage once you use any ability with the weapon. Let's say you use a Crippling Strike (PL 1 ability) and you have 10 Power Levels: 10-1 = 9 PLs above Crippling Strike which means 9*5 = 45% increased base damage. 10 to 14 times 1.45 means the base damage with Kapana Taga is 14.5 to 20.3. That bonus is obscured. It's included in the dmg "roll" you see in the tooltip right at the top. The rest (the list) are the additive dmg modifiers and the wicked maluses. Your damage rolls with Kapana Taga for base damage should be between 14.5 to 20.3 when using Crippling Strike. If you use higher level abilities you'll have lower PL bonus. But often those abilities have additive dmg bonuses instead. But that explains how a Crippling Strike can sometimes do more damage than a Finishing Blow: higher PL bonus. Base damage is multiplicative with all dmg mods. If you also have Sneak Attack and so on this really pays off. That's why low level abilities keep being useful even in the late game. And the more PL you can get the better. Fists scale with Power Level twice (sort of): first they scale with PL (and get +ACC and additive dmg mods like if they got enchanted with Fine, Exceptional etc.) and then the abilities you use with them also scale with power level. So as a Monk it's esp. beneficial to gain a lot of Power Levels.
  6. You are right. For how long can you extend "ascended" when you use Salvation of Time?
  7. 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...
  8. No no. Be a Devoted/Monk. You have to be devoted to do that. Also you'll need the extra PEN...
  9. 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.
  10. He's obviously trolling. And being a genius at anal minmaxing...
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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...
  17. 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.
  18. 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).
  19. 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).
  20. 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.
×
×
  • Create New...