Everything posted by Boeroer
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Favorite debuffer/disabler?
Hm... if I remember correctly it was 3 projectiles per shot with lower base dmg (like Frostseeker), not 3 shots (like the Red Hand has 2 shots before reloading).
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The timing of the reveal of Outer Worlds is perfect after the Fallout 76 fallout
I hoped that it was some Firefly-ish RPG. Now it seems to be 80% Fallout and 20% Firefly - but I guess this is as close as it gets. So... I'm looking forward to it. I don't care about top-notch next-gen whatever graphics - as long as the overall aesthetics are coherent and well done.
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Fallout 4 and 76: Cautionary Tales
I know: "Postception", right?
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Fallout 4 and 76: Cautionary Tales
You can. If you want to edit your thread title (don't think it will be confusing to adapt that to the actual poll) you use the "Edit" button under your opening post and then beneath that newly opened edit window there's the "Save"-button. Right next to the save button there's a button that say's "Use Full Editor". If you press thiat you can edit the title as well:
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Countdown shenanigans on Obsidian's homepage
Weird Lord Wael - this overwhelming predictability... Erm... We are supposed to tell you that you don't expect that?
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Deadfire won't win RPG of the year (VGA's)
Boeroer replied to SonicMage117's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)? "Eurovision" is a television network of the European Broadcasting Union. Did you mean "Grand Prix Eurovision de la Chanson" (or "Eurovision Song Contest")?
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[4.0.0.0025] Arcane Archer's Imbues + Three Bells Through = complete miss
Hi again, I know I'm pestering, but I discovered that the Imbue: Spell abilites completely miss the enemy when using Three Bells Through - and most likely all types of such ranged weapons that have a sort of "AoE-line" targeting style. My suspection is that the devs (while preventing the AoE's of mortars and Blast to trigger the imbue spells) accidentially prevented "all"r AoEs (including that from Three Bells Through) to work. Have a look: Happens with all the imbue abilites.
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Alchemy & Poison PL for Druid
If you hover over the dmg of a spell (coming from the ability bar!) it should show you a percentage value based on Power Level. Duration as well. Effects on weapon attacks are harder to see because the base damage is increased without any hint in tooltips or so (you'd have to monitor the dmg rolls in the combat log). Impact on spells on the other hand is visible in the UI.
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Theorycrafting Thoughts On New Classes (Patch 4.0 Beta)
When investigating this, I'm seeing that all of the Imbue spells are each benefiting from Power Level scaling in some way. If you have an example you could share, then I could dig further and see if perhaps there is a hidden issue here. I will note that I plan to change the default scaling for Imbue: Missiles so that it adds additional missiles for higher power levels. This type of scaling seems to better fit with what is expected and this should be updated in a future build. I'll list here each imbue spell and what you should be seeing from scaling (in case that helps to see the results) - You can test each of these by either comparing a low level ranger to a higher level one using the ability, or by Empowering these abilities and comparing results in the combat log. Imbue: Missiles - Projectile Count / Damage / Penetration Imbue: Web - Accuracy / Duration Imbue: Fireball - Accuracy / Damage / Penetration Imbue: Eora - Accuracy / Duration Imbue: Death - Accuracy / Damage / Penetration As always, thank you for the continued support, please let us know how things go as you continue to try out the new content. -Nick I just discovered that they don't scale if I add the class+subclass to an existing character via console (in my case monk) and then add the abilites manually. I can't empower them then and I guess that's also the reason why they didn't scale with Power Level. When I create an Arcane Archer it seems to work properly (well somehow - good point about the missiles). Sorry for the confusion. But so far I had no issues with PL scaling on abilites that I added via console. and since I always start testing out stuff with the console (so much quicker than going through the char creation every time)... That my also have been the reason why the Wards of my first Furyshaper test weren't scaling (but now they do even when using the console for "char creation"). Thanks Nick for the info by the way!
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Deadfire won't win RPG of the year (VGA's)
Boeroer replied to SonicMage117's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Those additional 10% may have lead to a fact buffer overflow.
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Theorycrafting Thoughts On New Classes (Patch 4.0 Beta)
Little update on the Arcane Archer: - Driving Flight and other additional jumps now properly trigger multiple imbue spells from one shot (Fire in the Hole and Watershaper's Focus are nice with this) - AoE from weapons does not trigger imbue spells anymore. So far, so good.
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[4.0.0.0025 beta] [Update] Arcane Archer's Imbue <whatever> with Driving Flight
Ok, did another test with Driving Flight + Watershaper's Focus, Hand Mortar and Fire in the Hole. With AoE: - Driving Flight now triggeres imbues properly - additional projectile jumps (Leaping Arc from Watershaper's Focus, Chain Shot from Fire in the Hole) do also trigger imbue spells. Without AoE: - same So I can confirm what you said. Weird. But good - one problem less.
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[4.0.0.0025 beta] [Update] Arcane Archer's Imbue <whatever> with Driving Flight
Funny. Tested it a few minutes before writing that update and also double-checked. I guess I will load up the game again and triple-check. For me Watershaper's Focus for example didn't trigger imbue spells with Driving Flight (and additional jump from enchantment) as soon as Blast was active. Fire in the Hole and Hand Mortar both didn't trigger imbues with Driving Flight at all. As I said: will check again and report.
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Fallout 4 and 76: Cautionary Tales
You know you can edit your thread title, don't you?
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Deadfire won't win RPG of the year (VGA's)
Boeroer replied to SonicMage117's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)And I am pretty sure you will write an "I told you so" post then.
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Theorycrafting Thoughts On New Classes (Patch 4.0 Beta)
Great! Must have missed that.
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Theorycrafting Thoughts On New Classes (Patch 4.0 Beta)
Ring of Focused Flame works with Imbue: Fireball by the way.
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Theorycrafting Thoughts On New Classes (Patch 4.0 Beta)
They don't seem to scale with PL (at least not ACC or PEN - dmg is hard to check since PL adds base damage and you can only determine that with many dmg rolls if there's no tooltip like in this case). But I just saw a dmg roll of 6.1 for Missiles which usually only have 6 base damage. So maybe PL affects the dmg roll. The spells' ACC scales with Arcana and other ACC buffs of the ranger - which leads to very high numbers - for a spell I mean. Easy to land them. Especially in case of Imbue:Eora that's pretty neat. It's cool if you as a Ranger can cast this spell and the Wizard can do other stuff then. Also the attack speed and recovery are that of the weapon, not the spells - also good in most cases. The low (non-scaling) PEN is really really bad though.
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Alchemy & Poison PL for Druid
I didn't check. Maybe not. In the past several abilities did profit from stuff although they didn't have the proper keyword in the UI. It's easy to test though. Make a druid with the console and give him a spell that you think should work (e.g. Venombloom) and check the tooltip in the ability bar. It tells you the bonus from Power Levels. If this changes when you put on/off the Poison-Bonus item then it works.
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Theorycrafting Thoughts On New Classes (Patch 4.0 Beta)
Didn't test, sorry.
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Alchemy & Poison PL for Druid
This was fixed. Alchemy is supposed to only affect potions, drugs and poisons, not abilites. Direct Poison Power Levels (e.g. from items like Spider Silk Robes) do affect spells that are tagged with "Poison". It's a change that was introduced pre 4.0 beta with a previous patch. So you will most likey not get an answer here.
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[4.0] Debonaire's Hit-to-Crit conversion behaves weirdly
Hello QA, bumpy bump!
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Theorycrafting Thoughts On New Classes (Patch 4.0 Beta)
Quick update on the Arcane Archer: - AoE weapons like mortars and rods+Blast now only trigger one imbue effect per shot (AoE hits don't trigger imbues). - Driving Flight and all sorts of jumps will trigger an imbue spell with every jump (intended) - Watershaper's Focus is once again top notch because it can have 2 jumps with Driving Flight... - Multiprojectile weapons still not fixed (first hit will trigger imbue, consecutive projectiless get omitted). QA is looking into it. - AoE weapons don't work with the Driving Flight's multi-triggering I mentioned above! Seems the devs prevented multi-triggering of imbue spels on AoE-attacks from weapons completely. I guess that's not intended - I did report it. Mortars can't switch off their AoE so they can't trigger imbue spells multiple times with Driving Flight. Rods can if you switch off Blast. As soon as Blast is on Driving Flight will stop proccing additional spells.
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[4.0.0.0025 beta] [Update] Arcane Archer's Imbue <whatever> with Blast, Minor Blights or Hand Mortar
Hi Nick, the issue itself is fixed. Thanks. However, now there's another issue with these AoE weapons, have a look here: https://forums.obsidian.net/topic/106917-40-beta-arcane-archers-imbue-whatever-with-driving-flight/?do=findComment&comment=2119801
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[4.0.0.0025 beta] [Update] Arcane Archer's Imbue <whatever> with Driving Flight
Hey Nick, I just tested the Arcane Archer with version 4.0.0.0025 beta and there's the following issue: While Driving Flight triggers the imbue spell a second time (as promised - thanks!) this only works for "normal" ranged weapons that target a single enemy. BUT: AoE weapons like mortars etc. will not profit from that. We talked about preventing multiple imbue triggers from AoE weapons and that was indeed fixed - but it seems the devs went a little bit too far and also prevented triggering imbues from Driving Flight with those weapons. I know, I know... sorry! Edit: rods do trigger imbue spells with Driving Flight once you turn Blast AoE off. Once you turn Blast on it's gone. Since you can't turn the AoE of mortars off, they don't work at all (in this regard).