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Everything posted by Boeroer
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No, the highest possible PL is a SC Death Godlike shifted Druid Livegiver with the Spine of Thicket Green (enchanted with +2 to plant and +2 to rejuvenation) using Power Surge and potion casting Pollen Patch: + 3 Death Godlike + 4 Spine of Thicket Green + 5 from Livegiver shifting + 2 Livegiver passive + 1 Power Surge + 1 Prestige + 1 Acute/Brilliant + 2 potion + 5 Empower ----------------------------------------- + 24 Power Level on top of 9 PL as single class. That's Pollen Patch's healing * 2.2 * (MIG bonus + Physiker's Belt + Practiced Healer). I played this - but as Nature Godlike. I also enchanted the Spine with +3 to plant and +3 to Beast and not +2 to Plant and +2 to Rejuvenation in order to dish out better Plagues.
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that sounds like a nightmare :/ ... there are still many bugs. some are very annoying and there's no resolution. also recent patch make the text smaller for the active buffs and hostiles seems like a quick fix. in my opinion proper scaling should comes with menu scrolling? i'm not sure. but making the text super small doesn't cut it for me. Yes it's a quick fix. But honestly the (cumulated) complains about this were quite fresh and I guess that was the only solution that could be done in such a short amount of time. So - better than nothing.
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I'm not on beta and I didn't use beta. 3.1.0 is live with the master branch, it got downloaded, I continued my savegame and got this. I only realized this is happening because I read a bug report in the technical support forum and wanted to see if I can replicate it. Thing is I not only can, but there seems no way to fix it (for me). I didn't try to start a new game though. I attached a savgame to the bug report. I hope they can figure out what's happening and if it's a gneral problem or only occurs with pre 3.1 saves (which wouldn't be too bad, but still annoying).
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Yeah well. That is only your personal opinion - and the nerf only affects Full Attacks which were too strong anyway. But this new behavior is very buggy. It prevents offhand weapons to hit entirely (and proc stuff) with auto-attacks while it overpowers certain weapon setups. Sometimes it's even the offhand weapon that only gets to attack and the main hand weapon does nothing. It's a big mess.
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I agree that this is kind of unfair. While the rest of the ship combat is very easy (once you understand how it works) this particular thing is annoying me. Especially because some of the tougher ships like Deck of Many Things like to immediately turn and flee if my first salvo hits really hard. Once I reengage they are fully healed. Eh...
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But healing received also means that all healing spells that get cast on you will work better. So everybody with high CON will profit as soon as he/she gets healed, no matter the source. Your point is only valid in a solo game, isn't it? By the way Barbs have Savage Defiance. Multiplicative dmg reduction would maybe interfere with additive dmg reduction (the Wall, several items, underpenetration)?
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3.1 is out of beta. For me they work with 3.1 (they always did by the way). Once I kill a foe I turn invisible and also get bonus dmg from Backstab and Assassinate. What's your problem with them? Note that some DoT effects still will break invisibility on tick. If that's the problem it's not related to the slippers but to invisibility in general.
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I think that's too complicated to have any chance of implementation. It would also circumvent the absolute effects of weaken, enfeebelment and Burden of the Body which is not what devs want I guess. As I said: the additive bonus/malus is a good thing because it also means you don't have to balance a lot because on the player's side the average healing should be still the same. And if enemies with high CON who get healed will be tougher to beat: well everybody is complaining about the low difficulty, right?
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I observed the same problem: Currently equipped Aloth with Magran's Favor + St. Drogga's Skull and while my auto-attacks profit from the higher attack speed only my main weapon (in this case Magran's Favor) attacks. Also I have a monk who's wearing two mortars (Fire in the Hole + Hand Mortar). With auto-attacks I now attack with Fire in the Hole only AND skip reload every second shot. In both cases only Full Attacks will make use of the offhand weapon. Which a single class wizard like my Aloth doesn't have... Something's completely off here. Eder with a bashing shield has the same behavior. Guys! What is this? Come on... Here's my savegame: https://www.dropbox.com/s/x44o9zl1ru2u8c4/Hyleon%20%28KohopasFang%29%20%28f9c897b3-bd46-4c0e-9148-d236ebfea8c2%29%20%28LAX-12ABCDEF%29%20%28936732935%29.savegame?dl=0
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That's why I said it should be either cheaper or a SC rogue should have the ability to regain Guile. By the way if you like to play sneaky Assassin then eiuther Assassin/Priest of Skaen or Assassin/Wizard (with Brilliant Departure) are your thing. Two additional invisibilites per encounter + Assassinate with spells is better than SC Assassin atm.
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It has lower base dmg because it hits in a cone-shaped AoE (and transports afflictions with it). The initial implementation that let it hit the initial target twice (once with the initial attack roll and then a second time with the cone) was a bug and got removed - I think it was with the first patch after release. So against single targets it's not that useful while it's very good with certain builds against mobs.
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Hi, while Pernicious Cloud has impressive numbers when it comes to its corrosive DoT effect... it has 0 (!) PEN. That makes it pretty useless against anything that has at least 3 AR. I suspect that's 99.9% of enemies. Maybe 99% but I won't go below that. I hope that's not intended. Is it? I suspect it was originally set up as raw dmg? However - it's doesn't work very well with this configuration.
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I think a SC Rogue could be very good if either Vanishing Strike and Gambit were cheaper (2 and 2 instead of 3 and 4) or the SC Rogue had the ability to get more Guile or to regain more Guile. That means that Gamit would cost 0 if it crit. I think that's ok if you look at all the other strikes you have. For example Crippling Strike does compareable dmg to Gambit beause of PL scaling but only costs 1 Guile and Arterial Strike even adds a great DoT effect. Gamit just adds whimpy additive dmg on hit and ok additive dmg on crit. That's nice against weak enemies but rel. meh against bosses. I already enjoy playing with Vanishing Strike very much. But you have to build around a certain playstyle. Vanishing Strike is very effective if you combine it with Assassin's Slippers and Backstab and Assassinate. You'll have a Full Attack + invisibility for 3 Guile. Other than other Full Attacks + Shadowing Beyond all attack rolls of the Full Attack will profit from Backstab + Assassinate because you will be invisible right after the first swing. And by all I als mean all AoE hits from mortars or Three Bells Through or Blast (Backstab only if you are near enough)! So it's a lot better than other Full Attack + Shadowing Beyond or auto-attack + Shadowing Beyond. If you like that sneaky playstyle of course. I do.
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Only concerns if solo. Buffs allow enough acc and pen to make up for those. I just dislike single damage type weapons that much I guess. But if you don't need to use a PEN buff or AR debuff because nobody has a low PEN weapon (or a dual dmg weapon that actually has a good PEN modal like swords) you can use those resources in a more efficient way. Great Swords are only good against low defense / low pierce/slash AR targets and that's a problem. Mainly because the modal is really bad, especially for a Devoted who also gets higher crit damage. If I had a party and would want to use a two hander with two damage types as a Devoted I'd either go for Morning Star or Pollaxe because their modals are significantly more useful in a party setup than the Great Sword's. Besides that: in a party it also doesn't matter much if your Estoc can't harm a skeleton (underpenetration on non-immune but merely resistant is uncommon with +4 PEN on any Estoc with Devoted + modal). You can always switch to another weapon. -10 ACC may be bad, but after some levels it's not that great of a deal - especially if you are supported by a party that can boost your ACC. And boosting ACC is always benefical while boosting PEN/debuffing AR is only useful if you underpenetrate. And while the same can be said about the Great Sword's modal: in this case it doesn't only have to be occasionally while with the Great Sword you'll have to buff/debuff all the time on PoTD if you want to use the modal at all (and then it's still debateable if it increases your dps at all). I mean I like Great Swords generally and would also pick one as Devoted just because I like the looks and style of it. But from a mechanical point of view it's not that good. If the modal would do like +50% dmg but -10 deflection instead of -15 ACC or something that would be better.
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No, because the healing received malus because of injuries, CON afflictions or burden of the body is multiplicative, or in other words gets applied after all the other stuff was taken into account. If you have Burden of the Body you receive no healing as if you were weakened - no matter your bonuses. Since I would vote for an additive "healing received" bonus for CON (same mechanics as MIG's "+healing done" bonus) there would be no problem in this regard (look at MIG that does "+healing done"). We had additive "+healing received" as well as "+healing done" items in PoE so I guess it's not a problem when it comes to implementation (code wise).
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If I would design combat mechanics I would make it so that your action speed/recovery is very fast at the beginning of the fight and gets slower and slower the longer you fight - so endurance in its "real" meaning - to the point where it would be a tedious chore. Abilities and weapons would be rated so that they take different tolls (good way to balance weapons, too). Doing nothing (catching breath) would help you regain endurance/speed. More CON would give you more "endurance" and ultimately more dps if the fight takes longer. Too much of a change for Deadfire, so healing received is my favorite.
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It's something new and interesting, but it's not reliable. And the more CON you have the less you will go down. THe less you go down the less you need that kind of effect. So... kind of redundant maybe? YOu could say the same ybout %healing, but it has the nice "downside" that you get healed less with low CON. What happens with your suggestion when CON is below 10?