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Everything posted by Boeroer
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What the heck do you mean? It's in on the passive (right) side of your ability tree. If you are a wizard, druid, chanter or priest. And its description says it all: if you pick it then (nearly) all targeted AoE spells' areas can be modified with the zoom function (what you normally do to zoom in and out). The spells thst work even get a small icon in the ability bar so you know they work with Spell Shaping. You'll trade Power Level for area and vice versa. There are three stages: bigger area but -1 PL, normal area and normal PL and smaller area and +1 PL.
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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.