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Everything posted by Boeroer
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Wizards - like all other casters with fixed spell uses, have 2 spell uses per spell level per encounter. 3 only with the Grimoire of Vaporous Wizardry (here we have the fist example why grimoires are powerful in Deadfire). As others said: there are a few unique grimoires who contain very powerful unique spells (see Arkemy'r Brilliant Departure, Ninagauth's Shadowflame etc.). Besides that, grimoires allow you to concentrate on non-spell abilites because you can always cast spells from grimoires as if you took the spell ability - without spending a single ability point. That is very good for wizard multiclasses (they actualy don't need to pick a single spell if they don't want to but can still choose from a variety of spell compositions during a fight) but also nice for a single class wizard. Who can then concentrate on passives like Rapid Casting, Accurate Empower and the like - and only take spells they really really want to always be able to cast (no matter which grimoire is equipped).
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I personally would only create values for underpenetration. Overpenetration giving bonus dmg is a bit silly in my opinion. You usually don't do more damage if your spear sticks out 10 cm of the back of your opponent - compared to the case where it sticks out 5 cm... So if your armor got penetrated 100% then your weapon can do its highest dmg and that should be it.
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As "useless" as Combusting Wounds with a bit of underpenetration? But yeah, it's not supergood. It doesn't even profit from Sneak Attack etc. The +1 AR might be the better enchantment. I get like 16-20 dmg from it if it manages to crit (else it can't penetrate most of the time). Another nice dps/tank apporach might be Streetfighter/Unbroken with the same setup or Bronlar's Phalanx (deflection increases while health drops). But you shouldn't enchant Kapana Tage with immunity to flanked then. I could also imagine a Mage Slayer with focus on spell resistance and reflection with Xoti's Lantern might work well.
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Kapana Tags + Akola's Apex Ward + Reckless Brigandine + Champion's Helm + Trickster/Unbroken is a broken combo (pun intended). You'll get three Ripostes with high AcC (Rogue's + Akola's + Helm), high attack speed, 6 engagement slots although you use Mobile Stance and not Defender and thus 6 enemies with Persistent Distraction. Great attack speed for such a thick turtle, too. Looks very tribal though.
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Even with 3 it's nice. You won't refill completely but still better to regain some than to be at 0 when using a single target weapon. Besides that you can always use another weapon in the second weapon slot. For example I like to switch to single handed rapier with modal (+37 ACC) for a guaranteed hit with Soul Annihilation. But you could also use something like Chromoprismatic Staff for single targets and WotEP once you are able to hit more than one enemy.
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It is lower, but it's still 30+ raw dmg per AoE-hit which is way more than an additive +100% dmg boost in addition to Sneak Attack + Deathblows on the primary physical dmg. It's very easy for a Soulblade to trigger Deathblows with Secret Horrors - which also reduces the offensive capabilites of foes immensely. Soul annihilation with WotEP generates its own focus. The AoE targets will "only" get around 30 raw dmg, but they will regenerate focus. For example when I'm attacking 6 dummies with SA and 200 focus I will still have 200 focus after SA ALTHOUGH I damaged the initial target immensely (most likely killed it) and did serious physical and raw dmg to the rest. You can spam SA as long as there is more than one enemy. I personally use Draining Whip and NOT Biting Whip because of that. You don't need to get surrounded, just flanked in order to be fast. You don't need to get blooded for the +crit dmg in order to deal very high dmg per swing. What counts is the recovery reduction. Barring Death's Door is an option as well. Or just put on a thick armor and use Body Attunement to be comfortable with getting sourrounded - so you can get flanked by frightened enemies without getting harmed too much. You can also use another rogue subclass if Streetfighter is not your thing. Run Through (from WotEP) + Backstab + Assassinate for example is very potent. Trickster can give you more flexibility and deflection and you can lure enemies to a spot with Dazzling Lights an then do an AoE Strike from stealth. Key synergy is that Sneak + Deathblows boost SA and SA with WotEP is applying raw AoE damage while regaining focus at the same time. Another very potent two handed dps build is a Sage with Spirit Lance and Swift Flurry/Heartbeat Drumming and Torment's Reach. The AoE of the Lance and the AoE of TR inteact weirdly and deal a lot of damage. Same with Battlemage with Lance + Clear Out. But those all bloom rather late while Rogue/Soulblade with WotEP works right fom the start with Sneak, SA and WotEP. Thus - over the course of a whole playthrough, it's the superior option. Only thing is you need high INT (which isn't a problem for Ciphers per se). Edit: made a quick animated gif which shows focus generation with WotEP + Soul Annihilation when having Sneak + Deathblows: Focus jumps up from 20 to 200 while at the same time all targets get hit by physical and raw dmg (look at the floating numbers). The higher the starting focus the higher the dmg to the initial target. AoE raw dmg stays the same (usually 30 raw in addition to the physical slash/pierce + 15% crushing lash + Deep Wounds). Hylea's Gloves which add more slashing lash also generate focus by the way. Edit2: Actually I forgot to add Sneak Attack and Deathblows. Above vid is even without them.
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Hi, first of all - is your Xoti a Priest or Priest/Monk? Blessed Harvest is a lvl1 spell that only Priests of Gaun get. A single class Monk Xoti can't have it. Then I just double-checked: my Xoti (single class Priest of Gaun) in an older save still has that spell. After that I added the subclass to one of my current characters and retrained. I still get Blessed Harvest automatically. So I guess nothing has changed. You either ran into a bug or did something wrong.
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First of all tweak the numbers! -75% with double inversion is actually -300% as long as the attacker has dmg bonuses. Thats WAY too high. Again: I think the guys who choose the numbers are not the ones who implemented those wonky and superunintuive double inversion mechanics. -1 PEN: -25% dmg. With double inversion it's -33% -2 PEN: -50% dmg -> -75% -3 PEN: -75% dmg -> -300% Like with the original "blunted criticals" (-25% crit dmg which lead to -33% and lead to the situation where crits were doing less dmg than hits) somebody who decides which numbers go into abilities doesn't understand the underlying mechanics. I can't blame them - the double inversion mechanics are horrible. But that maybe explains why the current AR/PEN system is so unbalanced. Either remove double inversion or tweak numbers so they actually lead to a linear regression of dmg. AND remove AR increase on PotD! Dammit! Everything evolves around PEN on PotD. It's annoying and boring at the same time.