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For those who don't believe that a single barb can be the perfect gun user I'll leave this comment from another thread: Don't use this when confused! If you can get rid of Confusion then Berserker is the best subclass because of Tenacious giving you +2 PEN. But Streetfighter/Sharpshooter is really great as well and starts being powerful right after char creation. Try to max INT, wear Aloth's armor and two Overseeing rings if you want max AoE. For monks it's easier because of Duality. Scouts have to invest a bit more attribute points and/or item properties in order to achieve a good AoE size. Enemies are not always clustered together. Arterial Strike is nice because you get extra PEN and the enemies you hit from stealth want to run around in order to get you. Follow up with Toxic Strike if the enemies have big health pools or Confounding Blind if the enemies are hard to hit.
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How is ...
Boeroer replied to Whitewolfsp's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
One of them is not a bug (PL scaling). The rest is. I didn't encounter most of them though, but I'm sure there are enough people who do. Anyways: I think the game is totally enjoyable. -
[Bug] Incorrect rolled dmg
Boeroer replied to kmbogd's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Increasing base dmg is a multiplicative dmg boost, yes. It's more powerful than raising the bonus dmg from 25% to 30% or whatever. But I have no idea why Obsidian chose this path. I actually like it that way - we have way too many additive dmg mods in the game and only two multiplicative ones: lashes and Power Level. In my opinion Power Level shoud be impactful, so raising base dmg is fine. However, it should be communicated a lot better. -
Single Class Barbarian Serafen with dual hand mortars (and Heaven's Cacophony). Aim for Heart of Fury (before that you can use Frenzy+Bloodlust and Barbaric Blow). Destroys clustered mobs like a shocking meat grinder. Add a single class Death Godlike Evoker Wizard. Drop CON and RES. Magran's Favor, Sun and Moon, Prestige, Firethrower Gloves... Make him MC if you want and use Otto Starcat as pet. Look at your Power Level bonuses (Fireball for example). Add a single class tanky Ranger with Morning Star (ensures that you will always be able to lower enemies' fortitude by 25). You ACC will be very high so usually it's no problem to land a hit vs. deflection. Try Whirling Strikes with dual flails as well to lower reflex in an AoE for you wizard, then evade out of area. Single Class Priest for +5 PER inspirations and Devotions, Barring Death's Door + Salvation of Time in order to keep the Wizard near death but alive while he nukes. Single class tanky Troubadour with Sasha's Singing Scimitar. Aim for empowered Eld Nary. Something like that I would try out I guess.
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[Bug] Incorrect rolled dmg
Boeroer replied to kmbogd's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Power Level increasing base damage of abilites is a fact. It's known for some time now (was discussed at here in the forum) - but of course if you haven't visited/read for a while this might be totally new to you. You are right that the mechanics are obscure and the info about it is somewhat hidden. It's there but it's def. hard to find out if you don't know what you are looking for. I wouldn't say it's a bug since it works as intended - but the explanation of PL mechanics surely could be a lot better. If you look at the damge rolls of low level abilites (for example Flames of Devotion) and those of high level abilites (for example Heart of Fury) you will notice that the difference between "official" base dmg and actual dmg roll can be quite high for FoD while it's low for HoF. That is because low level abilites receive more PL bonuses. If you have 13 Power Levels for FoD (lvl 20 = PL9 + Magran's Favor + Sun and Moon = +4) it will deal way more base damage than advertised while HoF (PL 8, not profiting from Magran's Favor and Sun and Moon, thus only gains +1 PL scaling) does not. Usually this is countered by higher damage bonuses of high lvl abilites (if they work with weapons) or higher "starting" base damage (if it is a spell or an ability that's independent from weapons). This way low level abilites keep being useful even at high levels. Sometimes they are even better (also more cost effective) than higher level stuff. -
Charge in its initial release version was way too powerful: either too much dmg or too cheap. Then it got "nerfed" into an AoE stun that did no hit roll (=always hit => guaranteed stun) which in my opinion was even better and retained its costs - but people immediately were complaining about the nerf bat. That's an example which shows you why you shouldn't take most immediate nerf complaints serious. Now it's an AoE stun with hit roll for reasonable costs. I think it's in a good place. It's cheap enough to use it as an occasional mobility tool to interrupt dangerous enemies. It's not a no brainer anymore like it used to be. Which in my bool is a good thing. No brainers are boring most of the time.
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[Bug] Incorrect rolled dmg
Boeroer replied to kmbogd's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Abilities' base dmg gets influenced by Power Level. Maybe that has something to do with it?