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Everything posted by Boeroer
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But don't forget the double inversion that turns the "official" -35% into "real" -55%. It is pretty severe. Not as bad as a graze, but still bad. If you graze with a Full Attack then: enemy laughs and says he fears your misses more. 1% proc chance is laughable. I think some people don't understand how the math behind it works. They think that you will have 100% proc chance after 100 hits. Or 50% proc chance with 50 hits. That's not the case.
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I don't think so. Would you file a bug report? This seems to be unintentional. You could also check if summons count as allies in this case (which would make the cape less useful for summoners). Good find!
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The lash of Torment's Reach only applies to the initial target, not the AoE. The AoE has its own crush damage that is not influenced by weapon damage, only accuracy. I only wanted to point that out. Because ofthat your overall dps will be much higher when you use fast dual weapons. This is against groups of course. Any lash is a multiplicative dmg bonus (albeit is has to overcome DR and doesn't use DR bypass so some dmg gets eaten away most of the time if it's not raw). But Scion of Flame on Firebrand is not multiplicative. In this case Scion of Flame is additive to weapon base damage like all the other dmg bonuses like MIG, crits and so on. If we don't want to mix up therminology we should call Scion of Flame on Firebrand an additive damage bonus and a lash a multiplicative one. Just to prevent confusion. Scion of Flame will raise all burn damage by 20%. If the burn damage is a lash like Turning Wheel then it works as a multiplicative damage boost, yes. But it's not a 20% multiplicative damage bonus on the damage roll - just to make things clear. Turning Wheel going up from 50% to 60% is correct. Just remember that you don't always have 10 wounds. Not even close especially if you spam Torment's Reach. It works the same on a normal burning lash enchantment: 25% becomes 30% multiplicative dmg. A 30% mutiplicative lash is not immaterial - especially if your attack speed is higher than that of Firebrand. Durances's Staff doesn't profit from Scion of Flame (except the bunring lash of course) since the first damage that's mentioned is crush, not burn. Thus the base damage will not get an additive dmg bonus of 20%. The weapon has to have the elemental damage as first damage type to profit from an elemental talent such as Scion of Flame (see Stormcaller/Heart of the Storm or Bittercut/Spirit of Decay). Because of that your calculations might be flawed? If you redo the math and compare Firebrand with a fully enchanted Tidefall (can have two lashes: one elemental one at 30% max and the other one raw at 25%*MIG bonus) or Blade of the Endless Paths (speed) or even a fully enchanted Hours of Saint Rumbalt (Annihilating like Firebrand with prone on crit) you might get different results just because of attack speed, additional lash and higher accuracy/more crits. Monk with Turning Wheel and Blood Testament Gloves (up to 20% raw lash) at 10 wounds may be an exception. But since Torment's Reach is a Full Attack I highly suspect you would be better off with something like dual fists, dual Bittercut or dual Drawn in Spring - or even better: the Long Pain. Its base damage scales with level and reaches crazy values (for a fast/light one hander): 24-36 crush. it has +5 base damage compared to Firebrand then. And accuracy scales as well (+20 at lvl 16 - +16 compared to Firebrand). And sure: Firebrand is awesome becaue of the reasons you mentioned. It's my favorite weapon. I even keep it until the late game although other alternatives are better in the late game. I'm loyal. Carnage does not hit the initial target. That would make the barbarian a very potent single target killer (nearly +100% multiplicative damage minus 2*DR with two chances to proc on-hit/crit effects). Which he 's not.
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White Worms is great. The damage is per body. If you can manage to pile them up it's very powerful. Sadly in deadfire corpses get consumed after a cast of White Worms. Remember the good old PoE days where you could make them explode over an over again? Nice find with the skeletons of "Many Lives pass by".
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Because when ascended he can cast it over and over again until everybody's dead (especially since Duality/Turning Wheel extends the duration of ascended AND of Silent Scream's stun while the MIG bonus makes sure the raw damage hits hard). So - it stuns and causes raw damage. And the recovery is short enough so that you can potentially stunlock enemies.
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Well to be fair: there might just not be enough free developer resources to do a AI rewrite or to do more serious overhauls. If you have 4 things that are supposed to be balanced, and one of them is off balance because it's too good - then from an economical point of view it's best to tune that one down. I mean instead of tuning the other three up. If that's the best approach in the long run... don't know. I somehow doubt it. Few players complain about buffs and then turn their back to the game. It's nerfs that can cause that.
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Enormous player.log file
Boeroer replied to PangaeaACDC's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
This isn't fixed (at least for me) with 2.01. See Bug report here: https://forums.obsidian.net/topic/105442-unity3d-steam-playerlog-grows-up-to-hundrets-of-gigabytes/ -
Thanks MaxQuest! I'll check it out. For the time being there's an easy workaround: I just delete the file with a script on bootup. If something happens and I want to look up the log I can still do that - but it will be gone once I power up the computer. Also funny that I didn't find that thread you pointed me to - because I was searching for "Player.log" in this very subforum before posting...? Is the search case-sensitive? Nay that can't be it... Well I got a ton of hits because of the word "Player" and I didn't manage to search for player.log specifially (search function also shows results for "player" OR "log"), so maybe I missed it. Thanks again!
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That's a slippery slope, because once a damage dealer goes down his dps goes down rather steeply as well. There's a reason why solo playthroughs with hugh defenses but only mediocre damage output are so much easier than the ones with a high dps setup and lowish defenses. This is also true for parties, but here the risk of failing due to squishyness is a lot lower of course. Still the general rule persists. Try 5 tanky Heralds with Ancient Memory/Their Courage/Exhalted Endurance and Brand Enemy. Maybe make it one Trickster/Troubadour with Gouging Strike for fire immune enemies. Dps of this party is really low, but it's nearly impossible to fail with them. High defenses + passive healing + anti-affliction + summons. All that contributes to your survival while the whimpy dps is enough to win. Sure, it's boring as hell - but it's only an example how low dps/high defenses is superior to high dps/low defenses. So in my opinion these forums should rather theorycraft around raising defenses and not dps. I think only Kaylon does this. The rest is discussing dps here and dps there all the time (including me). I mean it's more fun to talk about offense than about defense. Like football: once Italy is involved the game becomes a tedium to watch...
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Is dps important though? At the end of the day it only counts that you can win every encounter. A high defense build with moderate dps has higher chances to win an encounter than a high dps build with moderate defenses. Especially on PotD this becomes obvious. Fights take longer, but the risk of failing is much lower. So why is everybody so fixated on dps?