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Scion of Flame only adds 20% additive damage, not multiplicative. Still very nice for Firebrand since it's a talent that gives you +20% dmg with no drawbacks (unlike Savage Attack for example). The drawback of Firebrand is that is only does burn damage unlike normal great swords that have two dmg types. Crit damage bonuses are additive as well. Torment's Reach's AoE has its own dmg type (crush) and -roll that is independent from your weapon - except for accuracy. So here fast weapons, dual wielded are best. Carnage is no lash but simply the same attack resolution mechanic with the same weapon. This meams all on-hit/crit effects work. Only the attack gets a -34% additive dmg modifier and -10 ACC modifier - and then +1 ACC per char level because it's an ability. That means that it has the same ACC as your initial attack at level 10 (5 if you take Accurate Carnage). Firebrand is best used on a Barbarian with Blood Thirst. Every kill removes recovery and Carnage-kills do count. Since you can crit quite often with Carnage at higher levels (because its ACC is rather high then, up to +11 at lvl 16 compared to your initial attack roll) and Firebrand is Annihilating (double crit damage which is awesome with that high base damage) you will reset recovery all the time, making you a one man flaming wrecking ball of fury. The best part is that it also works on killed allies. So make sure you attack that whimpy sekelton summon if you can't hit enough enemies and if you want to have higher hit chances against targets with high defenses while triggering Blood Thirst. This is the highest dps you can get with Firebrand and this way also circumvents the fact (a bit) that you can't enchant Firebrand with a lash and more important Durgan Steel. Because on other classes usually a lash-enchanted, superb and durgan refined two hander does better dps than Firebrand - mainly because of attack speed reasons. Citzal's and Minor Blights AoE used to work with Knockdown, Runner's Wounding Shot and also Envenomed Strike. Sadly that was patched. Citzal's also has speed which gives it great dps potential even against single targets. Rot Skulls is very good. The DoT stacks. Kalakoth's Minor Blights is very nice as well because it comes with +20 ACC and every of its AoE attacks triggers a Blast (if you picked that Talent). Combine with Combusting Wounds and you can wipe whole groups with just 2 spell uses. The summoned weapons are all about efficient spell use and they are great at that. And also lots of fun in my opinion. Best summoned weapon in my opinion is the Long Pain by the way.
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Yes, that's why I steered away from exceptional. I only knew that because of the other threads in which he writes at the moment while he's doing a solo monk playthrough. He was writing about Wounding (enchantment) by the way, not Wounding Shots. But given that this originally was a thread about rangers it's not far fetched to assume a ranger as character.
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Why not? It has a normal attack resolution an can crit like any other attack that has one afaik. The only thing it can't do is under- or overpenetrate because it's raw damage. Edit: Eh wait... you are right: I just had a 114 roll and it's still a hit. Weird - I never noticed that. I guess that rules Blood Storm out and only leaves Spirit Frenzy and the Voulge.
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Unless you are playing a melee wizard with summoned weapons of course which is plenty fun and powerful. Concelhaut's Parasitic Staff or Spirit Lance gain some good damage (in flat mumbers) with Two Weapon Style because their base damage is a lot higher than that of normal two handers. And the Staff is one of the best spell options in the first few levels (besides Chillfog).
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Cap of the Laughingstock Bug
Boeroer replied to whimper's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Ach it's okay. It's informative for everybody who has the same question. Soon it will be on page two and bother nobody, but it will still be searchable. Win-win! -
Haha - right. But actually that fits pretty well: How can they be terrorized if they see you with that laughable headgear. You'd need to get some scars from mouth to ears and call yourself the Joker - maybe then it works...?
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So I just went in and checked. I think it's just so that the damage is fixed so there is no damage roll. Since there is no dmg roll there's no dmg resolution so maybe all the stuff that influences damage besides MIG and Power Level (like graze/crit) gets omitted because they would be part of the dmg resolution mechanic? Including the effects of under/over-PEN? Iconic Projection also has fixed damage without roll. Maybe it has the same behavior? Edit: Nope - Iconic Projection has fixed dmg, but it does a dmg roll - which is always the same. Maybe this "fake" roll was inserted to trigger proper dmg resolution - because of the reasons above - and they simply forgot to insert such a fake roll with the invocation?
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Well - empowering Eld Nary is quite the show. It gains a lot more jumps. I didn't check yet what it does to stuff like the upgrade of Seven Nights (Her Tears Fell) or the upgraded Thrice was She Wronged (Her Revenge Swept). Both jump kind of so maybe those are good? Since Empower simply adds 5 Power Levels it should be relatively easy to predict what it does with invocations when looking at the scaling at certain (actual) Power Levels. I didn't use Evil Turned Away yet (although I have it with Pallegina atm), so I can't give info about that, sorry.
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Eder: "What is it tells you you're on the right path?" Main character: "I accept that even the wrong path is not a dead end." I quickly looked that up in the companion_eder_relationship_player.stringtable by searching for "path". It's an early realtionship conversation - I think it happens when your're still on the first island (not 100% sure though, but early).
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Not really. Summons duration prolongs with Power Level and INT. Health scales as well. They are fantastic body blockers and damage sponges. But the best part when going solo is the chant "Many Lives pass by" - no casting time involved and a Troubadour can get up to six skeletons on the field and hold that up all the time. Or three and pair it with another nice chant.
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The Phantasm's Brilliant chane is very, very low. Even if you get damaged 50 times in a row (by whatever dmg sources) the chance of triggering Brilliant is only 39.5%. With 100 times damage it's 63.4%. Meh... At the moment it seems that the best way to get a proc would be to stand in somebody's Wall of Flame: very low damage per hit and 1 hit per second.
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That's right and nice - but that's not really a special synergy with the barbarian, is it? Anyways... Chanter/Barb is surely a good combo. Maybe Soft Wind is kind of special with a solo Berserker: help to heal your self damage while adding raw damage to Carnage's one. The nicest synergy of Berserker/Chanter for me is indeed that if you kill your summons with your confused attacks you trigger Bloodlust and Blood Thirst. Wear the Woedica necklace and you quickly get +4 to MIG and RES, too. Damaging AoE spells (like White Worms) do trigger Staggered from Spirit Frenzy. Which is really nice. I wonder if this also works with the damaging chants. Did somebody test this?
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Thanks! Meh - Nalpasca already gets +10 and more if he invests in Alchemy (which I always do). So not really great for a Nalpasca. Soul Void seems to be much better. It's potentially good for solo though because you can take drugs out of combat: Put on that thing, take drug, take it off and put on your "real" necklace and start the fight...? Like Sould Void basically can do with resting.