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Boeroer

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Everything posted by Boeroer

  1. Every Full Attack is affected by this change. I have to agree that the rest of the patch notes are a pleasant read though. I always like new items and spells. Thanks for providing us with new build material. You only did the same mistake as with the Whispers of the Endless Paths: the new Battle Axe hits the initial target twice: once with the initial attack and twice with the AoE attack. That's like Carnage also hitting the main target (which it isn't). There's already a bug report for that.
  2. I guess you can't get out any heal fast enough if a Disintegrate hits you with this otherwise great setup, right?
  3. God I love it! Where do I have to throw money at so that this goes into the game as a backer spell with a future patch? "D'Orphteq's Finger of Assumption"
  4. when i played this duo i doesn`t need or focus at summoning at all : carnage, frenzy, spamming autoattack like crazy and buff yourself from chants is all you need And which buffing chants synergized particularly well with a barbarian in your opinion?
  5. I agree that Berserker/Helwaker is really not optimal for solo. In a party it can work and be fun (if you make sure he gets lots of healing attention) but in a solo game... THing is the self damage of Frenzy scales with Power Level and gets influeces by MIG as well. While the Power Level scales the base damage up the immense MIG or the Helwalker + Frenzy give this increased base damage another boost - AND then comes the 50% additional damage you receive from the Helwalker passive. It's already a bit tricky to keep a high level Berserker alive - even without the Helwalker part. I actually liked a Corpse Eater on my first solo attempt with a barb. The +2 power level from certain food is great and the occasional healing and rage regain are nice as well - while the increased rage costs aren't too severe because you use a lot of auto-attacks when soloing anyway. I mainly used rage for Frenzy and Savage Defiance.
  6. The Watershaper's Focus and here especially Ondra's Wrath have been altered for patch 2.1 (beta). Ondra's Wrath implemented a "hidden" ranged attack to proc its effects - which worked with Driving Flight and the Focus' own jump which caused a lot of procs of Ondra's Wrath and could lead to recursion if a lot of enemies got hit - which made my build "The Deep Leap" so powerful. THis ranged attack now has been removed. I haven't tested it in the patch beta yet, but I suppose the build will take a serious nerf. Once the patch gets released I will try again and update the build accordingly (or remove it if it's beyond help).
  7. It was the easy route. That bothers me a bit. What we discussed in the dedicated "Full Attack" thread was more interesting and also not hard to implement. And the concern that it would make the late( r) game even more easy: well that doesn't really matter much since that will not be solved with less potent Full Attacks anyway.
  8. All AoE attacks that use the weapon will cause Body Blows on all targets. Carnage, Torment's Reach etc. will not, but Clear Out, Whispers of the Wind, Whirling Strikes, Heart of Fury will afaik. Recently I only tested Clear Out though. The rest I tested some time ago.
  9. That -35% on Full Attacks... I don't know. I mean I would have taken any bet that Obsidian chooses nerf over buff (for 2handers and single 1hander), but can't you surprise me pleasantly only once when it comes to balancing? Now there's the weird situation where a dual wielding setup does more damage per swing with autoattacks than with a Full Attack. I means that when I'm doing a Full Attak my swings are a lot more whimpy. Nay... Instead increased dmg for 2h would have meant that with a FULL Attack I go all in and do more damage than with auto attacks. Or that FULL Attack with the one handed Rapier was so thrusty and well aimed that it did a lot more crit damage. Which mysteriously makes more sense if you ask me. Sure, you don't ask me, but still...
  10. Maybe lauch a new request that says you want to remove the old one? Serioulsy now. Since they read all the requests this might work.
  11. Haha. It is so that DoTs (and also the self damage of Sacred Immolation) seem to count as afflictons as well. So higher RES shortens that "afflicton". Thus more damage and dps. I bet if you put on gear that reduces afflicton duration you get damaged even more with those dumb DoTs.
  12. I don't know how you tested it but it's not true at all. You have recovery with the scepter in the OH or reload if the pistol is in the OH.Don’t make assumptions, TEST it. He means scepter in mainhand and pistol in offhand. In this way since full attack abilities use offhand recovery time and firearm has no recovery only reload. You actually CAN spam full attacks without recover. Imo it is a bug and should be fixed. Have you tested yourself? What makes you think I didn't test? I also tested this after I read the bug report and it is like dunehunter et al. describe. I guess that's why they think you didn't test it yourself.
  13. Really? Awww - when it went over 3 I thought that it's limitless. Shame on me an my assumptions.
  14. Wait... this is the PoE forum, not Deadfire. I got confused! My first PoE playthrough was a Blue Orlan obviously. And then a Fire Godlike.
  15. That's only correct if you don't use Merciless Hand and other crit damage modifiers like Dungeon Delver etc. He's using a monk by the way. I forgot that Persistence comes with a graze-to hit conversion. And that Damaging III nowadays comes with +4 ACC. It didn't use to do that some patches ago. In this case I also would stay with Damaging III and only enchant quality if I wanted to make it superb. Especially because it is only your backup weapon for when you meet crush resistant/immune foes. Wounding only takes the dmg roll pre DR and calculates 1/4 of that and applies MIG to that. It doesn't care for crits. Its duration is influenced by INT: the lower the INT the higher the dps. That's because the overall damage is fixed (kind of) and only gets spread thinner per tick with more INT. Shorter duration = less ticks = higher dmg per tick.
  16. That's not a bug. At least I don't think so because it behaves like the description says. The Cap of the Laughing Stock does -10 deflection to allies and enemies alike. It doesn't affect the wearer - and I can't see that it is supposed to in the description. Perfect solo item.
  17. But only between mainhand and offhand strike - not after the whole Full Attack like shown. You didn't watch the video, did you?
  18. Hi, I'm playing Deadfire under Linux (Ubuntu 18.04.1 LTS; Intel Core i7-7700K CPU @ 4.20GHz × 8; GeForce GTX 1080/PCIe/SSE2; 64bit) The Player.log starts with this: Setting breakpad minidump AppID = 560130 Steam_SetMinidumpSteamID: Caching Steam ID: 47113508074350777 [API loaded no] ERROR: ld.so: object '/home/boeroer/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/boeroer/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/boeroer/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/boeroer/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/boeroer/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. and then there will be this log entry which gets repeated endlessly: Unhandled Exception: System.InvalidOperationException: Handle is not allocated at System.Runtime.InteropServices.GCHandle.get_Target () [0x00000] in <filename unknown>:0 at System.WeakReference.get_Target () [0x00000] in <filename unknown>:0 at Onyx.OnyxObject.Finalize () [0x00000] in <filename unknown>:0 Until my disk is full and the file has more than 140 GB (the time I discovered the problem). I am the only one who experiences this?
  19. Body Blows as a modal lowers fort by 25 no matter which weapon ability you use with the morning star. If the enemies' fortitude is already not more than 10 points higher than deflection you can also start with Mule Kick (which targets Fortitude) right away. The 10 points because Mule Kick has +10 ACC. If the fortitude is higher than that I would start with a weapon attack that targets deflection. After that usually fortitude is lower than deflection. There are some enemies that have such high discrepancy between deflection and fortitude that this doesn't work out though and it's better to stick to attacks that target deflection - and to turn off Body Blows.
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