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Boeroer

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Everything posted by Boeroer

  1. 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!
  2. 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...
  3. Nah - he's explaining everthing and makes it clear. He must be the archenemy of Wael.
  4. Nobody? Weird. So this seems to be a problem of my system rather than one of Unity3D/Deadfire?
  5. 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?
  6. In the tech support subforum, beta section.
  7. So, "the bug is there and not an imagination or a lie as shown in a vid - but it can't be reliably reproduced by everyone which is also no lie which is shown in a vid" is the quintessence of this whole stuff, right?
  8. 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.
  9. 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.
  10. Yes, indeed. That's another possible answer to that question.
  11. But the heal should bounce off of walls - does it heal you then (if you get hit after a bounce)?
  12. 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.
  13. 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).
  14. 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!
  15. Yes, double damage. And atm it doesn't care about grazes and AR I think.
  16. 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...?
  17. 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?
  18. 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.
  19. I bet this works with summons again - as it does with Divine Retribution and the Woedica Necklace (I can't memorize tha name dammit). Good times for Berseker/Beckoner or a single class Paladin with a Beckoner friend
  20. It does. And Staggered from Spirit Frenzy and Dot from Blood Frenzy. And Ghost Blades from Espirs on kill. But Citzal's + Carnage is nothing special: the initial hit pocs Carnage and that's it. Clear Out and Citzal's on the other hand...
  21. 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).
  22. 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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