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Boeroer

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Everything posted by Boeroer

  1. 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).
  2. 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.
  3. 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.
  4. 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...
  5. 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.
  6. 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.
  7. 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.
  8. Really? Awww - when it went over 3 I thought that it's limitless. Shame on me an my assumptions.
  9. 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.
  10. 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.
  11. 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.
  12. But only between mainhand and offhand strike - not after the whole Full Attack like shown. You didn't watch the video, did you?
  13. 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?
  14. 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.
  15. How would you know? I mean since you joined on July 28th 2018...
  16. Yeah... so the weapon with infinite recovery time is best to use with plate armor... Because it has no dps drop. While mathematically correct it doesn't really have a positive effect on your in-game performance. It's also a lot harder to reach 0 recovery with a two hander if you slap on heavy armor. But zero recovery with heavy armors aside: to gain any real benefit from the slightly less dps drop from armor Two Handers would need to do similar dps than a dual weapon setup in the first place - and you would need to use only auto-attacks only. Both is not the case most of the time. Also, even when the auto-attack dual wieldig setup suffers a bit more (percentage wise) you'll still have a lot shorter recovery in general which is good for any kind of stuff you want to do in between - like a Paladin who wants to stop attacking in order to heal a companion for example. So all in all (looking at the actual game and not a theoretical, isolated situation) the general statement that two handers are better with heavy armor than a dual wieldig setup is misleading in my opinion.
  17. Fighters can lower fortitude in an AoE with Clear Out + Body Blows - and Mule Kick gets +10 ACC and targets fortitude. Barbs with Spirit Frenzy + Barbaric Roar (the circle-shaped one). Can lower enemies' fortitude in a huge AoE by -10 because he applies staggered (and shaken). Brute Force makes sure you crit the pulp out of stuff then if you also use Body Blows. Brute with Morning Star (was my first playthrough) is THE fort killer. Also a will killer because of the Willbreaker's enchantments and shaken, but that's only a bonus. It's also nice that from lvl 1 on you can profit a lot from the synergy of Body Blows + Knockdown (later Mule Kick). Hm... maybe I should make a build description and call it "The Fort Killer". Add a Chanter with that awesome chant and lots of enemies have very low fortitude. A Chanter also profits a lot from the reduced will the barb can provide (see Killer Froze Stiff). How did we get here when talking about Geomancer though?
  18. Paladins do tank better than fighters. They also do good AoE damage - but only at lvl 13+. How are Two Handed weapons affected less from armors' attack recovery penalty? Or why is dual wieldig affected more? In my opinion that's a wrong statement. Especially when you take into account that it's pretty easy to achieve 0 recovery with dual wieldig while wearing heavy armor and that Full Attacks omit recovery for the offhand completely. They also don't get better as difficulty increases - since DR is not influenced by difficulty unlike in Deadfire. Care to elaborate? While I agree that stats are way less important than talents/ability choice, by comparing stuff like Two Handed Style with +5 MIG you ignore several additional effects MIG has: it influences all damage, even that of the wounding enchantment, it increases healing you do and it increases fortitude by 2 points per point (so in this case +5 MIG means +10 fortitude). Same with Interrupting Blows/Per etc. Thus I find such comparisons problematic. I know you mean this for special cases like when solely looking at dps - but dps and the other effects are connected: if you get paralyzed because your fortitude is low you can't do any damage. Single Handed use can have a big impact. Usually this effect is strongest in the early game where the ratio of ACC/enemy defenses is the worst and you don't have lots of tools to either lower enemies' defenses and/or raise your ACC. Then there are special cases. For example a Chanter with Dragon Thrashed gets +12 all-stacking ACC for his chant when using a single weapon. Building around interrupts is overrated in my opinion. To reliably interrupt a worthy enemy (the squishy ones die rather quickly anyway) who has good RES you need high PER, Interrupting Blows and some gear that boosts interrupts via PER bonus or direct interrupt bonus. All that hassle can be avoided and superceded by simply using hard CC. Especially when playing PotD where enemies' RES is higher. I did several builds around interrupts, for example Barbs with Vile Loner's Lance and Arthek's Cord or a Druid with focus on pulsing spells like Wicked Briars (which are not DoT) which can in theory interrupt in an AoE. All that was strictly inferior to just use an overbearing weapon on the barb or use Relentless Storm on the druid which put hard CC instead.
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