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Boeroer

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Everything posted by Boeroer

  1. But isn't that supposed to be so? FOr example the Arcane Blaster also gets a modal as enchantment.
  2. Ah - even better with patch 2: YOu can do the same as Transmuter with the Armory Breastplate (that gets 0 recovery penalty but 7+scaling AR): cast Armory, cast Form of the Fearsome Brute, kill enemy, get a permanent 7 AR/0 recovery penalty breastplate that you can give to anybody. Enjoy again! But all in all this seems to be a general problem and I will file a report - because the breastplate is too good in version 2.0 to keep it permanently I think. Or not?
  3. Hello, as the title says - Concelhaut's Draining Touch + Spirit of Decay does nothing. To reproduce: pick Spirit of Decay and cast Concelhaut's Draining Touch. Attack an enemy and observe that +1 PEN does NOT get applied.
  4. Hi! Do this: use a wizard who has Citzal's Enchanted Armory AND Concelhaut's Draining Touch. Summon Armory, then summon Draining Touch. Wait till Armory expires, then end combat (e.g. kill enemies). The Draining Touch will go away and leave you with a permanent scaling one-handed (!) great sword in the hand that you can give to anybody (e.g. your Devoted/Bleak Walker ). Enjoy! Since it's not overly powerful (you can have much better weapons at PL 9) and not that important so I will not file a bug immediately. Maybe later. This does not work with other summoned weapons (e.g Spiritual Weapon) - only Citzal's Ench. Armory seems to have this behavior. Edit: you can use it one-handed and turn on Savage Attack. Give this sword +2 ACC and +30% dmg.
  5. The list is complete but the wiki doesn't cover all enchantments. I was one of the guys who heavily opposed the new enchantment restrictions. But after playing Deadfire I'd say it's not so bad. Removing lashes for everybody actually means that Soulbounds, fists and summoned weapons can be as good as uniques which opens up some more varieties.
  6. Wizard's Phantoms use all the Wizard's items, including weapons. Since patch 1.2 at least.Dichotomous Souls don't use the weapons but other items. I also think they just get regular fists. Since they don't use the abilities of the character the dmg is puny then.
  7. If my character wanna suicide, he has better way than suicide immolation. Erm... Well the whole point was that it's far from suicide. And even if it was (which it isn't): There are also few abilities that deal a substantial amount of AoE dmg while committing suicide - so which way would be the better way for you? Few people complain about Berserker's self damage at PL 7 - although it's very high at that point. And he doesn't even have a powerful healing ability to counter that like the paladin has. Because nobody tells them. It's obscured. But they see 43 raw damage per tick on SA and go all "wooot? Nooo way!".
  8. You can still enchant gear, but it's limited to unique weapons and armor. But those you can bring up to legendary status by yourself - and they have special unique enchantment "trees". So you can still grab a low level weapon and armor and use it until the end. It just needs to be unique. You can also pick up a soulbound one. With the altered enchantment system they are finally on par with enchanted gear while they treat investment of money vs. investment of time.
  9. Don't they still induce injuries in Deadfire, some even major ones? That wouldn't be useless at all compared to PoE1 where they were really near useless except some high level ones (petrify) and besides getting money. It's a never-ending debuff after all. Enemies don't rest. I wonder if they also die if they get more than 3 injuries. You just need 4 guys with traps to test that... Too bad classes like ranger or rogue don't have abilities that somehow improve traps.
  10. Savage Attack in PoE was (or is) -5 ACC for +20%. That is without doubt better than in Deadfire. But you had to spend a talent point for it while in Deadfire you get it basically for free unless you are a Devoted. If you use the basic assumption that 1 ACC equals 2% dps on average then -10ACC/+30% isn't that bad though. Since modals are supposed to be balanced when it comes to bonus and malus this isn't the worst modal we have. It's still ok if there are some cases where it's beneficial - it's not supposed to be beneficial in all or even the majority of cases. And I can see where it has its uses. For example when you meet low defense enemies with very high health (eg. Rotghasts or so). Nearly all the modals with reduced recovery are worse when it comes to usefulness. Not every class has a lot of damage bonuses like Rogue or even Rogue/Cipher has. A Ranger for example has an overbundance of ACC but no dmg bonuses. I think one should run some tests in order to see how bad/good it really is - because theory crafting alone is not enough. The whole ACC vs. DMG comparison is too complex.
  11. In Poe 1 Wild Leech did not stack, if it stacks in Deadfire it's not that bad tbh. It did stack in PoE - you just had to cast it on different enemies and then could stack it on your side as high as it can get. I managed to get +50 MIG once. It does not stack in Deadfire.
  12. Toxic Strike is very good with decent INT. Every tick (3 sec) increases the dmg by 10 points if I remember correctly. Like 6, 16, 26, 36 and so on. It's especially good with AoE weapons like rod+Blast.
  13. Hi. I didn't block PM. But it may be that my inbox is full again. Unfortunately this happens from time to time without me noticing. I will check and clear it so I can get messages again. Edit: yep, it was 50 again. I deleted some messages, now you can write me again.
  14. I think I would rather skip PL 4 entirely and use something from a lower PL than to use an ability point for Wild Leech. Depends on the subclass as well. With a Beguiler I would mainly want to choose spells that target will and are deceptions, with a Souldblade I would want to pick shreds while with an Ascendant I would want to focus on fast casts. So in the last case Wild Leech might get a chance because the high cost doesn't matter at all - the only thing that matters ist that you can spam the spell as often as possible. I just mae a quick test and I have the impression that Wild Leech is not that random if you cast it repeatedly: I used it 6 times on six different enemies and every time I got a different inspiration so taht I ended up with +5 to all attributes after six casts. Coincidence? If not then it would def. be valuable for an Ascendant. Getting +5 to all attributes for a rel. long time is nice - although you mit still be better off if you just would have cast something else six times in a row - like Mind Lance for example.
  15. I agree on everything except Ring the Bell+ with one handed weapons. Because that stacks its DoT just fine with Arterial Strike's, Gouging Strike's and Toxic Strike's DoT. Two times Gouging Strike for example doesn't work because t)the DoT won't stack.
  16. Urm... same for me. I didn't take it as an attack. Just wanted to clarify why The Long Pain & Instruments do behave like that. Did I sound brusquely? That was my inner German I guess. He was screaming ACHTUNG from within.
  17. Only works if enemies have buffs running u can leech time from It has actually zero effect on Barring Death's Door (just checked on Rotghasts + Broodmother who casts Devotions on them). Salvation of Time is obviously bugged: if you apply it for the first time it gives you +20 secs instead of +10. Only the second appliance will give you +10 secs. So for the second time it's actually better to cast Barring Death's Door again because its duration is usually 10+ secs at higher levels while Salvation doesn't scale at all.
  18. Did somebody test Barring Death's Door (+ maybe Salvation of Time) + Wall of Draining yet?
  19. Sacred Immolation isn't that bad: if I use Voidward, cast Sacred Immolation and then put Greater Lay on Hands on me I barely lose 88 health after all (at lvl 20 - no special healing bonuses). Singing Her Courage Thick as Steel also helps a lot. With Brisk Recitation it will take away 10 damage of each pulse away. Then my paladin only loses 47 health. With Courage, Physiker's Belt and Practiced Healer I lose 30 health overall. Other damage reductions that mention "incoming weapon damage" (like on Nerian's Ward) don't work against the self damage. Maybe others that don't use that restriction work?
  20. No. It doesn't even prevent alcohol hangovers (those you get after being boozed and then rest without alcohol). I guess it's only useful for scripted interactions where you have to drink...?
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