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Everything posted by Boeroer
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10%, 15%, 25%, 5% and 5% chances, rolled one after the other until it triggers (as done in PoE/Deadfire) results in an overall chance of 48.22%. Without Uncanny Luck and Blackblade's Hood you would be at 42.62%. I don't think a chance of 5.6% is worth an ability and an item slot. The rest piles up pretty well though, even if it's not simply added. I also think that if you want to use Frostseeker only, Devoted/Sharpshooter is a nice pick.
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Update #52 - Beast of Winter Preview
Boeroer replied to a topic in Pillars of Eternity II: Deadfire Announcements & News
It's an animancy hunting bow that sometimes goes wild on hit. Who would have though that? -
belt slots
Boeroer replied to daver's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I just checked Fleshmender + Giftbearer's Cloth + Rogue's Deep Pockets: The game caps Quick Item Slots at 6. So even if you take Fleshmender + Giftbearer's Cloth AND also Deep Pockets you won't get 8 slots. I guess they are there somewhere, but the UI doesn't display them and you can't access them with the mouse. Is it possible to put items into the quick slots with a keyboard shortcut? -
Just checked: Actually you can theoretically get 6 Weapon Sets as Black Jacket + Giftbearer's Cloth + Fleshmender + Arms Bearer. BUT the UI can't handle more than 4 and thus you have them, but you can't put anything into them. Maybe there's a keyboard shortcut that allows you to put a weapon into a weapon slot?
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Or you pick no spells at lvl up and only use grimoires for your spell selection. A bit tough choice for a single class wizard since there are not that many passives that make sense, but a nice approach for multiclass wizards. I think (!) a Black Jacket/Wizard with Quick Switch can switch Grimoires without cooldown? Or not? Never checked this...
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belt slots
Boeroer replied to daver's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It was me - and it was the Sorcerer's Apprentice. -
belt slots
Boeroer replied to daver's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I only say one word: explosives! -
Since everything is Streetfighter/X at the moment and that's boring, my theoretical approach (since now there is switching in the AI): Black Jacket/Wizard, Quick Switch, Arms Bearer, Giftbearer's Cloth, Ring of Focused Flame (helps with hitting enemies with Combusting Wounds since it targets fortitude). This should give you 5 weapon sets (?). Fill them all with Blunderbusses. Cast Combusting Wounds onto the enemies, then cycle through your weapon sets with Penetrating Strikes. You should have been able to deliver 40 hits which each will trigger an instance of CW (all in all 320 damge base - a lot more with longer duration and more MIG). If you can make it work without having to switch manually all the taime it could be cool. Of not it's a pase-switch-pause fest which is not nice.
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No. Priests and Druids pick the "abilities" they want to have during level up and can only cast those. Wizards dito, but they can also cast spells from Grimoires. A Wizard/Rogue with Deep Pockets, Fleshmender and Giftbearer's Cloth can juggle 9 Grimoires around (=up to 162 additional spells - which is nonsense because there will be overlap, but still...). He doesn't even need to pick one single spell at lvl-up and still be able to cast from an abundance of spells from Grimoires. And even in fantasy games there is no "real" wizard - because wizards are completely made up you can't have a template that's rooted in the real world. They are products of somebody's imagination. Every game decides which sort of wizard you get and it's always "real" in the scope of that game (unless the game implements wizards known from other fiction and screws up). Thus, arguing that wizards in Deadfire are like "real" wizards while PoE's were not is fruitless. They are different and one can like that because of x or not because of y, but not because now they are more "real".
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Who defines what "real" wizards should do? I mean because there are no real wizards, so I'm kind of curious...
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belt slots
Boeroer replied to daver's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
There is a ability that gives you two additional quick slots. You must have missed it. It's called "Deep Pockets" and you can find it in the Rogue's ability tree at PL 3. There's an armor called "Fleshmender". It has an upgrade which gives you +1 Quick Item Slots. The Giftbearer's Cloth (cloak) also gives you +1 Quick Item Slots. That's all I know of. Maybe there's more. So all in all you could even stack 8 Quick Item Slots if you wish to. I never did and can't say if you really get 8 and what the UI does though. Same when using a Black Jacket with Arms Bearer and Giftbearer's Cloth (+1 Weapon Set). You will have 5 weapon sets then. What does the UI do? I never checked... -
It does stack, but not additively. Those conversions are checked one after the other. So if Disciplined Barrage doesn't trigger then the Berserker's Frenzy conversion gets checked and so on. So this leads to a situation where every additional conversion adds less and less overall chance. For example a 25% conversion and a second 30% conversion will result in an over chance of ~48%, not 55%. Now also pick Uncanny Luck with 5% and you end up with ~50%. Only a ~2% improvement. That's why I would never take Uncanny Luck if I already have some conversions (except if I wanted the resistance part badly). Same with Critical Focus or even Dirty Fighting. It's just not worth it once you already have good conversion numbers. As single conversions they would be ok. But +25% is a big chunk on its own and 48 is still a lot better than 30 or 25, so my pick for a melee char would nearly always be Disciplined Barrage - also for a Berserker because there are other means to remove confusion (Svef, Priest's Liturgy, Devil of Caroc Breastplate, Modwyr, Monk's Clarity of Mind or Wizard's Infuse - if you multiclass and so on).
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Nice. Finally some Pukestabber! I added the build ot the list.
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Then it's quite easy to stack buffs until a certain point (just collect all the stuff that buffs) and impossible to go beyond. With (clearly communicated) stacking rules you need a bit more sophistication to come up with really high buff numbers, but you get rewarded for your efford (with poorly communicated stacking rules and a lot of exceptions and special cases you need sophistication and a lot of testing)... Not saying one is better than the other - but I think some people like to tinker around to get the best out of something, and that's most likely more fun with sacking rules than with a hard cap where further tinkering will not be rewarded. The more casual players will most likely understand the first one better. Maybe a good middle ground ist to cummunicate not too complicated stacking rules in a good way. So that everybody who creates a character understands it. Suppression is only frustrating if you don't know why it happens. But I can even see how the last approach (even if it's unintended) has positive side-effects. I believe the poorly documented mechanics keep this (sub)forum alive a lot longer than easy to grasp rules that everybody understands.
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Thanks - there is a really big problem when editing links in this forum... Fixed it. Although this one seems to have been my mistake - I somehow didn't get the complete URL when copying. Just one tiny "f" missing.
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