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Everything posted by Boeroer
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By the way: Red Flag Flying causes stacks of Resonant Touch, too. I had over 300 stacks on some enemies sometimes from doing one Whispers of the Wind. This would kill Megabosses in one shot - but he good thing is that Red Flag Flying itself doesn't harm them much - so they drop from full health to zero only by triggering Resonant Touch. So no special "oops I'm bloodied, time to do something nasty" phase.
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Indeed, there is no such condition. Bit maybe that's for the best because if you get hit by Arcane Dampener (which can happen a lot in the mid to late game) your character would cast Mirrored Image over and over again with no effect. I would work with a timer (like at least 30 secs between casts for example or something like that) and (low) health as combined condition I guess.
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For me they can happen anytime. Also against enemies that are not that weak. Sometimes Red Flag Flying just gets too many lucky rolls I guess. But I was using Swift Flurry and later HBD on top so that might add a lot of problems as well since a crit from those starts the cycle of Red Flag Flying anew I assume. But I also had crashes with a simple SC Druid who used Avenging Storm with Mohora Tange against not too shabby enemies. Not that many though. Unless Entropy...
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Boltcatcher doesn't stop the loop for me - unless I do something like attack a charmed target with a Debonaire where Boltcatchers would remove the charm (and thus the 100% crit conversion). Sometimes the crash even happens when I do the good old "I'm so lazy: select all, attack that dude" with zero buffing and/or debuffing.
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The game only crashes for me when Mohora Tanga's Rad Flag goes into an endless loop. It can trigger itself - so if your ACC is too high compared to the enemies' defenses it will crit - triggering itself which will crit... and so on. You want very high ACC and fortitude debuffs because of the bosses and late game enemies who nearly all have very high fortitude(game won't crash - or only very seldomly) - but you better switch to another weapon when fighting weaker enemies. Only sometimes when I finished a big one I forget to switch and then *pouf - David Copperlane makes my game disappear*
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True. One of my favorite Barbarian combinations is still Barb/Chanter, recently Berserker/Troubadour. Great debuffer all the way until lvl 19 and then becomes one of the the most deadly melee damage dealers. A Barb combo that works well quite early on is a Barb/Monk or Barb/Fighter with a Morning Star. You can use Force of Anguish or Knockdown (both targer fortitude instead of deflection) and directly profit from the lowered fortitude (enemy hit with Body Blows, the Morning Star's modal). So you can decide if you want to attack deflection or fortitude (which is lower). I would prefer Barb/Monk because Force of Anguish also pushes the enemy into you Carnage range which means that the enemy suffers the normal weapon damage AND Carnage damage which is quite the nice dmg bonus that early in the game. Already works wonder on the digside for example. Most of the beasts don't have high fortitude - and lowering that by 25 makes hitting them very easy.
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When I am fighting enemies with low Fortitude (I had two fortitude debuffers in the party) and have very high ACC (Ranger passives + Marked Prey + Endurning Dance + one-handed Mohora Tanga) then there comes a point where my ACC is 100 points higher than that of the enemy. At that point Mohora Tanga enters an infinite loop and the game immediately closes down without any further notice. Just *snap* it's gone. This can also happen if the difference between fortitude and accuracy isn't that enormous. Sometimes I just get lucky (or unlucky, depends how you look at it) and the first rolls are all crits. After a certain number (no idea how many) the game also decides to shut down. *pouf* I guess there's some variable overflow which isn't catched by the game. Usually you would program components in a way that such things get catched - and then the cause (here: recursion without break) would get canceled before it has the chance to crash the whole program. I suspect Xoti's accuracy wasn't high enough and/or enemies' fortitude wasn't low enough - and maybe it also depends on the system Deadfire is running on. I feel like my Deadfire installation tends to crash pretty quickly with such things.
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Portraits V
Boeroer replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yeah @Kvellen, that looks really good. -
Yes, my Ranger/Monk with single-handed Mohora Tanga crashed the game way too often for my liking. Game even crashed with Druid/Entropy/Avenging Storm when using Boltcatchers though. Not as much, but still happened often enough so that it's not attractive anymore. Stuff like Effort/Avenging Storm is better for playability because it causes almost no technical issues (besides making the game a little bit laggy at times, but bearable).
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Entropy + Avenging Storm + Mohora Tanga crashes my game almost every time. ? I meant that neither a Debonaire/Cipher can do it all by himself (because cannot confuse himself) nor can a Debonaire/Berserker or -/Tactician (cannot charm all sorts of enemies). --- Shouldn't Mohora Tanga (offhand) + Current's Rush (main hand) on a Ranger/Monk with Driving Flight/Swift Flurry/HBD be devastating on mobs in theory?
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Skalds gain +1 phrase max from one executed action (no matter how many attack rolls and crits happen during that action). So while a Skald cannot gain more than +1 phrase from SF/HBD and/or Mhohra Tanga, the chance for receiving that 1 phrase (remmeber it's only 50% of crits) is way, way higher. --- So, a self-contained Debonarie crit chain with Mohora Tanga is not possible I guess. For (self) Confusion you'd need a Berserker or Tactician and for Charming all sorts of enemies you'd need a Cipher or Chanter as second class.
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I don't recall a quest that I wouldn't want to do in general. I didn't do some quests based on the character I played at the time. For example there were several playthroughs where I didn't get the Gift from the Machine (didn't feed anyone to the dargul on top of the tower) and also no Effigy's Resentment (didn't throw anyone into the blood pool). And of course you can't do all faction quests in one playthrough since you have to decide at some point which faction you commit to (or none).
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Resource regeneration or refund by class: All: Empower (except Bloodmage) Brilliant Inspiration (different sources) His Heart Did Fill With the Light of the Dawn Barbarian Barbaric Smash (all Barbarians) - when the enemy is killed with the attack you get 2 Rage back. Corpse Eaters pay 3 Rage for Barbaric Smash so they will always at least pay 1 Rage. Flesh Communion (Corpse Eater) - gain +3 Rage when eating the corpse of kith, beast or wilder Blood Surge (Single Class Barbarians) - when the Barbarian kills (doesn't matter if firend or foe or even barrels) there's a 25% chance to get +1 Rage. With the Community Patch it's 50%. Chanter Phrases (all Chanters) - gain 1 phrase point for singing 1 phrase of a chant Skald - 50% chance to gain 1 phrase point when dealing a critical hit with a melee weapon Blightheart (all Chanters) - 1 phrase point per kill (no matter how, no matter what) Sasha's Singing Scimitar (all Chanters) - when empowering an invocation either get 3 phrase points back or all phrase points (depending on the enchantment) Cipher Soul Mind (Psion subclass) - get Focus per second (a bit like a regular chanter). The amount per second scales with Power Level. Soul Whip (all non-Psion Ciphers) - get focus from dealing weapon damage. Soul Whip (Beguiler) - get focus from casting Deception spells on enemies who are vulnerable to Sneak Attack Reaping Knives (all single class Ciphers) - if cast on a party member the Cipher gains +5 focus every time the party member hits an enemy The Complete Self (all Ciphers) - 33% chance to gain +5 focus when landing a crit with a spell Druid none Fighter Toughened Fury (all single class Fighters) - when getting struck with a critical hit there's a 10% chance to gain +1 Discipline Tactician: when interrupting an enemy' ability gain +1 Discipline Brilliant Tactician (Tactician) - when no party members are flanked and all enemies are flanked: become Brilliant (see above) Monk Wound Trait (all non-FF and non-SP Monks) - when receiving damage gain wounds Wound Trait (Forbidden Fist) - when a hostile effect expires gain +1 Wound Wound Trait (Shattered Pillar) - when dealing damage with auto-attacks gain wounds (like a normal Cipher gains focus) Nalpasca - gain wounds per passed time under the influence of drugs Sister of the Reaping Moon - gain 3 wounds on killing friend, foe or barrel with a melee weapon attack Mortification of the Soul (all Monks) - suffer some damage, gain wounds Dance of Death/Enduring Dance (all Monks) - gain wounds based per passed time (see Chanter or Psion mechanic) Stunning Surge (all Monks) - when the attacks critically hits regain the cost of 2 Mortification Parting Sorrow (all Monks who can engage) - when you engage an enemy and that enemy either breaks engagement or dies(!) gain 1 Wound Imagined Pain (all single class Monks) - when missed by any attack roll gain 1 wound. Immunities count as misses. Xoti's Lantern (all Monks) - when the Monk kills (friend, foe or destructibles like barrels) you gain 1 wound and 1 Mortification Paladin Virtuous Triumph (all Paladins) - when the Paladin kills (no matter who, no matter how) there's a 25% chance to gain +1 Zeal Divine Retribution (all single class Paladins) - when an ally gets killed (party member - or summon!) the Paladin gains +2 Zeal Priest none Ranger none Rogue Gambit (all single class Rogues) - regain 2 Guile per critical hit with the Gambit attack. With a Full Attack or multihit-weapons you can regain the full 4 Guile (but not more) Wizard Blood Sacrifice (Bloodmage) - suffer some random damage (withing a certain range), gain a spell use of a random spell level (which is not full) I think that's it from the top of my head - but I may have missed something. Monk is the only class that can refill two resource pools (with an item).
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If anybody got the idea that Deboniare/Cipher with Mohora Tanga would be cool - because charmed enemies give the Debonaire 100% hit-to-crit conversion and DoT-only doesn't break Charmed: you can spare youself some time because I tested that and unfortunately (or fortunately if we speak from the perpective of the game which would most likely crash) Red Flag Flying doesn't get applied if the target is friendly (also doesn't work on party members and summons etc.). So no crit-chains with a Debonaire/Cipher I'm afraid. Next trying Rogue with Gambit. If the mechanics work like with mortars then every crit will grand additonal Guile internally which in turn raises the dmg bonus until the bonus guile gets capped at 4 once the ability finishes. Will report...