-
Posts
23047 -
Joined
-
Last visited
-
Days Won
383
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
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).
-
Nice. Finally some Pukestabber! I added the build ot the list.
- 8 replies
-
- 1
-
-
- characterbuild
- monk
-
(and 4 more)
Tagged with:
-
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.
-
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.
- 241 replies
-
- strategies
- index
-
(and 2 more)
Tagged with:
-
I tried Firebrand with a Bleak Walker/Druid. I just switched on Savage Attack all the time when doing FoD. I got +3 PEN for FOD and +20 ACC with the ring (+10 ring, +10 FoD) which lead to nice FoD damage - but you also have to use your spells. Firebrand alone is not good enough to play a "great sword melee only" druid. The Druid brings not much to the table when it comes to great sword fighting (except maybe Taste of the Hunt). The weapon itself is ok now, the problem is that only druids can summon it.
-
Whirling Strikes works almost the same as HoF - without Carnage, but with raw DoT. It's def. a great ability. And using one melee weapon and one ranged is smart. I knew that stuff like Riposte works that way, but I didn't test this on Whirling Strikes actually, so good point. I think the best thing would be to use Fire in the Hole with Chain Shot and Driving Flight. THat would mean 1 AoE attack + 2 AoE jumps per shot. This will generate plenty of hits (33% more than with Minor Blights). They will do a bit less damage per hit than Blights, but you will have a lot more hits and once you use Avenging Storm it's the number of hits that matter, not so much the dmg per hit. Still, Whispers of the Wind or HoF with Hand Mortar + Fire in the Hole on a crowd is better than Whirling Strikes (even if you can pull it off with one melee and one AoE ranged weapon equipped, you will always miss that there's no reliable AoE on your melee weapon). And it's also more versatile because you can still use it effectively with lets say pistols, fists or sabres when enemies are not forming a tight group. A Ranger is screwed then (if he wants to use Whirling Strikes - same with a Barb). Also Whispers of the Wind is great with Swift Flurry + Hearbeat Drumming + Wahai Poraga if enemies stand near each other. There will be a lot of additional crit procs that will be AoE attacks as well that will have a chance to proc an additional attack and so on. Still one of the most powerful combos against mobs.
-
I would like it if they licensed PoE to Subset Games and let them make a "Faster than Hylea" or "Into the Wheel". It would be the fusion of the games I like most these days. And it would be a win-win situation: Obsidian gets money for the license and Subset Games produces another game with few bugs, great gameplay, very little budget and rel. big sales numbers...
-
I tried a Black Jacket/Berserker with "only" three weapon sets but with 0 switching recovery yesterday - the idea is to deal Body Blows with a Morning Star (in orde to "abuse" Brute Force) and to use the primary attacks with it, switch to a weapon & shield setup for recovery or when I get pummeled too hard and switch to a dual wielding setup for Barbaric Blow/Penetrating Strike. It gives you a lot of advantages - but is surely is very tedious to manage. I didn't find a good AI setting for this kind of behaviour yet (that didn't totally bug out). If I could it would be quite a good composition.
-
Not universally true. If you focus on DoT attacks then the base damage is not that important. Most DoT's don't care for weapon damage and applying the DoTs faster is more beneficial than doing a bit more damage. Besides the raw damage it applies Rust's Poignard also has a 30% chance to prone a target for 7 sec (base) on crit. That is very powerful when it comes to Deadfire enchantments. It also has nice upgrade options, one of them giving you +35% damage against the proned target and another one that gives all your actions +3% speed bonus on hit (stacks up to +15%). I played Edér as my DoT-guy with Battle Axes first and it was good - but even though the axes' modal is pretty good Rust's Poignard + Marux Amanth killed enemies faster AND had a chance of hard CC as well.
-
Black Jacket gives you an additional weapon slot right from the start AND a faster switching recovery. It's not zero though. You can then take a fourth weapon set via Arms Bearer (fighter ability) if you like and also pick Quick Switch to reduce switching recovery to zero. A non-Black Jacket Fighter can only have three sets with Arms Bearer and can not reach zero switching recovery. That's waht you pay for with the loss of Constant Recovery. A Black Jacket can switch sets with no additional recovery if he takes Quick Switch as well. That means he can switch to an offensive set right before attacking and then immediately switch back to a defensive setup right after the attack. THis allows for maximum offense while executing the attack and maximum defense when recovering from the attack. Imagine a Black Jacket/Bleak Walker: 1st set dual sabres for FoD, 2nd set hatchet + small shield with Binding Block. Switch to sabres, do FoD and immediately switch to shield, waiting for recovery to pass, likely binding an attack for +15 ACC, switch to dual sabre and do another FoD with +15 ACC, swtich back to shield and so on. In theory this is a much bigger advantage than having Constant Recovery.
-
Sounds like a reasonable attitude for a confident writer. Also that dialogue (that I never experienced first-hand) is not very exciting, but why is it supposed to be "the worst"? Because it triggers your inner "SJW MAKE ME GO CAPS-LOCK!!1eleven!!" or something?
- 46 replies
-
- 10
-
-
Whirling Strikes doesn't work with ranged weapons. Checked yesterday. The ability greys out as soon as you switch to ranged weapons. It's pretty great with Wahaī Pōraga though (even though that got nerfed). Monk's Whispers of the Wind does work with ranged weapons though. Hand Mortar + Fire in the Hole are great if enemies stand near each other. If not (the ability jumps up to 10 meters) then something else with more damage per hit is better.