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Everything posted by Boeroer
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Hehe, I'm sorry - I just trolled a bit with the "there's only one captain" thing. I also didn't find the arquebus yet. Maybe dunehunter did. Then I forgot about this thread... :oops: Before that trolling I just wanted to confirm that you can directly board and that you have to kill the captain first (or at least not last) so that his/her loot will spawn. That could be a reason why somebody doesn't find gear: it simply didn't spawn because of that glitchy behaviour. Since the captain usually stands there in the back line and is hard to come by it often happens that he/she's the last person standing.
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Slightly offtopic, but now that Flesh Communication has no encounter limit anymore in 1.1: Do you still think that Corpse Eaters have more drawbacks than benefits? Kith and beast enemies are very common - and on PotD where fights now take a lot longer I found that it can be (not always of course) of great benefit to have a much bigger resource pool due to Flesh Communion. The +1 rage cost is harsh at the beginning but doesn't have that much impact later on once ability costs rise anyway. For example with Frenzy it's harsh because the costs are +100% - but already with Barbaric Blow it's "only" an increase of 50%, Savage Defiance 33% and so on...?
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Yes, that was my first topic after I downloaded Deadfire and used the console to look at every unique item. Swords, great swords and sabres are overrepresented. Rapiers, too if I remember correctly. Well great swords might actually be fine if some unique "slots" wandered from sword and sabre to other weapons.
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Haha - my God, how messy. I have the same problems with triggering disengagement and also Offensive Parry from the WotEP. They sometimes trigger and sometimes not - in the same kind of situation. There is some basic flaw in the game mechanics that causes inconsistent behaviour. Would you like to file this one (suppressed/not suppressed) as a bug?
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This. The official companions don't have excessive PER - and if you leave yours at 10 you might miss secrets. As far as I know there's no mechanic that lets you profit from party's collective PER pool like with skill checks. I don't like that change from mechanics to PER for spotting things to be honest. Having a dedicated skill for that which also could be assisted would have been way better in my opinion.
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In a discussion about what is better, Blood Storm or Sprit Tornadoes, your point is not relevant. While I partially agree with your basic sentiment I don't agree with your style of communicating it. With those offensive "retarded class design" comments that you place in random topics you will achieve nothig (except that people get annoyed). You should stick to your thread that you opened specifically for those complaints - and not place rants about it in other topics that have nothing to do with it. If you need to blow off some steam because you are angry about the design of a computer game: fine - but do it there. @topic: atm I find Spirit Tornado to be better - as others said: just because of the Terrify which is a great CC effect.
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The Staff of Thicket Green has an enchantment that raises Beast PL as well. Nature Godlike Lifegivers do actually get +8 PL on rejuvenation spells (+2 always, +5 when shifted, +1 Wellspring oL). But once your shift expires you will be at -2 PL. It will affect the hight of healing ticks of healing-over-time spells that are still running. But as far as I know the duration (that also got boosted via PL) remains untouched.
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It's a bit meh if a unique padded armor with awesome enchantments just looks like a regular one. I mean I like it that you can still change color and so on - but a little more "uniqueness" on those wouldn't be so bad. Some items are *really* nice looking though - I just hope that some of the bland ones get a bit more polishing with future patches or DLCs. But please no glowing stuff on every second weapon. I wasn't a big fan of that in PoE.
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I agree - all people think it works this way but it's not. THat's the reason why in beta1 you could stack Paralyzed (50%) + Disciplined Strikes (50%) and still see that hits did not get converted to crits all the time - because the opverall chance was 75%, not 100%. Some UI information about your ("stacked") conversions would be really nice.
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This is correct. The other solution would lead to an addition of conversion chances - so for example if you'd have 10% conversion from one soure and 30% from another it would be 40%. But in PoE it works like you described in the quote above. This means that chances are mutiplicative with each other. That means that the more of them you stack the less meaningful the individual conversion gets. 10% conversion and 30% conversion, rolled one after another leads to 37% this way, not 40%. It also means you can never reach 100% just by stacking a lot of the same conversions. All conversions (hit to graze, hit to crit and whatnot) work this way.
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I would def. choose Nalpasca. He generates wounds so quickly that you can use Blade Turning all the time. I showed in beta3 that you can set AI to cast Blade Turning whenever Blade Turning expires. With a Nalpasca and Dance of Death you generate wounds without getting hit while dishing out damage via Rooting Pain. You only need healing once you get attacked by non-melee attacks or once you stop using Blade Turning. Blade Turning got nerfed in the latest patch, so it might be that you can't hold it up 100% of times - but I guess with Duality of Mortal Presence (INT) and some items and Power Levels you can come pretty close.
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Help with Path of the Damned
Boeroer replied to quidgy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Galvino's Workshop is quit the fun with 6 priests. Also note that the +10 (stacking) ACC from Inspiring Radiance already applies to the hit roll of the radiance (against vessels). Ifyou stand close together and cast all at once all the radiances will get +60 accuracy, will crit and therefore annihilate all vessels in range. 6 Priests against Alpine Dragon? 6 * (Inspiring Radiance + Cleasing Flame) - done. -
Arquebus is quite nice. If you can find an arbalest with higher enchantment quality (superb - like Aedrin's Wrecker) I would use that until you get Pliambo per Casitàs, which is the best arquebus for Ploi because it has marking (+10 ACC for a single team member) AND disorienting (-5 defense on the enemy). Which is a net ACC gain of 15 for a team membner that attacks the same enemy as you (supergood against dragons and other bosses - but always useful generally speaking). As for melee weapons: Outworn Buckler is king - add any one handed marking weapon to it (Cladhaliath or "Shame or Glory") or one with a disorienting enchantment (Strike Hard, Vile Loner's Lance). The best option for Ploi would be Cladhaliath with Marking + Coordinating. If you side with the Dozens and Ploi is the MC you can get Cladhaliath pretty early and also gain the talent Mob Justice which fits Ploi better than Merciless Hand (Doemenel) or Second Skin (Crucible Knights). But that's just a minor - stuff like the Vile Loner's Lance is also fine. Strike Hard would be cool because it's in the same weapon group as arquebus and arbalest. But it comes rather late.
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Without stacking rules and suppression a team of 5 multiclass chars could stack twice as much ACC bonuses as a team of single class chars. That's poor balance and also it gives buffs too much power over gear, stats and other game elements. So you would need to tune individual bonuses down. That would lead to a situation where you'd have to stack all ACC bonuses and spend all your ability points on that or drop the ball entirely and go for something else. You wouldn't like that as well. Not enough fun, not enough power, you name it.
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But in PoE Zealous Focus didn't stack with Disciplined Barrage. If you could have multiclassed in PoE1 you would have faced the exact same problem on one character. You also had the same "problem" with party synergy. Why take Zealoud Focus when I can cast Blessing? Why Zealous Endurance when I can cast Armor of Faith? There were just more exceptions (like Inspiring Radiance, Inspiring Exhortation and so on). Being able to stack all buffs would have some (non-desireable) impacts: In order to balance the individual bonus would have to be lower. That would mean that parties with fewer members or solo chars would suffer. A party made of 6 single classes couldn't stack as much as a party of 6 multiclass chars and so on. This would lead to even more frustration and less balance. You need some stacking rules, especially when you allow multiclassing. Now maybe some ACC bonuses get suppressed - but you'll still have a good ACC buff and can put your ability points elsewhere instead of dumping them all into lower ACC buffs that might stack. However - I'm pretty sure I laid out some reasonable arguments. Feel free do disagree. I just think you're making a mountain out of a molehill since you won't stop to complain about this since beta1. And again because it doesn't seem to sink in: The stacking rules of Deadfire are simpler and better than those of PoE. If you complain about the stacking rules of Deadfire you also should really do a hatchet job on the stacking rules of PoE - in form of a fat book.
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The best reflector is a monk. He has an ability called Blade Turning that reflects melee attacks back at attackers and he also has an ability called Soul Mirror which relfects ranged attacks. For the first one you need no defenses, it turns 100% attacks. The later needs high deflection. You could then either multiclass with a Wizard for high defense self buffs and Arcane Reflection or with a Rogue for Riposte or with a Paladin for higher passive defenses and so on. There are also some items (for example a shield and a two hander) that will give you some retaliation abilites/chances.