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Boeroer

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Everything posted by Boeroer

  1. I know - but then you could write down what you think would be optimal or most fun. Which paladin skills specifically? What is the best shield? What is the best heavy armor for this build? Which phrases are best for regeneration and so on. Doesn't the fire ring from the Dark Cupboard also raise the ACC for Dragon Thrashed (no idea)? You could addt he info that Brand Enemy is also very powerful because it has no hit roll and ALWAYS hits (great info to have). Just assume that a new player comes in, searching for a cool build, who didn't memorize all items and abilities in the game. In my experience it's the inexperienced player who will try out builds - not the forum veteran. Right now it's not really a build description. It's more like "use Brand Enemy lol". I mean it's powerful the way you use it, sure - but it's a bit... thin.
  2. Yes, on PotD they are the weakest class overall if you don't want to use spell bindigs with them - but a rogue "behind the lines" can still be effective and fun. I like to dive behind enemy lines and take out casters and archers before the enemy can even react and vanish once he does. I combine movement skills like Escape with Boots of Speed and other movement bonuses (Fast Runner).
  3. I added it, but honestly that's not really a build description but more a description of a "trick". Could you flesh it out some more - like with recommended stats, gear and skill for example? What race would be good, which subclasses (if any)? I did it.
  4. So... if multiple action speed bonuses have linear returns you should be able to hit 0 action time and recovery if you get enough of them, right?
  5. ROFL - I give up. Maybe Loren Tyr has more patience on this matter.
  6. You will have the same problems with enemies who use Brand Enemy (do enemies ever use this? I didn't experience this so far). If Withdraw works that's a great tip.
  7. Exactly. That's like saying a dagger with 10 base damage and +5 ACC does the same DPS as a hatchet with 10 base damage and +5 to melee deflection. Which obviously is wrong as you migh admit. The exact dps gain is different against different enemies, but there is one. It may be not that useful to approximate the dps gain for all situations and form an avarage number like 2% - but leaving it completely out surely is of even less use in any case. Making it simple and using a value of whatever % (maybe 2%) can make sense. It will not be exact in most cases but will give a better estimation for dps comparison than leaving it out.
  8. Of course it exists. Accuracy does affect average dps. Higher accuracy means higher chance for an higher attack roll quality. This can mean graze instead of a miss, hit instead of a graze or crit instead of a hit. All of those entail a significant damage increase that's hard to achieve with speed or dmg mods alone. Putting it at 2% is just an approximation over all cases. I don't know if this is a reasonable approximation or not. Unlike MIG or other dmg bonuses (or attack speed) accuracy's impact on dps is hard to measure because it highly depends on enemies' stats. However there is NO doubt that more accuracy translates to increased dps (unless the difference between your accuracy and all enemies' defenses is so high that you ALWAYS crit. Only then it's not). And that leaves stuff aside that can happen when you crit (special procs like Enervating Blows, Blood Frenzy and whatnot). So, claiming that accuracy has no effect on dps is plain wrong. And saying that you can't use math to determine the average dps gain per point of accuracy - because that doesn't exist - is ignorant. Of course you can. It's very complicated and you'd have to take every weapon,every ability and all enemies' defenses into account. But I guess if you'd do that then wouldn't be too far off (of 2%). Even if it's a very generalized approximation and might not help you in certain situations. Accuracy has a tremendous impact if it is lower than enemies' defenses and looses impact the higher it gets (compared to enemies' defenses). But it will add dps in nearly all cases. Saying a hit roll is a hit roll and accuracy in this case doesn't help dps is like saying that a miss roll is a miss roll and all damage bonuses don't increase dps (in this case). You are not talking about dps in this case but simply about the damage per hit. That is not dps. Dps is an average value that you can only determine when looking at more than one attack (minimum two attacks). You can't determine dps with looking at one single attack resolution. Since damage per second is a value that's determined over time you have to look at a relevant number of attack resolutions to determine its value. You can't say "oh the dps for this single attack is not influenced by accuracy" - because there is no dps (damage per second) when you only look at one single attack. Only the damage of this single hit. The time aspect (seconds) is simply missing. You need more attacks to determine dps. And when doing more attack resolutions you will get increased damage due to higher hit quality due to higher accuracy. Thus dps will rise. Rangers can have the highest accuracy in this game - and that translates to higher dps. That is especially helpful on PotD (where defenses and AR are higher) and also against all bosses. If that's enough to balance out the shortcomings of the class I can't say. But I guess the complaints are hyperbole. I do think that single rangers have crappy high level abilities though and thus seem to be better for multiclassing.
  9. That's good. It's easy to implement, no animation has to be changed and it also makes sense - except the weapon & shield variant: why should somebody avoid misses when using a shield? Since bash is no longer part of Deadfire: maybe allow a single bash with the shield when doing Full Attacks? Don't know if this would require an additional animation. Alternatively a low tier affliction like staggered for a short amount of time (simulating a shield bash)? Or like the AoE Pollaxe: is gives you a short immunity to melee attacks after executing a swirl. Maybe that would be cool for a Full Attack for shield users: even more emphasis on defense while executing an attack?
  10. DW should do more damage when executing a full attack than weapon & shield. And equal to 2h. As long as the dps over all weapons is balanced that's ok then. My proposal was to make Full Attacks a series of strikes. So two handers could do 2 strikes, light one handers 4, heavy 3 and so on so that the overall resulting damage of a Full Attack would be kind of equal for all weapon types. At least for melee.
  11. For me it's just a bad mechanic. I never saw a good implementation of cooldown-on-ability and the fundamental idea also seems to be flawed. Ability A gets used and has a 12 sec cooldown till you can use it again - but you don't face any pause if you just use ability B that has a 6 second cooldown - then C with 6 and rinse and repeat. Horrible. This leads to the opposite situation that we have in Deadfire (and that I also don't like). In Deadfire abilities compete for Discipline/Guile/Bond etc. So you don't want to pick too many of them. In Tyranny you wanted to pick as many actives as possible to circumvent cooldown. Both variants aren't great but I prefer the first. If you then find a way to refresh resources (Wounds, Focus, Flesh Communion, Brilliant etc.) things get interesting. X per encounter like in PoE was also ok. Active abilities didn't compete for resource but also couldn't be spammed endlessly just by pickig enough to prevent cooldown pause.
  12. No it's not - because we don't have dmg vs. DR any longer but PEN vs. AR. So dmase per hit doesn't matter as much as it did in PoE. Dps is more important. And being able to deliver Full Attacks. Atm two handers will do less dps on average compared to dual wielding, have less deflection and reflex than weapon & shield (while not granting overwhelmingly higher dps) and I guess due to crits giving +25% dmg and *1.5 times PEN (which leads to more dmg because you either prevent dmg reduction or even get overpenetration) two handers do even less dps than a single weapon approach. They don't have significantly higher PEN than one handers except the Estoc (which has quite low base damage). Great Sword even has low PEN. So why use two handers in the first place if they don't give you even a circumstancial benefit (morning stars excluded because their modal is great)? Mainly because of uniques I'd say. +1 PEN wouldn't topple over the balance of weapons but would give a reason to use two handers over one handers in certain situations (when enemies' AR is high). Of course this could lead to a situation where two handers are more valuable on PotD because there the AR of enemies is altered (which I find to be a bad decision for difficulty balancing).
  13. You can just use a savegame, open console, type iroll20s <enter> Then type Attributescore player<hit tab for autocomplete> dexterity 10 <enter> You can test the heck out of everything and keep achievements as long as you don't save the console session. The achievements only get disabled for that current playthrough if you play ahead with the "cheated" characters. If you reload the save then your achievements will be untouched - because you didn't save your "cheating". So no worries.
  14. Doesn't the spell disruption stack? I remember testing it on Aloth and at some point (likely 4 hits) he had 100% spell disruption. Was that changed?
  15. I think at first because it came a bit late (previously it was a high tier ability according to data-mining during beta) - so maybe Obsidian thought it needs to be even better than in PoE. Then they moved it down to PL 5 but didn't change it - that was way too powerful.
  16. You can balance the general weakness of 2 handers with better unique ones, that's true. However I don't think that's the right way. Each weapon type should be equally useful in its "vanilla" state. As I already suggested several times, giving all 2 handers +1 PEN would solve the problem without making those too good. It's also not unreasonable because weapons that get wielded with more kinetic energy should be able to overcome armor more easily.
  17. Cooldowns just lead to spamming abilities without thinking. Managing resources gives more depth. Just compare Tyranny's combat with PoE's or Deadfire's. Which one feels less like console-like button-smashing?
  18. If you think that Deadfire feels 5000 years past PoE you simply didn't get the world lore right while playing PoE. It's quite obvious during PoE that there are cannons, huge ships, more advanced animancy and other more sophisticated stuff outside the Dyrwood - and that the Dyrwood itself has the image of an underdeveloped ex-colony full of renitent and uneducated farmers who like to form angry mobs and burn people on stakes for believing in the "wrong" god etc.
  19. If PoE or Deadfire had cooldown I'd not play them. Cooldowns are just a horrible mechanic - at least for me. Look at the terrible combat mechanics of Tyranny due to cooldowns. I mean I personally find them terrible. Maybe others like that kind of stuff. I don't. Just piling up some special attacks and time the cooldowns so that you can use an ability all the time - feels so boring. I think having a resource pool (finite like Discipline/Guile etc. or refreshing like Wounds/Focus) is a lot better in my book.
  20. Erm, yes? Full Attack on the target and crush damage (not weapon related) in between. That's what I said? It was less powerful than the pre 1.1 Deadfire version because items' on hit/crit effects did not proc in the AoE, only on the target. And it was not overpowered because it came a lot later (measured in game time) than in Deadfire and was the only thing that put fighters back onto level with most classes in the end game.
  21. Great (I mean that you found it ). Would you mind writing a small bug report in the technical subforum (in case it isn't there yet)?
  22. Nooo! They should put the time and money into developing really important stuff! Like a cure for cancer or... or... being douchy!
  23. You can always use the console to spawn enemies and give you levels, items and abilities as you wish. I know no better way to test stuff in PoE or Deadfire.
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