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Boeroer

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Everything posted by Boeroer

  1. Yes - like in PoE each pellet of a blunderbuss will trigger CW. Same with Confounding Blind and The Shield Cracked (upgrade of chanter's Hel Hyraf) by the way: each pellet triggers. Also removes Mirrored Image or Iron Skin and stops The Dance Continues (upgraded Dance of Death). - for example the red numbers that pop out of enemies' heads.
  2. Special ROFL points for combining "Sunless Grasp" with "OP".
  3. It also works with Scion of Flame by the way. Still SI's AoE is smaller and the duration is limited while Dragon Thrashed is endless. Dragon Thrashed also profits from crits like any other DoT, but not from crit dmg talents like Merciless Hand. It also profits from INT twofold: not only the area gets increased but also the damage. It also depends on your stage of Brisk Recitation. Sacred Immolation works very well with Combusting Wounds, Dragon Thrashed doesn't. Dragon Thrashed has two damage types (slash & burn) while SI only has one (burn). Dragon Thrashed gets +12 ACC from single weapon usage. Dragon Thrashed works while withdrawn (never tested with SI). While that doesn't contribute to damage it is very handy. So it depends on the number and type of enemies and how many you can reach (not all will attack you in melee) and how long the encounter takes. I'd say in a short(ish) encounter with rel. few enemies SI is better - while Dragon Thrashed is unmatched when it comes to longer encounters with numerous foes (bounties, dragon fights, Crägholt Bluffs, Abbey of the Fallen Moon, Lagufaeth...).
  4. Eh... maybe. But nonetheless it's stupid that you get +10 deflection and -25% dmg on both weapons when you use dagger + dagger but +10 deflection and -25% on one weapon only when you use dagger + rapier. That makes dual daggers a very bad pick and that shouldn't be the case. Bu the way: you only get one parrying-blade-modal-button with two daggers which activates the modal of both weapons.
  5. Could you post it in the bug forum as well? I'm pretty sure OBS (or devs) is not aware of this. They sometimes seem to be overwhelmed by their own mechanics.
  6. The Ogre fists are slow but hard hitting and work well with full attacks like Flames of Devotion.
  7. As I said: it depends on class and build. If you are a barbarian and want to cause overbearing as often as possible and also have Frenzy + Bloodlust you'd be better off with single weapon usage and style. If you have Blood Thirst you want a heavy 2handed hitter like Firebrand or Tidefall. For dps dual wielding doesn't do a lot for you if you are already near 0 recovery (with a single one hander, a shield + one hander or a two hander). Of course it's way easier to achieve 0 recovery with dual wielding. If you want pure dps with auto-attacks and are not already at 0 recovery then dw light weapons is best. If you have lots of Full Attacks (rogue for example) you should dual wield heavy one handers like sabres, hammers and so on. Just because the resources that provide Full Attacks are limited and you want to get the most out of them. Another exception is the monk with Torment's Reach: it's a Full Attack with an AoE crush cone that doesn't rely on weapon damage and is not really limited as long as there's wounds. The more speed the more AoE dps. So using dw light weapons (or fists) is best despite the Full Attack. A good compromise between boosting the initial hit that gets +50% crushing lash and the dps of the AoE cone is a heavy hitter in the offhand and a light in the main hand.
  8. But as an Assassin you want to be absolutely sure that you crit. So the arquebus modal is good. Especially against high deflection targets. You don't want to open fight with assassination + hit.
  9. At least stacking rules are consistent You have a point there. But then the -25% damage shouldn't get applied to both daggers as well.
  10. Yes, Soft Winds suffers from two bugs right now. One is the incorrect tick calculation that also affects DoTs and does double (or triple?) tick at the start and the other one that it drains from everyone it hits instead of just checking if it hit at all and then healing a single time like it's described.
  11. Only in UI or also in the combat log?
  12. Usually +50% crit damage simply means +50% of weapon base damage gets added when you crit. With a normal weapon you'd do +25% crit damage (meaning base damage * 0.25 as extra dmg) and with Assassinate it would be 25% + 50% = 75% of weapon base dmaage gets added. With an arquebus only +50% because the arquebus itself does not have increased crit damage ("blunted criticals"). I don't know if Assassinate's crit damage bonus is multiplicative, I did not double-check but I guess it's not.
  13. Arquebus + modal (+20 acc) is nice for alpha strikes like Assassinate + Backstab. Also with Assassination it doesn't hurt that much that guns have blunted criticals - because the +50% on crit from Assassinate and the +30% from overpenetration still work well enough.
  14. Yes, rogues are sturdier in Deadfire than in PoE - so a little less CON might not hurt too much.
  15. Most interrupt abilities interrupt on hit, some on crit and stuff like Knockdown even on graze. All of the rogue's active abilities now interrupt on... hit I think? So ensuring that people only graze you by raising deflection might help a lot with interrupts.
  16. You switch to a different weapon set and will get an additional recovery time for that that comes on top of your normal recovery. If I 'm not mistaken the "penalty" for switching is 2 secs - and unlike PoE you can't skip weapon/spell recovery with switching - it comes on top in Deadfire.With Quick Switch you will have -1.5 sec switching time - so 0.5 sec is left if I'm right. A Black Jacket automatically has -1 sec switching recovery. A Black Jacket with Quick Switch can switch without additional recovery. Guns have no recovery but only reload - so quick switching as a Black Jacket means instant switching and *blam*.
  17. Huh, rapiers having a Penetration modal was what was stated on the Gamepressure guide to weapon proficiencies. Guess I can't expect an accurate resource to exist until after the game launches. DW seems to be the way to go, but I have some concerns about this build's squishiness in the front lines. To that effect, what if I opt for a Dagger in the off-hand instead, with its Parrying Blade modal? That should still retain the DW speed bonus and rapier ACC bonus, while giving some measure of defense from the dagger modal. What sort of bonuses does the dagger modal actually give, and would it work with Riposte? The dagger modal will give you +10 deflection against melee attacks (and -25% damage with the dagger - main weapon's dmg is unchanged) and it works with Riposte, yes.
  18. 1) if you don't have Concentration then it may happen that you get interrupted. RES doesn't help anymore, you need something that gives you Concentration. You can achieve concentration through buffing of you can take a passive ability. 2) Good question - I actually didn't test this.
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