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Portraits II
Boeroer replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That's Mirke -
Read this post again and I'm not quite done with it. Besides the Reaping Knives (which make no sense when cast on oneself anyway in my opinion) Rogue + Cipher is actually pretty awesome. That's because you start the game with a +70% dmg bonus and can go to +90% in a few levels. That's pretty cool. Especially Assassin/Soulblade is pretty spectacular if you combine it with Backstab. You can one-shot the first victim out of stealth pretty easily and get a ton of focus for your Soul Annihilation - which usually one-shots the next enemy, then use Smoke Cloud and repeat. Perfect Assassin in my opinion. Detonate works with Assassination by the way.
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Depends - if you turn on AI and made a good script the char does whatever the AI thinks is best. If you turned off AI then the char goes into idle mode and does nothing until you command him to do something else.
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Weapon damage only gets improved with dmg bonuses (from ability, MIG, enchantment and so on). It doesn't scale with level. Your accuracy does though.
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Riposte - working as designed?
Boeroer replied to CottonWolf's question in Backer Beta Bugs and Support
Since you can't have a Full Attack anyway with a medium shield (except with bash) I would say "it should!" -
If you want to dual wield and carry one heavy weapon and one light, then it's actual more benefical to put the light one into the main hand and the heavy one into the offhand. Why is that? Because Full Attack abilites (like Knockdown, Crippling Strike, Blinding Strike, Flames of Devotion and so on) will do a strike with the offhand (heavy weapon) first, skip the recovery of that weapon and follow up with the lighter one which will then trigger its recovery phase - which is a lot shorter than that of a heavy one hander. If you would do it the other way round you would skip the short recovery but face the longer one after the Full Attack. With auto-attacks it doesn't matter at all. Then there's the question if it's better to use light+heavy one hander or better go light+light or heavy+heavy. Well - there's no definite answer to that because it depends. With two heavy one handers Full Attacks will deal more damage but the recovery is a bit longer. With two lighter weapons the Full Attacks will deal less damage but the dps for auto-attacks is a bit better. Using light+heavy is in between. I personally would always use heavy+heavy when I have a lot of Full Attacks per encounter and go light+light when I'm mostly using auto-attacks. Light+heavy is a compromise as I said - but because of the weird recovery mechanic of Full Attacks it's a smart compromise if you put the light weapon into the main hand. In Deafire it's the other way round by the way. Does this forum like hatchets? I didn't notice... Edit: a hell lot of typos.
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Yes, I tried different stuff with that combo. Citzal's Spirit Lance + Carnage is nice but not game breaking. You'll just have two parallel AoE damaging effects that don't interfere with each other (Lance's AoE hits wil not proc additional Carnage for example). But it's pretty nice for Combusting Wounds (2 hits instead of 1 for every attack in an AoE). Also Frenzy + Bloodlust is pretty cool with the Lance. And of course the awesome self buffs of a wizard help with sturdyness. Another nice touch is that you can remove confused (a Berserker gets confused by his own powerful Frenzy) with something like Infuse with Vital Essence. And for non-Berserkers the Infuse will lead to a bigger AoE with Lance and Carnage. Later on there will be Blood Thirst in the game: I can imagine that Lance's AoE + Carnage AoE lead to faster kills which will speed up the Barb/Wizard's attacks a lot. Even the Parasitic Staff + Barbarian is nice.
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Hm, not really a bug. Misses don't get rolled against the block resistance (why should they, they are misses anyway). Block gets only rolled on grazes/hits/crits. Since Riposte only gets triggered by misses it makes sense that it doesn't work when a graze/hit/crit gets blocked. Of course it would make a lot of sense to also trigger Riposte on blocks - I'm totally for it - but I wouldn't call the momentary behaviour a bug.
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Knockdown lasts 3.5 seconds with 3 INT, only half as much on a graze. I doubt that you can land a couple of hits within 3.5 seconds of base duration until you have reached high levels. The real bummer for me is the shorter duration of Disciplined Barrage and/or Vigorous Defense though. But anyways - as I said: if you like your fighter with 3 INT then you don't need more INT on a rogue. Not in PoE and also not in Deadfire. I gave you the information that stuff like Disciplined Strikes and rogue's DoTs are powerful in Deadfire - but less so with dumped INT. You can consider it or discard it for all I care.
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Maybe they are - no idea, but would fit.
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If you can live with a fighter who has dumped INT in PoE (Disciplined Barrage, Knockdown, Constant Recovery and more all depend on INT) you can surely do a fighter/rogue (aks "Swashbuckler") with dumped INT in Daedfire. However, I would not recommend dumped INT on fighter nor rogue in Deadfire (because of Disciplined Barrage/Disciplined Strike which are awesome and Constant Recovery - as well as Deep Wounds and other DoT abilites of the rogue). It's no problem though: you can play your low INT fighter in PoE and once you import him you can allocate new stats anyway. Maybe he read some books between PoE and Deadfire, who knows?
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You mean the Engwithan Saints?
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Yes, there is. But those aren't in the beta - only stuff up to level 9 is. However, you can read the names (open the spoiler tag): http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-ii-deadfire-beta-released-coming-may-8th.119184/page-159#post-5503802 edit: some orders of PL were changed in beta 4 (like FIghter's Charge got moved down a lot and so on).
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And maybe Monastic Unarmed Training as well...?
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ROFL - you are right. I just made a char with it and it's utter trash even at higher levels. Does roughly half the dps of a light weapon (same attack speed and recovery). The decision to give a percentage-based dmg bonus to unmodified fist damage was quite silly. The ACC bonus works well, but can't balance out the very low damage output.
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That depends. Novice's Suffering was also not altering base damage in PoE but adding a flat damage bonus (that was a bit higher than Transcentent Suffering's because it had to make up for he lesser base damage) that scaled with MIG. Aand we had Sandals of the Forgotten Friar which added even more of that flat damage, but that's only a sidenote. Because of that somewhat weird mechanic all grazes and also Carnage did nearly the same damage as hits and crits did - which resulted in a very predictable and also reliable damage output with lowish acc. Everything you needed to do was buffing MIG. It was gimmicky but no trash at all if you knew what you were doing. Jojobobo showed a barb in WMII with Novice's Suffering and it was pretty good. I had a version of Edér with Novice's Suffering and he was doing retty good (decent dps while you can omit all the dmg mods but go for the defensive/cc stuff). Now I haven't tried to do that with Monastic Unarmed Training and don't know if it can be used in the same way, but I think it's too early to say that it's trash - I mean unless you tested that and still say it's trash of course.
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The amount of activations of abilites at the start of every encounter was already tedious in PoE - and then came the actual encounter (where I don't mind a lot of pausing and micro, but others do). In Deadfire there's even more active abilites, so it would have gotten even worse. And they weren't lazy and also didn't cheese out. They tried to tackle the problem from different sides: - reducing VFX opacity when pausing so you can see better - way better AI control via scripting - so you don't have to trigger all buffs/active abilities manually anymore even at higher difficulties - retargeting function - slower combat via longer casting times and recovery And they still decided that it would be best to remove 1 party member - which I can understand after playing the beta. Else there is too much going on for the average player. I would even say 4 would be best for gameplay, maybe even 3. But I and many others also like to have a big party, so 5 seems to be the reasonable compromise.
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Backstab should give a flat dmg bonus like Soul Annihilation does, that would fix things. I always hated it that the worst weapon for Backstabs in PoE is a light one - like dagger or stiletto. Even better: the bonus should be higher the lower the base damage of the weapon is (needs a special fix for blunderbuss though). Easy to implement.
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You confused wounding and draining. Drawn in Spring (dagger) has wounding. It's influenced by MIG and the DoT gets applied faster with lower INT. It doesn't heal. Oidreacht (Stiletto) has draining. Draining is influenced by MIG and always heals instantly. INT has no effect. - Soulbound weapons as well as summoned weapons are universal, yes. Any Weapon Focus works. Priests' special weapon talents (Hope Eternal, Prey on the Weak and so on), too.
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The passive ability "Two Weapon Style" does work with fists, yes. For base attack speed and recovery time you need to hover over weapons.