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Everything posted by Boeroer
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Look at the left of the screen (small tooltip) and how I hovered over the combat log (Additional Effects is white - sorry no mouse cursor visible): CG pulsed every 3 seconds or so and healed every time for 7.8 health. I can't see a bug. Maybe it was just displayed differently before?
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I loaded it up and it works just fine. You can see in the combat log that every time CG pulses your chars get healed. If you hover over the "Additional Effects" in the log the tooltip will show you how much helath exactly was restored. I don't know what else you expect it to do?
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But in the screenshot (combat log right at the top) I can see that Consecrated Groung healed your merc fighter for 8 health...?
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But if all party members are at full health then Consecrated Ground will indeed do nothing. Healing doesn't take place if the party is at full health already.
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And doesn't it even appear (the VFX I mean)?
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Why? 25% damage is enough and Minor Blights has 4 different damage types. Or what do you mean? Ach, you mean single enemies like Skulking Terror without ads. True.
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Were the guys that got "hit" by Consecrated Wave at full health?
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Weird indeed. Nice testing by the way!
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Also Spirit Lance and also Blast from rods. Eventually - but they already nerfed Swift Flurry from 50% to 30% because of that.
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If DEX is important for your chanter depends on what he wants to do besides chanting. If he uses fast cast/recovery invocations then low DEX wouldn't hurt him much I think. With long casts such as most summons you might want higher DEX or the casting will take forever (see Phantom with 6 sec base casting duration).
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
Modal and Tenacious don't stack? Oops! Well there you can see how often I use those +PEN/+Recovery modals. -
Hi! Josh said in a recent stream that all the icons (for abilites in the class trees) will most likely not change because it would be too much work - because there are too many. I don't know if he meant the beta or the final game as well. However - this made me think: is it possible to mod the icons? I have some experience with the creation of icons and would like to make my own, distinct ones for stuff like Two Weapon Style and such. Does anybody know? PS: Death Blows:
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In PoE it was the case that a character with movement speed bonuses was walking faster in every situation (when stealthed and also out of combat when traveling over the map). That got "fixed" with a patch. Mainly because it made sneaking much easier than with normal move speed. It wasn't a problem when moving through maps though. The fast one would just arrive sooner and had to wait for the "normal" ones. I liked giving Boots of Speed or Fast Runner to everybody because exploration was faster that way. Rogues could profit fromt a general move speed bonus (besides Fast Runner). Move speed translates to higher dps with melee characters.
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Yes, so far he does that job exceptionally well. I broke with the habit of using tanks in PoE. Maybe I have to return to that concept in Deadfire. Unbroken/Troubadour is a great tanking combo as well. At least he does something else while tanking the heck out of everything. I also discovered that the chanting pause after invocations is not affected by DEX, recovery of the invocation or armor penalties in Deadfire. it's alsways a fix 2 to 3 secs pause, nothing more. Good for armored tanks. Did you try if an Unbroken + shield and pistol/scepter/wand/blunderbuss has any engagement slots? I was thinking about Minor Blights + Shield with an Unbroken tank. But I guess using ranged weapons disables engagement completely? Edit: to answer my own question - like in PoE, using a ranged weapon completely removes any engagment.
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In beta1 you could multiclass with a wizard and use Ryngrim's Minced-Meat-Face to scare away enemies. That triggered Disengagement Attacks and was so powerful that it was nerfed immediately in beta2. Unbroken/Wizard was one of the strongest things I tried so far because of that. Now being frightened/terrified makes you immune to engagement it seems. Nowadays I know of no other way to force disengagement. Pushing/kicking/reloacating via ability (Knock DOwn, FoA, Pull of Eora...) seems to cancel engagement as well. Even when I place some bait next to the Unbroken (unarmored wizard with 3 RES and 3 CON) most enemies I tested (Lagufaeth, Tigers, townspeople) won't leave me as long as they are engaged. It seems the threat level of an Unbroken in engagement is too high? Don't know... I mean +100% dmg combined with 10 PEN is hefty. If you find a way to force disengagement please report!
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You can try Soft Winds as the only chant (stacks with itself). It drains health for you nowadays and is very powerful atm. It will balance out the hefty damage that a Helwalker at 10 wounds will receive (with the big bonus the healing gets from the high MIG). Also Killers Froze Stiff + Swift Flurry is good. You shouldget new phrases in no time. You can try out that combo with Torment's Reach. Maybe the cone attack also triggers Swift Flurry? I didn't test it yet. Duality of Mortal Presence (INT) will be you best ability once you can get it in the "real game". YOu can test it by adding it with the console. It will give your Helwalker +10 INT when havoing 10 wounds - in addition to the 10 MIG. The linger time of the chants will expand like crazy and everything with an AoE and duration will expand, too. Also Dragon Thrashed and Soft Winds profit from the high INT and MIG. And of course your chants' AoE.
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Ok, now I sat down and tried a chanter/wizard in order to find out what pauses his chants. Did lower DEX to 1, than raised it to 30 and so on. Also used weapon and shield modals that affect recovery and switched armor types. This is what I found out: 1) Chanting speed is not affected by DEX and/or recovery. It is only affected by Troubadour's Brisk Recitation. 2) Invocation cast times are affected by DEX and universal speed buffs (from abilites such as Frenzy or drugs or potions), not armor or weapon modals or dual wiedling or styles. 3) The general recovery after an invocation (you can't attack) is affected by armor, DEX and also speed buffs - but not weapon modals. 4) unlike PoE, the special chanting pause after casting an invocation is not affected by DEX, armor penalty or whatever. It's always the same: round about 2 or 3 seconds pause after an invocation happen. You stop chanting as soon as the invocation goes off and after 2 to 3(?) seconds you resume. When I set DEX to 1 it had no effect on the pause. When I raised it to 30 it had no effect. When I used an invocation with a long recovery or one with a short recovery - it had no effect on the chanting pause. It seems to be a entirely fixed amount of time. Hooray for turtles then! I learned something new today. 5) Casting an invocation (or anything else like spells) does not pause chanting. When the casting animation is done (and as soon as the invocation goes off) the pause happens. 6) Chanting only has that special pause after an invocation. Every other ability I tested (spells, FoD and so on) don't cause that pause. You can cast Fireballs without interrupting your chants. It's like Mongolian Throat Singing. What a mess. Hope that helps.