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Everything posted by Boeroer
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Least Liked Companions
Boeroer replied to Primislas's topic in Pillars of Eternity: Stories (Spoiler Warning!)
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I avoid thinking about that.
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I die in the Dadfire every single day.
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Got removed with beta 4, now only works on weapon attacks.
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Sorry to say this, but sometimes I think the devs that go through the bug list and fix stuff must be half asleep... or boozed... or both.
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Huh? I never experienced this nor did I read about this here before. Do you have more details on system specs and stuff?
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Whaaat? Tell me more secrets!
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
Singel class rogue with rod+Blast is good because of the AoE that applies afflictions of striking abilites as well (Arterial Strike in an AoE and then kiting is great). But sadly said rogue with rod+Blast is even better when multiclassed with a Cipher or Priest of Wael or Bleak Walker or or or. At least at lvl 9. I'll wait and see... -
Ascended applies to non-cipher spells
Boeroer replied to dunehunter's question in Backer Beta Bugs and Support
Dudes! And that's after a whole week of playtesting at Obsidian... Is there nobody with an eye for (mechanical) details? -
Debateable. First of all you wouldn't be able to conceal a two handed sword. Then the effect of "dagger in the neck" or "great sword through the upper body" is the same: he's dead, Jim.
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Totally agree. Also nice idea - but that makes Full Attacks superior. In my opinion Backstab should yield the best results with a small (concealable), one handed weapon. Maybe a flat (scaling or upgradeable) bonus would be best (see Soul Annihilation or Envenomed Strike in PoE). Then the weapon wouldn't matter that much.
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Since it doesn't matter which weapon you use for Soul Annihilation I could see myself using a single handed rapier + modal just for the Soul Annihilation. Dual weapons for the focus, (quick)switch, single rapier delivers SA reliably. Too bad you can't tell the AI to switch weapons.
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Argh. At least: one thing less to patch.
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Sounds really nice. Ascended are go!
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I guess I got c No, abilities no longer get the 1 ACC per level bonus now. Guess I got confused with some PoE testing I ran the other day. Man, I can't even remember what I tested...
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Awful tree talents.
Boeroer replied to Darkmind's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That was the impression in former betas: no real choice (obviously mostly for single class characters). -
As a sidenode: you can't stack graze-to-hit or hit-to-crit conversion like so: 50% from Tactical Barrage and 50% from Killers Froze Stiff = 100%. Actually you can never reach 100%. Conversions are calculated like so: 0.5 * 0.5 = 0.25 chance NOT to convert. So your chance is 75%, not 100%. THe more conversions you add the lower the impact of each additional conversion. If you could stack 50% + 50% + 20% (like fighter/rogue attacking a paralyzed target) your chance would be 0.5 * 0.5 * 0.8 = 0.2 chance to NOT convert or 80% chance of conversion. And so on... YOu can test this while attacking a paralyzed target (50% hit to crit) while being inspired by Intuitive (same). You will not convert all your hits to crits but more like 3/4th of hits. Same as with proc chances from weapons with mutliple hits (see Stormcaller with ranger, Silver Flash with Divine Mark and whatnot). Edit: shouldn't Soul Annihilation have an (1 ACC * char level) advantage over autoattacks?
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Maybe NC did it because of this: - in PoE the AoE size was influenced via radius - so +30% AoE size meant actually that your radius was increased by 30%, which transaltes to a much bigger growth of area than 30%. - in Deadfire it's the actual area that gets increased, not the radius anymore. Because if that the percentage-gain wa raised to 10%, but it's still less powerful than in PoE. IN beta 3 and before is was even worse because it was only 5% to area (not to radius). That means tha dumping INT didn't reduce your AoE size a lot while raising INT didn't enlarge it much. - and as others already said: Power Level can balance out short durations. Also if you have unlimited resources (wounds, focus, phrases) a shorter duration doesn't matter that much.
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Awful tree talents.
Boeroer replied to Darkmind's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Although some of the "new" old abilities may be lackluster: better to have some meh stuff in between ok stuff than having no stuff to choose from at all. And if it's only for the weirdos like me who like to do weirdo builds. Sometimes they really work out, so where's the harm? Better have some redundant abilites than watching at a nearly empty tree of abilites while you do your third playthrough with the same fighter build because there's nothing else to pick... Of course it would be better to have lots of really nice, unique abilites with interesting effects. This would have been easier if OBS just polished the mechanics of PoE and added some new stuff here and there. But for several reasons they decided to make a complete redesign of all mechanics and of course that leaves no time to invent and test a lot of new abilites which may need new sound effects, vfx, balancing and so on. Understandable I think. Still: the beta4 is the best beta version so far. And I still miss my old PoE general talents pool...
