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Everything posted by Boeroer
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WTF are sidekicks?
Boeroer replied to Yosharian's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Modding Deadfire is a lot easier and straightforward than modding PoE. Also, the functionality of the console in Deadfire is even better than in PoE (judging by the beta). -
When not min-maxing I personally would do it like this (just a suggestion because 4 DEX is awfully slow. Recovery will be ok because of all the speed buffs, but casting Frenzy and such would take a long time and the early game would feel very sluggish): MIG: 16 CON: 14 DEX: 08 PER: 16 INT: 16 RES: 08 Or something like that. High INT is very good for Heart of Fury later on and of course you Frenzy & Bloolust last longer. Also, if you want to take Veteran's Recovery then high MIG and INT are always good. Also with Shod-in-Faith boots which are enough to keep this dude alive most of the time in my opinion.
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Fair enough. There are plenty of reasons why one wouldn't want to play a monk. The whole "vibe" may not fit, the thing about "taking damage in order to gain resources" might be putting you off, whatever. All good. But please don't say the reason is because monks have to use fists. That's wrong and thus can't be a reason. As a sidenote: it's also not the lore of PoE that every monk uses fists. Actually one of the best shields in PoE is from monks (Aila Braccia). The Greenstone Staff is for monks and so on. Monks can use all their abilites with any weapon or fists. There is no drawback when using weapons as a monk. Transcendent Suffering is just a free bonus. Actually, now with Deadfire (since Torment's Reach is a Primary Attack only) certain monk builds are even better off with a two hander. Please understand that it's somewhat frustrating that one has to repeat that all the time since the release of PoE so that new players don't get a false impression. The next thing would be that somebody says she/he doesn't want to play a monk because monks can't use armor.
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So, after waking up and doing my morning routine I loaded the savegame and voilá: Still works as I said: base damage + suffering's bonus + sandals all get added and then multiplied with might bonus. 5+11+2 = 18 18 * 1.18 = 21 8+11+2 = 21 21 * 1.18 = 25 The wiki is wrong - I will edit the entry accordingly... edit: edited the wiki page and also the page about the Sandals of the Forgotten Friar so that it's clear that those get affected by MIG. Also edited the page about Transcendent Suffering (there was no hint about MIG influence either). I also added info about the accuracy bonus not working with melee attack abilites such as Knockdown/Force of Anguish and so on.
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Hm, don't know. Last time I used it (with Edér) it did. I still have the save and can check tomorrow, am almost asleep...
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Portraits
Boeroer replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
two years ago or so I made a fire godlike for an evil playthrough from some demon that I found on deviantart (background needs work): -
You wouldn't want to take Biting Whip and all the other dmg bonus talents like Savage Attack and so on. But Draining Whip should work fine I guess? You'll want max MIG because its bonus also works with the N. Suffering's flat damage bonus and not only with the base damage. Same with Sandals of the Forgotten Friar that you should seek. So in the end it works like: (Base damage (5-8 ) + Suffering's bonus (scales) + Sandal's Bonus (2)) * MIG bonus.
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You can go with lowish DEX because Frenzy + Bloodlust + Bloodthirst will make sure your recovery is short enough. Also RES doesn't need to be high for this build. MIG and INT should be high as well as CON and good PER also doesn't hurt. MIG, PER and INT cover enough dialogue options. For more speech checks you would need high RES as well, but with this build high RES is not very useful.
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I mostly use offensive fighters (and I like them), so I'm not a good advisor on tank builds. Since a fighter is quite sturdy per se I always build his offense, not his defense. A nice apporach is to maximize his self healing capabilites with high survival and Rapid Recovery and the Cloak of the Tireless Defender and then a Belt of Bountiful Healing and go full offense. Leads to good sturdyness and good offense. With a bashing shield you can have a bit of both worlds: Full Attacks with Knockdown and Charge but better deflection and reflex with a shield. And Dragon's Maw or Badgradr's Barricade are just great. Scath Gwannek is also good for a fighter with your stats (gives you some spells per rest). With those stats he would be a good candidate for an Unbroken/Wizard in Deadfire: very tanky on demand and a good battlefield controller.
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Hi, first of all: monks work as well with weapons as with fists (no drawbacks whatsoever) and also with heavy armor (also no drawbacks besides the usual recovery penalty that everybody gets when using heavy armor). The Monksterlasher shows the potential of Battle Forged with Turning Wheel, Scion of Flame and Blood Testment Gloves. THis works with every monk build with a fire godlike. You are not set on sabres or whatever as weapons. When it comes to a char build that evolves around fire, there is one item that I recommend all the time lately: The Belt of the Royal Daedfire Cannoneer. That's because it not only gives you Firebrand 3/rest (paired with Forgemaster's Gloves 6/rest) but also a Flame Shield once you catch a crit - perfect for every retaliation build since it stacks with normal item retaliation and Battle Forged. And it comes superealry in the game. Yay! When it comes to retaliation, two classes are best: - monk because of the reasons explained in the Monksterlasher/Anvil builds - barbarian because things like One Stands Alone, Blooded and most importantly Bloodlust & Blood Thirst work with retaliation. The monk generally does better with dual weapons, but Firebrand is still a great weapon. Imagine its enormous base damage, paired with +60% burn damage from Trunung Wheel and 25% shocking damage from Lightning Strikes, +50% crush damage from Torment's Reach and +20% raw damage from Blood Testment gloves... barb: the synergy between Blood Thirst and Battle Forged and Flame Shield is ju8st awesome: once you kill an enemy you'll have 0 recovery, killing even faster. In my opinion this is the best class for the use with the belt. It's just pure destruction. Also his enormous health pool makes Battle Forged viable. Barbaic Retaliaion stacks with both Battle Forged and Flame Shield. But there are two other good choices for this belt: - priest (preferably of Magran): Firebrand works with Inspired Flame and every Weapon Focus. That means you can achive fighter-like base accuracy. It also works pretty well with stuff like Devotions/Minor Avatar and so on. Retaliation is not the strong part of a priest though. His health is too low. But his nice fire spells like Shining Beacon and so on make up for this. - Paladin (preferably Goldpact Knight or Bleak Walker): Flames of Devotion + Intense Flames + Scion of Flame + Remember Rhakan Field or Enduring FLames can crit for over 300 damage. It's quite awesome. With Runner's Wounding Shots you can get three very powerful attacks per encounter that can potentially one-shot enemies. His health is ok - while not as efficient with retaliation as monk or barbarian he's still ok. Later you can add Sacred Immolation which is very powerful and... fiery. I played all of those variants and the most fun I had with the barb - because the synergy with between Belt (Firebrand+Flame Shield), Fire Godlike and Blood Thirst is just jawdropping. I also played a rogue with Firebrand - while he's no good for retaliation his damage per hit with Sneak Attack + Deathblows, combined with the absurd base damage of Firebrand is very satisfying. Also a Backstab with Firebrand from invisibility (use the Cloak of the Master Mystic) is pure fun. Another option would be a fighter with Disciplined Barrage + Knockdown + Confident Aim (basically dps fighter). What you want to do for Firebrand: alsways take Scion of Flame (+20% damage), also take Merciless Hand (Doemenel faction) and see that you score crits. Firebrand is Annihilating, meaning it has double crit damage bonus. As I said: I would pick the barb. If something sounds interesting I can elaborate.
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If you want to have more deflection then yes. A hatchet can raise deflection even more. Correct, spell accuracy will suffer if you're wearing a medium or large shield. Basically correct - but certain AoE effects that are connected to weapon attacks like Blast, Carnage Torment's Reach will carry the on-hit/on-crit effects over to the AoE. So for example a Barbarian with decent accuracy can cause prone on crit with Carnage in an AoE if he has an overbearing weapon. Same thing with a Wizard who uses Blast with an overbearing/stunning implement or a monk who uses overbearing/stunning weapons with Torment's Reach. Also works with spell chances like on the Redeemer. They are both good.
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I would also say that. That stat spread is good for a lot of classbuilds, including the fighter that was posted above and which is solid (always take Charge - also use a bashing shield like Dragon's Maw or Badgradr's Barricade if you like Knockdown). Also a chanter with Dragon Thrashed would work. Low PER is a thing in the early game, but with some levels and decent buffs it doesn't matter that much anymore. With Disciplied Barrage lowish PER is totally ok, too. Hehe - actually... no. It's fine for me to answer questions. I also get some PMs with questions around mechanics and character creation on a regular basis and so far I never felt annoyed because of that.
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concerning Combusting Wounds: the spell itself doesn't stack on a target, so if an enemy already suffers from the CW spell a new appliance will just update the duration (makes sense because): But once CW is on a target then all triggers will generate an instance of a CW DoT. And those run parallel - or stack if you wish. So a blunderbuss will generate 6 instances of CW DoTs which will deal their burn damage at the same time. It can be rather devastating. Since one CW-DoT-instance can do around 30 burn damage with decent MIG and INT - six of them can potentially cause 180 burn damage. Good point about Distant Advantage (the wood elf racial). By the way it also works with AoEs that are centered around you if the radius is big enough (for example Sacred Immolation or Torrent of Flame or so).
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Hi, No. Spell accuracy is NOT derived from your weapon's accuracy. Weapons' accuracy only counts for attack rolls with that weapon (auto attacks or attack abilites that use a weapon like Flames of Devotion, Knockdown and so on). One handed weapon use has no effect on spells' accuracy. There is one exception (which may be a bug): the chanter has some invocations and phrases which do benefit from the +12 accuracy of one handed weapon use, for example Dragon Thrashed and White Worms. One Handed Style has no effect. Your spells' accuracy is calculated like so: base accuracy of your class + 3 accuracy per character level (counts for ALL attack rolls) bonus/malus from PER (+/-1 per point of PER above/below 10) +1 accuracy per character level (only counts for all offensive abilites, including spells) the spell's accuracy bonus ability buffs (Eldritch Aim or Zealous Focus and so on) item buffs (Gauntlets of Accuracy for example) Nope - One Handed style, Two Weapon Style and so on don't affect spells. Other talents do affect spells though: hater talents like Beast Slayer, Primal Bane and so on work with all spells that do direct damage (additive, no DoTs) Scion of Flame and Co. will boost burn/freeze/corrode/shock damage of spells by 20% (additive, no DoTs) Merciless Hand and Dungeon Delver (faction or story reward talents) work with all spells that deal direct damage (additive crit damage, no DoTs) Mob Justice works with spells Gallant's Focus will raise your universal accuracy like Zealous Focus would, including spell accuracy (doesn't stack with Zealous Focus, Blessing or Eldritch Aim or Disciplined Barrage and so on) Outlander's Frenzy reduces your spells' recovery time and gives you more damage because of increased MIG Interrupting Blows works with every spell whoich can interrupt Penetrating Shot works with most spells that work from range and have to be targeted on an enemy (missiles, Necrotic Lance, Trhust of Tattred Veils...) or work in a line-shape (Mind Lance, Rolling Flame...) Vulnerable Attack might work with touch-based spells like Jolting Touch, but I can't say for sure. Maybe not. Would have to check this. Bloody Slauhther works with spells I never tried if Shot on the Run works with ranges targeted spells. Might be, but I don't know. No, it doesn't. BUT: Deathblows (and only Deathblows) works with direkt damage spells (like Fireball, Missiles... no DoTs) and thus doubles the base damage (+100%) - which can be very powerful. And while we're at the rogues abilites: Deep Wounds works with all spells that deal perice/slash or crush damage - AoE or single target. Combusting Wounds gets triggered every time an attack roll is done and damage is caused. DoTs don't work (except the initial hit, but not the ticks). Thus, spells like beams, Wall of Flame, Chillfog, Missiles and such are good with it. Also weapons like Blunderbuss or Golden Gaze or Twinned Arrows which use multiple projectiles will trigger CW multiple times. Heart of Fury + CW is certain mob death. Usually DoT's damage profit both from MIG and INT (and crits). MIG raises the damage per tick and INT adds more ticks. A crit gives you +50% duration which can be a huge damage improvement. Spells like Envenomed Strike, Shining Beacon or Disintegrate become very powerful with high MIG, INT and crits. Dots that don't behave like this are wounding (MIG raises the overall damage but INT just spreads the damage thinner over time), Enduring Flames (I believe INT has no effect) and Wounding Shot (same like wounding). Maybe I forgot one. Thus, the dps with Persistence, Tidefall, Drawn in Spring and Acuan Giamas as well as Boar Tusks is better with low INT. But the overall damage doesn't suffer, it just takes longer to apply. I hope that answers your questions.
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Loading times are disgusting
Boeroer replied to BrotherFerg's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes, a lot shorter. Transitioning maps hardly has any loading times. Switching from initial character generation to the actual game takes maybe 5 seconds for me. But this is only the beta with a lot less content/game objects. So maybe it gets a bit worse with the final game. But I guess it's save to say that loading times overall will be a lot shorter. -
I'd also like to have the option to hide the floating damage numbers. They don't look very pretty and all the other stuff that's going on on the battlefield is already enough visual/UI kerfuffle.
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