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Everything posted by Boeroer
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That depends. The upside of high INT is more potent healing via Lay on Hands and longer duration on Clarity of Agony, enfeebled, Eternal or Shared Devotion, bigger Aura AoE etc. With maxed RES, Clarity and some -x% hostile effect duration gear the duration of the curse with high INT or with low INT isn't that much of a difference due to the double inversion math that's going on with reductions (malus). You can get to under 2 secs curse duration even with maxed INT. And with 2 MIG the curse won't do a lot of damage so before getting to max "-x% hostile effect duration" you might be able to stack two of them without too much hassle, too. I played several FF combos with maxed INT (and RES) and the curse duration wasn't much of an issue after some levels. Dropping DEX a bit and/or putting on fat armor and/or not using dual wielding but shield instead so that your recovery isn't shorter than the curse can help to not accidentially kill yourself while spamming FF ability. However, dumped MIG and CON is a bit weird. Since Fortitude is the most important defense against later game afflictions this might bite you in the rear at some point. But you can always switch to Duality of Mortal Presence: CON to ramp up the Fortitude I guess and combine it with Crucible of Suffering. Might suffice in a party, even as fronliner.
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I guess one of the main reasons why people don't mix Bloodmage with Forbidden Fist too much is that vanilla, Helwalker or Nalpasca Monks would gain wounds from Blood Sacrifice (which is a nice synergy) while Forbidden Fist (and Shattered Pillar) do not. Besides that it should work well - as most Sages do. Enfeebled + any afflictions should be a nice combo.
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Okay. Players often enough accidentally post a Deadfire question in PoE's subforum and then wonder why nobody answers. You mentioned Deadfire in your post so I just wanted to make sure. The majority of builds that were used in PoE's Ultimate challenge in the past are not outdated because the game didn't change since they were used. If you have a specific build in mind we can check if seems viable or if it has some major flaws. But compared to Deadfire, PoE's Ultimate is rel. forgiving. One can do it with non-perfect builds als well. For example I tried one with an all-offense Barbarian and only was stopped by a bug shortly before the end of the game. Afaik all the Wizard builds here are still perfectly fine. Paladins should be, too. There's also a cipher run if I remember correctly which should also still be good.
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I thought that it was a tiny bit faster than normal while I tested it and just counted the seconds - but that just may have been my imagination. It's a bit difficult to watch the recovery bar while running around - and frankly I forgot to slow the game down but did the test at the highest game speed (which wasn't the smartest thing to do, heh). But as I said it seemed absolutely negligible. So I think +100% -50% is correct. +50%-50% would lead to a much more visible difference I assume.
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Tactician/Monk can crit himself with Rooting Pain while confused. But it will interrupt you, too - so you may want to become immune to interrupts (with Rekvu's Fractured Casque for example). Yes, good catch. It's a known trick to use Saint's War Armor + Keeper of the Flame + Imagined Pain and then spam Whispers of the Wind non-stop.
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Yes, exactly. As I tried to lay out in my previous posts. Yes, fair. Would maybe prevent this to feel like a nerf. Precisely. They will not change against the immune guys, stay great alternative weapons to the "normal" ones should you meet enemies who are immune or very resistant to pierce, slash or crush damage and vice versa. And with +2 PEN they will be better than before against generally/universally high AR foes and should stay to be the preferred option in most encounters - like before. At least I guess so. Also some of those weapons (see Dragon's Dowry, Thundercrack) only have single type dmg to begin with. They would need no PEN adjustment but just a simple shift from physical dmg (such as pierce) to elemental damage (such as burn). No nerf basically (on the contrary you get a good alternative dmg weapon) but circumvents the immunity/keyword confusion. Clearly advocating.
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? I suggested a solution where any attack that is keyworded with an element only is allowed to deal that elemental dmg and no alternative. Would I give Dragon's Dowry, Firebrand and Sunlance (etc.) the keyword Fire and make them deal only burn damage and no alternative dmg - how might this create a problem with Flame Nagas and such?
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While Balance-wise it's not so important I just find this (exemplary) situation extremely weird: - (Made up) enemy "Electric Amoeba" is immune to shock dmg but has slash AR of 0. - Player attacks with a weapon that can do slash OR shock damage (we assume that a character uses the dmg type that works better on an enemy - that's how we "rationalize" the workings of dual dmg weapons, right?). - Enemy just laughs at the slash because it happens to come from a weapon that's also doing electric damage, as a treat. - Player very confused. -- Especially because all those keywords on weapon ate invisible so it's hard to grasp for the player why it doesn't work.
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Table is cool. But - and forgive me if I'm dense - does adding a secondary "fitting" elemental damage type to a weapon fix the probem that enemies who are immune to a elemetnl keyword will also not get harmed by a weapon that has an alternative dmg source (like pierce for example)? atm it just seems that it just makes the weapon dmg more plausible (which is nice, too of course). If that immunity issue can't be solved with alternative dmg because the keyword-immunity blocks everything - wouldn't it then make sense to give all those weapons just the same single dmg type as the keyword (for example Essence Interrupter and Thundercrack only do shock dmg), give weapons which will lose a dmg type (see here Essence Interrupter) a +1 PEN bonus and be done with it? Then at least the behaviour with immunities vs. keywords would make sense and players wouldn't have to ask "why tf doesnt my bow deal pierce damage if he enemy is only immune to shock dmg?" To pick up that table: Weapon Keyword Vanilla Dmg Suggested Dmg Dragon’s Dowry Fire Pierce Burn Sun And Moon (Sun) Fire Crush Burn Sun And Moon (Moon) Frost Crush Freeze Animancer Bow Electricity Pierce/Shock Shock Thundercrack Pistol Electricity Pierce Shock Lord Darryn’s Voulge Electricity Slash/Shock Shock Grave Calling Frost Slash Freeze Hel Beckoning Acid Slash/Pierce Corrode Frostseeker Frost Pierce/Slash Freeze Frostfall Frost Crush/Freeze Freeze Firebrand Fire Burn/Pierce Burn Caedebald’s Blackbow Acid Corrode Corrode It's only about the immunity question. If that can be solved otherwise then please ignore my blabber.
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It profits from all dmg bonuses that your normal weapon attacks do (Sneak Attack, Weapon Quality and so on) and it can raise the dmg output considerably. If you mix Rushed Reload (and maybe some other speed bonuses) with One Handed Style and the Imbued Ammunition modal the speed is still good while the ACC stays good, too. My preferred pistol with one-handed pistol builds. Also because of Imbued Ammunition.
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It's the melee weapon with the highest base damage, it drains life and it weakens on hit (which makes it a great weapon in combination with Helm of the White Void because every attack with Draining Touch automatically gets +10 ACC). And on top it targets will instead of deflection (which can be debuffed into nothingness compared to deflection - see Miasma of Dull-Mindedness + club modal). It is pretty OP to be able to keep it for the whole encounter I think. However, it's not so wildly overpowered that it's no fun anymore. I also still use it. However, you pay with micromanagement and in easier fights I don't even bother to go through the process to make it permanent (for the encounter).
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I didn't want to delve into the mechanics but make it clear that it's not intended as a speed buff compared to the normal recovery. It may be a little faster than the normal recovery - but it's not noticable for the usual player (OP showcases this). I personally wouldn't spend a precious ability point for it if I didn't build a kiting character. You are right, they do not. In fact they don't count as moving at all. Effects that happen when you move (Arterial Strike for example) or that restrict movement (Large Shield modal, stuck affliction etc.) don't apply at all. It might be a lil' faster when you move, but the animation transition from running to shoting will take some frames, too. With rel. short recovery times (like Hunting Bows) it will be very hard to tell a difference and it's not worth trying to exploit that imo. Also you'll have to pause a ton to get the timing right which will steal no in-game time, but time in real life.
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Kalakoth's Freezing Rake and Wall of Many Colors are PL8 and Illusion spells. And they are both very good imo. Freezing Rake interrupts on hit, targets Reflex and its high base damage (average of 88) makes it attractive because it's possible to raise Illusion PLs via subclass and items (2 Illusionist, +2 Eye of Wael, +1 White Witch Mask). That's 22 additional dmg from the Illusion PLs alone. And then of course more ACC and PEN. On PL9 there is indeed none and it's a bit of a shame. I would have liked another Ryngrim escalation. Like Ryngrim's Waking Nightmare. Or another Miasma spell... Miasma of Apathy or so.
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Difference between what? Usually the recovery of ranged weapons is greatly increased while moving. If you carry a bow and run around then your recovery should be much slower/longer as if you stand still. IIrc it's *1.5 while moving. Shot on the Run should make the recovery while runnig as fast as the recovery time when you stand still (but not faster than that). So if you have the same recovery speed while running that you have while standing: it works. If your recovery while running is much slower (and basically the same as before you took the ability): it doesn't work. You can only see a difference (without the ability) with the recovery bar over your char's head. The tooltip numbers won't show the effect of moving around. For testing you can count the seconds after a shot while standing still and then do the same when running. Or you can watch your recovery bar while standing, then move a bit (will decrease more slowly) and stnd again (will pick up speed). This is best seen with a weaon that has very long recovery, for example rod+modal. Or a warbow if you don't have the rod modal. I made a quick in-game test with the console - and for me it works as it should (as I described above). Tl;dr: without "Shot on the Run" recovery will be 1.5 times longer while moving, with Shot on the Run it will be the same as if you stand.