Jump to content

Boeroer

Members
  • Posts

    23048
  • Joined

  • Last visited

  • Days Won

    383

Everything posted by Boeroer

  1. I assumed it worked like in PoE where base damage got raised. If natural weapons only get additive quality the OP has a point.
  2. But only because your second example has a granularity of 1.
  3. Some things to consider: You forgot that the damage of your natural weapons that scales is base damage. While normal weapons with quality enchantments fine/exceptional/superb also gain +4/+8/+12 Accuracy and +1/+2/+3/+4 Penetration, they only gain +15%/+30%/+45% additive damage bonus while your natural weapons gain the same, but as multiplicative bonus since their base damage is raised. Plus: you'll have elemental lashes. If you combine that with a class that has additional damage bonuses like rogue or cipher it becomes pretty obvious that this is more powerful than mere weapon quality. With your armor: you'll get the equivalent of fine/exceptional/superb via scaling, but your AR/recovery penalty ratio is better than that of normal armors. Also don't forget that it's an advantage if you don't have to spend resources for enchanting in order to keep your gear up to date. You can give good stuff to other people in your party because you won't need it.
  4. That also depends on the average enemies' AR.
  5. Like so: [img=http://www.thisisnotreal.com/example.gif]
  6. Or... we just do some playtesting and look how everything works out. Maybe better than number crunching 'til there's no tomorrow. The game's too complex to solve its problems with theorycrafting alone I guess.
  7. Of course there is a community manager - and a nice one at that. Search the member list for Aarik D.
  8. ROFL. Firebrand is even worse than a great sword now. The rest of the damage changes seems to go into the right direction. Why is the sword so good? Even its modal is good.
  9. They have problems with it since Deadfire is in the making. I guess at some point they changed the term from "reload time" ot "reload speed" and the guy responsilbe for implementing the numbers got really confused (maybe he's a berserker whose frenzy got triggered): The hat in Deadfire did extend reloading time as well as the soulbound arbalest in the PoE Deadfire Pack. Some weapon modals also did the opposite from what they are supposed to do, so is Gunner in Deadfire. With reloading time (or is it speed? ) it's all a big mess atm.
  10. Whooha - lots of data. Give me a prod once you think your balance mod is (kind of) finished and I will do several playthroughs with it and report.
  11. Doesn't matter if the lesser base damage + bonus from overpenetration leads to the same end result as with a weapon that has higher base dmaage but gets a malus from underpenetration.
  12. Did you actually try it in the beta? It's debateable if that mechanic is "fantastic". Or is this just some "I didn't try it, but come on, the company is nice so why shouldn't we praise everything they do although you don't really like it" statement? I like Obsidian, I like Josh (well, the parts I know of), I like PoE, I like CRPGs, I like to give feedback if I'm asked for and I really don't like the ship stuff (yet - maybe it gets better). So there's my feedback - bear with me.
  13. I played FTL for over 400 hours - and the stuff in Deadfire is nothing, really nothing like it. It doesn't have to be, but claiming it is sounds just silly.
  14. It happens when you reload a savegame. Honestly I'm superhappy about this - because the VFX of Soul Whip, Savage Attack, Vulnerable Attack and so on are too much for my sore eyes.
  15. Why not? A stunning/vicious Cladhaliath is a great weapon for her. The "aggro mechanic" is different for certain enemies by the way. For example barbarians' first priority is low deflection while other enemies will have casters as no. 1 priority and will even disengage from tanks or use escape etc. to reach them. Others priority is low DR or low endurance (if dropped from fighting or generally low). Also distance plays a role. That's why glass cannon rogues with low DR, low deflection and low CON get attacked so often. Same with glass cannon wizards. They fulfill nearly every criteria for any enemy to get targeted. If you put a plate armor on a rogue you can see that it helps with surviving but also makes some attackers not targeting him. MaxQuest had a very informative thread on that with detailed criteria. Can't find it atm though. But basically the tactic that Phenomenum describes works well. Archers, ranged casters however will immediately switch to your squishies once they unstealth. Crowd Control (like a Whisper of Treason) is important then. Since charm is a hefty defense debuff as well most of the time enemies attack the charmed one.
  16. Still not complete... Ha! But your "trick" works. I will null-edit a few pages then I guess. Edit: now I believe everything's in order. Tomorrow I will look up the ranged weapons. Edit2: had a quick look - ranged weapons seem to be fine!
  17. I compared a Black Jacket/Sharpshooter with 4 weapon setsand 8 blunderbusses and a Devoted/Sharpshooter with 3 weapons sets and 6 bluderbusses. The 6 shots from the Devoted do more damage (combined) than the 8 shots from the Black Jacket. That's because Devoted's PEN bonus and Sharpshooter's PEN bonus stack. +4 PEN with blunderbuss (you get 15 PEN with a crit with a fine blunderbuss then) is better than the two additional shots. So even in this regard the Black Jacket is not necessarily the best fighter option.
  18. It's totally ok for me that they put this in. It would just be nice if I could skip it. If not, I will deal with it.
  19. Heyda! So Josh said that each character will get a proficiency point every third level instead of every fourth in the next iteration. Now - it may be they did that because they also planned to put universal talents into the proficiency screen - so that would make sense. But if they don't do that for some reason we will see a certain inflation of proficiencies on characters and especally in the party. The notorious Black Jacket is already considered a weak subclass by most users here (this can also be discussed here bythe way. I'm interested in all proposals how to make him better without changing then theme of the class that evolves around "versatility"). However, one of Black Jackets' "advantages" besides an additional weapon slot and faster switching is than they get additional weapon proficiencies. But the global increase of proficiency points waters down this advantage quite a bit - so this subclass is even weaker than before. What do you think? And what can be done? And why has nobody at OBS reacted to the criticism of the Black Jacket? P.S.: And will there be a Black Jacket (named "The Black Jacket's Black Jacket") in the game that we can find/buy/loot (preferably from the Black Isle Bastards of course) and that is only wearable by Black Jackets? And will Jack Black have a cameo as a Black Jacket in said Black Jacket? I hope so...
  20. I don't like that stuff in the beta as it is now, but it may well be that others see it differently. It's not bad per se or so. Josh said they took inspiration from Faster than Light. Now I love FTL and played it a lot - but I can't see what inspirations they might have used and where those went... Another question is: although I love FTL, would I want it inside of an RPG? My answer would be "Probably not".
  21. In the beta you can also just not steer your ship into the other one on the world map but simply steer around it. However, the annoying resource managing for ship and crew (morale and food and water and stuff) was always present when sailing around. Can't say if you can switch that off.
  22. The ring also has 2 dominates per rest, that's why. The RES is bonus.
  23. I guess you wanted to post this in the other thread, but great. Little low on the PER side perhaps.
  24. You got it completely right with the talents and stuff. I also took Vulnerable Attack just because Alacrity + fists already gets you to 0 recovery, so Two Weapon Style + Vulnerable Attack = still 0 recovery but +5 damage per hit. If you find Gauntlets of Swift Action and use Durgan Steel on your armor you can even wear scale armor without slowdown and Breastplate with just 1 frame of recovery. High MIG, high INT, high DEX, ok CON. PER is not needed for fists so much because their damage doesn't care about graze/hit/crit. Although your spells might want some bonus ACC. But you don't need to pump it. RES is not needed at all. You'll have Spirit Shield. Most of he time I just stayed behind and waited for enemies who would rush past my front line. But what you described would work equally well. Good thing with the fists is: you can't do much to boost their damage (besides Sandals of the forgotten Friar and more MIG), so no Savage Attack or Apprentice's Sneak and so on. There's room for some alternative talents. You can pick defensive ones or bonus spells or whatever you like. Veteran's Recovery is neat with high MIG and INT, a healing item like Belt of Bountiful Healing or Fulvano's Amulett and survival's healing bonus. Also works with Vital Essence which makes this wizard surprisingly sturdy. The priest wants to have the highest MIG and INT possible. Aggrandizing Radiance and Minor Avatar or Champion's Boon stack. A great combo is Crowns, Champion's Boon and Aggrandizing+Inspiring Radiance, then go wild. Or simply Minor Avatar + Radiance. +10 to every stat is quite the show... also in terms of defenses.
  25. But then I ask myself why the Devoted is called Devoted if he's worse than the Black Jacket with his chosen weapon.
×
×
  • Create New...