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Everything posted by Boeroer
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Who is Mirke?
Boeroer replied to Infinitron's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Those don't have names like "Mirke". Just a label such as "orlan_female_c" or something like that. -
[...]The flanker doesn't need to exactly on the opposite side[...] Yes... like I said? One Stands Alone does not raise your engagement slots. You can't engage more enemies with One Stands Alone. You can't engage more enemies with Ruphec's Watchful Cloak MKII. Both will raise the number of enemies that are needed to flank you by 2 each. A normal barbarian will get flanked by 2 enemies if they attack from opposite sides (does not have to be 180° - for me that's like the same as to say they don't have to be exactly on opposite sides by the way). If you take One Stands Alone there will have to be 4 enemies attacking you. Same if you wear the cloak. I never checked if One Stands Alone and the cloak stack so that 6 enemies need to attack you in order to get flanked. So, these abilites/items raise the numbers of flankers that are needed in order to trigger flanked on you. They do not increase the number of your engagement slots which which you could engage enemies (causing disengagement attacks and so on). I don't know how the game determines the numbers of enemies needed to flank you internally - but number of your own engagement slots (visible when looking at the green, curved arrows/lines in combat that will go from you to the enemies) doesn't determine 1:1 how many enemies are needed to flank you. I never checked/tested if Defender or Hold the Line or even a guarding weapon will also prevent you from getting flanked by 2 (or three) people and increase the number of needed flankers. But it might very well be. But your own engagement slots (with which you engage enemies) and the number of flankers that are needed to trigger engagement on you are not directly connected. But it may be that Defender and Hold the Line also give an additional bonus when it comes to preventing flanked - like One Stands Alone.
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It's the casting speed. It prevents a) smart placement of your spells (because if you retarget too often or want to switch a spell while casting, the spell is lost) b) high dps. Damage per second can only go down a lot if you need 5 or 8 seconds + recovery for a cast like Fireball that does the same damage or less than in PoE but is like 3 times slower. And all that just to enable spell interrupts as a tactical addition to combat. It doesn't work. At least not for me. Every time I try a sinlge class caster (except Livegiver) I find myself kicking said caster's butt after some time and hiring a solid melee adventurer instead. Waht also makes them worse than in PoE: CC effects are a lot weaker than in PoE. So even if you successfully invested a lot of time to cast a spell and it's one which will apply an affliction to the enemies - it's over too soon or the effect is so weak that it doesn't really matter. Maybe it's better with PotD. Currently I'm only testing Classic mode since this is the difficulty that will everything get balanced around I guess.
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COMPILATION THREAD - balance, classes, feedback, game mechanics
Boeroer replied to dam's topic in Backer Beta Discussion
Yes, I meant the Blights. But even if you use non-summoned weapons: Usually you have one (unique) wand/scepter that is superior to the others you own. If you can only attack with this one wand/scepter but retain the speed of dual wielding you will have a better result than alternating between superior and inferior wand/scepter. If both wands/scepters are the same or complement each other very well (like for example one causes affliction on hit and the other does Sneak Attack) then you are correct. At the same time you might profit from the melee weapon's modal without having to deal with the backdraws: a dagger + modal will give you +10 deflection. But since you don't attack with it the reduced damage doesn't matter at all. -
Ah, ok. That might explain it.
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Citzal's Spirit Lance: scales like the others, does AoE damage. No ACC bonus or whatever. Honestly Minor Blights at lvl 3 is MUCH more powerful. It only has half the duration though. Swift Flurry + Citzal's Spirit Lance works the same as Blights + Flurry: cascading crits. Meh... Edit: summoning Blights still causes a crash of the game in let's say 30% of cases.
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Concelhaut's Staff now drains 20% endurance at lvl 9. It also has an inherent +5 ACC bonus that stacks with the scaling quality. SO at vl 9 you will get +5 + 8 (exceptional) = +13 ACC. Minor Blights have an inherent ACC bonus of +20 that stacks with scaling (+8 exceptional at lvl 9) and also gets +12 from one handed use - or +30% speed with an offhand weapon. Tested with Minor Blights: Swift Flurry with this kind of ACC boost will still one-shot all enemies in range with one shot - because a crits from Flurry will cause another crit that will cause another crit and so on. Cascading and not funny. I guess the same is still true with Cleaving Stance.
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Spirtual Weapon: now gives you +50% corrosive lash (Berath) and is fine at lvl 6. At lvl fine the tooltip still says 50% corrosive lash - now it's exceptional. You can't see the qiality in the tooltips, you have to attack something and then check the combat log. At lvl 6 the great sword has +4 ACC and +15% damage (fine) and at lvl 9 it has +8 ACC and +30% damage (exceptional). Whan I calculate the corrosive damage I end up at ~65% and not at 50% though. Target was the CRE_Dummy with 0 DR. Very weird. I don't know what they mean by "corrosive damage gets calculated correctly" - but it seems this is still not right somehow. Or the math for damage rolls and lashes is totally obscure. Or both. Firebrand: Still only scales with level and does burn/pierce. No improvement and therefore strictly inferior to Spiritual Weapon except for the double duration. I personally think that a 50% (or +60%) lash is way more powerful than double duration. I still didn't encounter a fight that lasted more than 30 seconds.
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I have no idea - especially because like everybody (except Gromnir) gave that feedback.
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Concelhaut's Staff, Minor Blights, Spirit Lance, Spiritual Weapon, Firebrand: Cast time: 5.0 sec Recovery: 0.0 sec The Long Pain: Cast time: 0.5 sec Recovery: 3.0 sec Durations: Firebrand: 60 sec Concelhaut's Staff, Spirit Lance: 45 sec Spiritual Weapon: 30 sec Minor Blights: 24 sec (??? 4 times 6 sec - 6 second for each element) The Long Pain: 20 sec Didn't test them out yet. Since the tooltips still contain -2 info I can't say if they changed the properties of the weapons. Will report later.
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Haha - those smartypants. I don't get the new patch on Steam (WIN 10) yet. Am I doing something wrong? Edit: nevermind, suddenly it started downloading...
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Did you guys see the text down left in his level-up-pic? 1 active ability point and 1 passive ability point? I hope that doesn't mean you are forced to spend points on actives or passives - that would reduce the introduction of more passives or actives to absurdity. Edit: stupid me - that's for the skill points only. Forget what I was saying. Sorry! I'm so eager to test this out. So. Eager.
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With heavier one handers I wouldn't recommend Vulnerable Attack most of the time. The loss of speed means a bigger dps loss than 5 points can outweigh. Especially once you have a lash on the weapon - since that doesn't work with DR bypass. With the light weapons it's often beneficial - especially in the early game it makes a difference (and late game once you can use it without any speed loss - because you have an overbundance of speed bonuses). Also note that weapon & shield is faster than single weapon or two handers once you have access to durgan steel. Durgan steel on the shield speeds up your main hand attack by 15% (multiplicative, stacking).
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You find the pillars executable in the game folder and execute it manually.
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If you attack an enemy and attack with another character from the opposite side (doesn't have to be 180°) you'll apply flanking. Both have to actively attack in melee. If you use Lay on Hands or whatever in between flanking is gone until you attack again. I never experienced that enemies with more than 1 engagement slot don't get flanked. But there aren't that many, so it may be that they need an additional enemy. But usually this "flanking" where you attack with two characters from opposite sides (not from behind) works every time.
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COMPILATION THREAD - balance, classes, feedback, game mechanics
Boeroer replied to dam's topic in Backer Beta Discussion
Yes you can, but that would severely gimp your dps. The fun thing about wand + melee weapon is that you get the speed bonus of dual wielding while only attacking with the wand (when not in melee range).