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It also happens when Azureith's Stiletto triggers a Jolting Touch and you used Knockdown or Force of Anguish: all three enemies that get hit will also lay down. There are other examples where CC effects seem to piggyback on an attack that hits multiple enemies if the attack roles are calculated at the same time (so, if the hit occurs at the same time). It also used to be like that with pulsing auras like Harbinger (from Redfield) or the fear Aura of Executioner's Hood or even Threatening Presence. If you timed it right you could prone everybody who also got hit by the aura at the same time. Another example: If you use an arbalest with Pallegina and do Wrath of the Five Sun immediately followed by FoD with the arbalest (and get the timing right so that the balls and the arbalest hit the target at the same time) you will have 6 prone chances on crit - because somehow the overbearing effect of the arbalest gets transferred to the attack resolution of the burning balls as well. I guess under the hood it's all the same problem. Lots of it got patched (auras for example) but some of those remain. They don't occur too frequently so I guess it's just not worth it to patch.
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I always said that rogues are not the top notch single target damage dealers that they are advertised as. They get easily trumped by druids (spiritshift boar or cat with Avenging Storm) and also by monks. I'd also argue that a ranger can do more single target damage via bow over the course of an encounter while his dps "on paper" is a little lower - just because he doesn't have to move around that much and he auto-stunlocks. A wizard skilled for Spirit Lance does so much melee damage - he doesn't even need offensive spells to put the rogue into a corner when it comes to dps (not single target here of course, but still great single target damage while every foe around dies as well). Even a druid with Rot Skulls or an Arcane Archer (Wizard skilled for the Blackbow) deal better weapon damage than a high lvl rogue. The thing that rogues do very well though is to quickly rush in and kill prioritiy targets. If he manages that then he's very useful and it doesn't matter that much if he drops down afterwards. And of course a stealth based rogue is great fun in a solo run. Sometimes I think OBS designers don't really know how their combat mechanics work.
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Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Great! I highly appreciate your work. P.S.: You could also add a subsection for the Sidekicks (because they are not "real" companions). Their names and pictures are already floating around in the wiki somewhere. -
I'm surpsrised you didn't know that dmg from MIG is only an additive bonus (and beause of that it's not that important for rogues who have a lot of other dmg mods). In Deadfire it is multiplicative by the way, making it a lot more important for any dps build - which I don't like too much I must say. Anyways: it's the weapons with high base damage that make you go "AWWW" with a rouge - like a Deathblow-Backstab with Firebrand for example (using invisibilty after summoning). Or same thing with an arquebus. Also a Full Attack with dual sabres before the sabre nerf was pretty awesome. A rogue is still great for taking out high priority targets asap - if you can manage to keep him alive. One of my most favorite is a rogue with Tidefall with maxed MIG and 1 INT (Ultimate Hat of Alluring Perfection) with Runner's Wounding Shot and rogue's usual strikes like Binding Strike, later Sap and so on. I'll backstab one of the rushing enemies, then I'll "escape" to the enemy's backrow and aually with one or two strikes a squishy falls. Wounding DoT gets applied pretty fast with 1 INT and the combo of high dmg mods, high crit damage and high MIG make wouding superpowerful. The only other class I like even better for this role is a dw Fighter with Charge. But Charge comes sooo late. It's a shame. For me rogue is not so much about sustained high dps throughout an encounter. Here I think barbs and monks are much better. He's a great "behind the lines" striker in my book. He also has the right tools for that (Escape and such). But taking out casters and the like very quickly can be so benefical and completely change the course of the battle... much more important than to lead the party's damage highscore list. Still: people saying that rogues are the best dps class (and stuff like that) are wrong in my opinion. For me, they are still the weakest in PoE - at least on PotD diff. Not in the early game, where they are very useful, but over the course of a whole playthrough.
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It's PotD at last. One should expect to be forced to use cheesy tactics at some points (or using party synergies that are quite overpowered). Or bringing a priest which is always kind of overpowered. For example: did you know that Inspired Radiances of multiple priests stack? Add the fact that high level priests are one of the best AoE damage dealers when skilled accordingly and you have over-overpower. Or using Crowns and Devotions for the Faithful and then send in a Druid with Relentless Storm (aka "disable all button"). Then send in the barb with Heart of Fury (aka "kill all button"). Stuff like that... It gets more tricky once you do a PotD solo run with a weaker (solo) class - like fighter for example.
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Drawn in Spring is the best dps weapon with auto-attacks, so daggers for fighter is one of the best picks actually. Only thing is that your Knockdown Full Attacks will do less damage because the damage per hit is lower with a common dagger. Another dagger with a lot of dps (by the time you can get it) is the March Steel Dagger. Against high DR you want to use Vulnerable Attack though. So... all in all it's not gimping you. The only annoying thing is: slash damage only. When going for noble weapons I prefer Sword of Daenysis + March Steel Dagger and later Drawn in Spring.
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Well, if you do the math then Unforgiven is the winner over Bittercut because it's still a lot faster (like nearly twice the attack speed) even if they both have 0 recovery. You can also reach 0 recovery a lot easier - and it's also easy to use Vulnerable Attack without any speed loss. And every flat DR bypass effect like Ryona's Vambraces and stuff is so much better with higher attack speed (because it's not a percentage based bonus but flat damage that gets added). If you want to fully utilize the additional lash you have to use Body Attunement or some other means of DR reduction (not bypass) though. I also prefer Bittercut, especially because of the two damage types - but "on paper" Unforgiven should deal higher dps against most enemies as soon as you have decent dmg mods (and if you don't face crush resistant or immune foes of course).
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In Deadfire you can tune down afflictions with inspirations and resistances. For example a char who is resistant to dexterity afflictions and constitution afflictions (through racial feats or ability choice) can't be paralyzed or stunned any more. Instead, paralyze and stun get tuned down to a less powerful affliction. However: I found that special bounty not very hard to beat on PoTD. There is always a potion or a scroll if you forgot to bring a priest. Sadly there is no scroll against stun, but a potion (-50% affliction duration) helps and so do certain items (Blaidh Golan, Little Savior, the helm of the Sanguine Plate, the Solace shield and so on). Also,it's very easy to charm one of the adds so they get all the stuns instead. Or drop a summon as cannon fodder.
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Isn't Minor Blights considered to be a wand? I only tested it "on the fly" with the rod's and the scepter's proficiency activated and they get turned off once you summon Minor Blights. Citzal's Spirit Lance works with the pike proficiency and Concelhaut's Staff works with the staff proficiency as expected. There was a bug where an activated modal stayed being active when you summoned a weapon - for example half-sword would stay active although you summoned Spirit Lance. But I think that got fixed with the new patch. Anyway, that was not intended in the first place.
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No - because the choices they can make are already very limited because there are not enough passive/active abilities to choose from for a single class. If you grant them more ability points then all the single class builds will end up having the same abilities. That's because there is no big universal talent pool anymore like there was in PoE1. In PoE1 you'd only spend one ability point every second level - while the number of abilities were almost identical to Deadfire. That meant you had to think really hard and make the right decision when spending an ability point. In Deadfire you get 1 point at every level up. It's kind of an ability point inflation. The best thing about multiclassing is that you widen your pallette of possible ability picks so you can have meaningful choices and powerful synergies. This is the thing of multiclassing: finding synergies. In order to find good synergies with a single class and to make meaningful choices you need more abilities (now that the universal talents are gone), not necessarily more ability points to spend (could also be good once we had a lot more abilities to choose from, but not at the current state). Since it's more difficult to come up with a lot of new abilities it would be the simpler solution to leave powerful synergies and cool combos and tricky choices to multiclass chars and make the single classes more effective through sheer power and faster tier progression. At the moment the impact of 1 or 2 power level is too inconsistent, obscure and generally weak though (with some exceptions of course).
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Some fair points. Especially the ones around how a character (and his power) evolve over the course of the game. However, what even non-hardcore players will notice is the lack of ability choice when it comes to leveling up a single class character, especially casters (because they have so few passives and wizard subclasses in particular have a reduced spell catalogue). I hope we get more abilities to choose from. Can be quite generic bonuses, I wouldn't be disappointed. I wouldn't want to directly boost single classes with any "single class only" rules, but I find it odd that so many abilities don't profit from higher power level properly. While it's true that it can be a big advantage to reach the next tier of abilities earlier in the game, it would be even better for the balance between single classes and (potentially very powerful) multiclasses if the power level had a bigger impact on abilities. Like: why are summoned weapons not scaling with power level but char level? Some spells are great with more power levels while most of the melee abilities are not. That alone would be enough I guess.
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Drake summons active abilities won't cast and it won't attack
Boeroer replied to SaruNi's question in Backer Beta Bugs and Support
Cool! -
Actually I like Shares Flames how it is. It has a duration and during that time you put a burning lash on your team mates' weapons. It actually stacks with Mith Fyr, which is awesome. Please don't change this. It's perfect for my Beckoner/Bleak Walker. Only thing is: it shouldn't work on the paladin because this makes Enduring Flames obsolete.
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The base damage might be lower, didn't really compare 1:1 with PoE, but they still work fine and feel pretty powerful. But duration got nerfed a lot. They work with Soul Whip and also Sneak Attack or Flames of Devotion and so on. They also work with Driving Flight - and of course Swift Flurry, too. But honestly they craziest thing when it comes to summons is Kalakoth's Minor Blights... with a melee weapon in the offhand and either Flames of Devotion or Soul Whip or Swift Flurry or Driving Flight. Also crazy with Blinding Strike/Gouging Strike or Arterial Strike.
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Hm... since Konstanten's name already go misspelled I guess it's all just some bad joke. Calisca is supposed to be very dead. Durance was never mentioned to be part of Deadfire, Worthless Idiot is a nice idea but I doubt that this will be a final name. Also there are sidekicks - which are not companions. And also: all official companions and sidekicks are known by now. Seems like somebody had fun with throwing a bunch of stuff onto that page. On the other hand: this could have been pulled out of the beta code - and it's possible that some temporary companions (only available for a single quest for example) are not finalized yet which would explain some of the silly names. Could also just be ship's crew members. This would also explain why there are old and dead companions from PoE: maybe there will be some flashbacks where they need the companions from PoE and that's why they are in the game code.
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[BUG] Loading a savegame opens character editor
Boeroer replied to Boeroer's question in Backer Beta Bugs and Support
Well, before this it went quite smoothly on Linux I have to say. Thank you! -
Well, there are some other items with +12 to a single defense, like Cape of the Master Mystic (+12 deflection), Munacra Arret (+12 to Will) or even +18 (Father's Teeth, fortitude). Those have all additional enchantment besides the defense buff. So it would have been totally fair to give those uniforms +12 in a single defense. But +20 was def. too much. Also because you could get the stuff so early and easily now via merchant (would have been different if you could only get those after a tough fight) and it kinda broke the game a bit.
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By the way: the only reasons for me to slaughter the caravan is when I play a Bleak Walker (and maybe Skaen Priest - can't recall if you also get an aggressive reputation point or only cruel) as MC. Just because the reputation gain is quite impressive so early in the game and it has a direct impact on your character (mechanically). And of course it fits so well with the lore/background of those two classes/subclasses. Unfortunately I found that with a Bleak Walker or Priest it's espially hard for me to achieve this. Mainly because I have a certain build in mind (and I don't like repeccing too much) that doesn't fit too well with the best strategy to successfully slaughter the caravan (like using reach weapons and stuff). And with the classes I can do it fairly easily (monk and wizard and so on) I don't feel the need of doing this in the first place.
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Strange behavior of Cleave, Swift Flurry, Blast and Citzal's Lance
Boeroer replied to dunehunter's question in Backer Beta Bugs and Support
I still don't get why they changed the Lance and Blast to work like PoE's Carnage. Especially because they changed PoE's Carnage in Deadfire to avoid such things. Also: prevent Swift Flurry's and Cleave Stance's additional attacks to trigger themselves. Also prevent Swift Flurry attacks to trigger Cleave Stance and vice versa. You simply need a flag for every attack, like "isBonus" if it's from Swift Flurry or Cleave Stance and then do a simple "if (attack->isBonus) {//no no execute this attack}" or whatever. Should be simple.