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Boeroer

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Everything posted by Boeroer

  1. Thanks dunehunter, good to know.
  2. Yes, unfortunately. Well, that also means that my game breaking Soulblade + Citzal's Spirit Lance combo will be in for my first playthrough - yay!
  3. That's right. Every stat does. To be honest RES is the one with the most options I think. But there are also several for INT, PER and MIG, some others for CON and DEX, but those last two are mostly used during scripted happenings and less in dialogue. The key point of that build is to use Tidefall to apply wounding and then let the pet add a lot of damage via Predator's Sense. You an def. raise RES for dialogue if you want and skip the part with the Shod-in-Faith boots if you have a priest/paladin/druid in the party who can heal (the pet) as well. Then you wouldn't need a lot of INT for example. For Tideall' dps it's ideal to have high MIG and low INT - but at the same time you want to make sure that the wounding effect of Tidefall doesn't wear off on the enemy so that Predator's Sense gets triggered all the time. So... 3 INT isn't an option. Also because you will get Stunning Shots (that also work in melee) later and those are quite good with not-dumped INT.
  4. I'm pretty confident that they improved in that regard, too.
  5. Haha - true. Yeah, but as I said: I actually find the "raise radius" approach better/more intuitive. Just the tooltip saying that INT raises area is wrong.
  6. What if the chessboard got shart on by a peac0ck before? Isn't the pidgeon's droppings an improvement then? I mean pidgeons' poop it less stinky that a peac0ck's - so maybe it doesn't annoy the people playing chess as much. Also, a peack0ck sitting on a chessboard might be even more annoying for all the chess players than some pidgeons that drive that fat, arrogant peac0ck away. Imagine playing chess with all those pomptous feathers in your face...
  7. Haha, a manual. Best with a correct description of the game's mechanics. Silly AndreaColumbo.
  8. Yeah we know the math. Actually in PoE it's still the case that INT raises AoE via radius. It says +6% of "AoE increase" per point of INT. But what really happens: I have Aloth in my party with an Arcane Assault which has a base AoE radius of 1.25. With 16 INT he's having a bonus of (6*6%) +36% (says the char cheet). 1.25 * 1.36 = 1.7 His Arcane Assault's tooltip shows: 1.7 radius. The radius got increased by 36%, not the area. The area (radius * radius * PI) got raised from (1.25 * 1.25 * 3.14) 4.9 m² to (1.7 * 1.7 * 3.14) 9.1m². 4.9 m² compared to 9.1 m² is an increase of area of ~86% (!). This is PoE version 3.07 Now if in Deadfire AoE calculation with INT gets changed like so: 4.9 * 1.36 = 5.6 Or in other words from radius 1.25 to 1.37 meter radius -which is an increase of 1.6% radius per point of int in Deadfire comared to 6% in PoE. So in short clouseau64 states that: - PoE raises radius by 6% per point of INT - Deadfire raises radius by roughly 1.6% per point of INT If this is really the case (didn't test it yet) then it's a hefty, hefty nerf to INT. Of course one could always adjust the percentage values and say 1 point of INT raises area by 15% or 20% (not radius). Then it's not as bad anymore. But I always thought while the tooltips were wrong (not area gets increased by 6% but radius) that the radius approach was good enough and also more easy to understand. Because the infomation that your actual area increased by x% is less useful to a player than knowing that your radius got bigger by y% - in my opinion.
  9. Whoa. Nice catch. And nobody else noticed yet? This would be a heavy nerf of INT indeed. Maybe this is not intended as it may be that the function got rewritten from PoE and somebody else was implementing this. And obviously two different people might interpret "+x% to AoE" differently. I hope it's an oversight. Else all nuking casters will have 20 RES and 3 INT at some point.
  10. Ah, ok. Yes, this could also work. I guess they just wanted another value to play around with, since that might be easier to tune up and down once you have it (I mean from a coding and testing perspective). As I said: if you have a seperate value instead of a class-level-malus on abilities (so to speak) you can alter that value more easily not only while balancing everything,, but also later during the game when it comes to buffs and afflictions. This seems to be easier than doing stuff like D&D's level draining for example? Instead of tuning down all abilities for a short amount of time or instead of lowering the actual level you can just lower Power Level. But your example on Empower also makes sense of course. I guess general balancing of abilities in regard to single class/multi class could be easily done without such a concept of power levels and also the empower function on abilities would not need it. They originally introduced Power Levels when they still tried to build a multiclassing system where you could decide which class you level on each level-up. So you could have picked 1 level of rogue just in order to get Sneak Attack and then 19 levels of cipher. Power Levels were supposed to balance those obvious picks. So I believe when they changed to the actual multiclassing system Power Levels just stayed because they proved to be convenient and the concept was already build in. Pure speculation on my part though.
  11. PoE: Start a game. Roll a priest of Eothas. Go to Gilded Vale and spreak to Edér. Get the dialogue option "Who's Eothas?". Ermmm...
  12. Another two handed ranger focused on synergies between ranger and animal companion. https://forums.obsidian.net/topic/83435-class-build-riptide-the-pit-fright-dps-offtank-melee-ranger-double-team-supreme/ It's a bit old but still perfectly valid. Just use it as inspiration or so.
  13. @Gromnir - I know Led Zeppelin is very restrictive when it comes to their IP. Maybe those vids are geoblocked or something. Because I can see all the other ones you're posting, only the Zeppelins' are not available. But nevermind, I know the song.
  14. I hope there will be "Strange Mercy" again for Kind Wayfarers again...? In the current state of the beta paladins are great damage dealers. So the "kill for heals" approach might be way better than in PoE1. Still sad to lose Wrath of the Five Suns I guess.
  15. The hand mortar of Serafen was mentioned several times in the Q&A sessions so I thought it's not that much of a spoiler anymore. Maybe a half-spoiler still. Sorry if it was.
  16. Hm... hm... I see. And how do you feel about it?
  17. Both Led Zeppelins are not working here (Romania). It says "Not available".
  18. Speaking of mortar: did you guys know that Assassinate works with explosives?
  19. Yes, she is quite nice. I also like Wrath of the Five Suns very much.
  20. Howdy! No, only the sword. If you have both proficiencies (for sword AND dagger) you also get two buttons: one for each modal. So if you'd turn on both modals you would gain +2 PEN with the sword only and suffer a deflection penalty, but at the same time you would lower the damage of the dagger and get a bonus to deflection again. All in all you'd have +/-0 deflection, +2 PEN with the sword and a longer recovery phase after strikes with the dagger. Hope that helps. I'm not quite sure if the deflection malus stacks if you dual wield swords with the modal active... didn't test that. Or if the deflection bonus of daggers stack. They should...
  21. Yeah... Maybe you should do a forum poll?
  22. That's because the first time you came in contact with a paladin was with D&D and that ruined the whole paladin theme for you. I think it's better to have a more "open" approach to paladins. They can form an order of zealous god-followers, but they can also form an order of zealous contract-followers. By the way the Goldpact Knights also kind of follow the teachings of a god: Woedica is called Oathbinder and punishes people for breaking oaths. Goldpact Knights always keep their oath once the oath/contract is signed. Maybe a lot of them follow her teachings. So it also depends which gods there are. Imagine a paladin of Skaen: not very paladin-like in terms of D&D and friends. In PoE, what all paladins have in common is zeal. The reason behind their zeal can be multiple things and I think that makes paladins in general less one-dimensional than the usual holy warrior theme which is boring for me. I mean they can be and thus the common D&D-Paladin fan can build such a holy warrior, but they don't have to be, which opens more choice for players with a more differentiated taste when it comes to zealous characters.
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