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Boeroer

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Everything posted by Boeroer

  1. 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.
  2. 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.
  3. Yes, it works (Cipher/Forbidden Fist can reach very long durations that way by combining +10 INT, Enfeebled and Lingering Echoes). Should stack with Lasting Empower.
  4. 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.
  5. ? 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?
  6. 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.
  7. 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.
  8. 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.
  9. I don't. But if you run around a lot while shooting it is worth taking it imo. If you are only moving occasionally (for example to get away from enemies or get into firing range) I don't think it's worth it.
  10. 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).
  11. 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.
  12. 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.
  13. 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.
  14. This also works with Caedebald's Blackbow (auto-terrify on the weapon attack which unlocks the +10 ACC). You can build a really good Warbow-Wizard double team (with the Phantom) with this.
  15. I usually don't take any uprade for Lay on Hands because the higher cost of 2 Zeal isn't worth the upgrade (and the precious ability point) imo.
  16. Offensive Parry is a single target attack that dazes and has another base damage than the cone attack (but also lower dmg than a standard Great Sword attack). Riposte does do a cone attack iirc (but impossible to aim), Mob Stance: don't remember, Swift Flurry: no cone, Barbaric Retaliation: cone (I think). Barbarian + Offensive Parry is a bit anti-synergistic because of Frenzy's -10 deflecion. With a Barb/Wizard this is not a big deal though. I'm not 100% sure but I think Offensive Parry doesn't trigger Carnage. If it does the damage should be quite low because of the low base dmg of Offensiv Parry. You can use Nomad's Brigandine and its immunity to disengagement attacks to force enemy misses and produce Offensive Parries from them - regardless your deflection.
  17. I would think that would be great and the most clean solution. Bit indifferent... it looks like a blade made from pure flame though (unlike in PoE where it looked like a solid blade with fire around - but did only fire dmg, heh...) so I would be fine with "fire only" - if that made things easier. One just has to keep in mind that Great Swords have low base PEN because they have dual dmg. If Firebrand would have only single fire dmaage I would raise its PEN or give it more base dmg to balance that out a bit. It should be a viable weapon even without Rings an Scion of Flame. But if it's no problem I would just keep it as it is? Since that's only relevant for the duration I don't care that much. It would be very consistent and a cool detail if elemental Power Levels would indeed extend the fitting weapon summonings (like Otto Starcat could prolong Firebrand's duration a bit and such) - but I wouldn't be on the fence about it.
  18. Yes, you can do that with most (all?) of the companions. If you don't take them the first time they will wait in a fitting spot for you to pick up later (see Pallegina at VTC headquarters etc.). Very nice testing that shines some new light on the XP distribution!
  19. If I remember correctly Swift Flurry/HBD don't generate wounds nor focus (some time ago I played a Shattered Pillar/Soul Blade, but maybe my memory is failing me, maybe they generate focus but no wounds only). However, Offensive Parry does generate focus AND wounds which makes Shattered Pillar/Soulblade an intesting combo. Offensive Parry also triggers Swift Flurry/HBD attacks which makes this even more interesting. Against weaker melee foes you will be drowning in wounds while killing stuff quickly. You will gain focus for Soul Annihilation with the parries and can spam it. What's even cooler imo is that with Nomad's Brigandine's immunity vs. disengagement attacks you can disengage at any time which will lead to all disengagement attacks against you missing which in turn leads to Offensive Parries. In combination with the Long Stride this can be a big tactical advantage' moving away from harm while at the same time creating wounds and focus, dazing the enemies AND potentially causing Swift Flurry/HBD cascades, too. Imagine you are faced with a lot of melee enemies and they start to surround you, you feel uncomfortable so you take a few steps away so that the enemies are in front of you again, collect all the disengagement attacks and parry them, gain focus and wounds, hurt some enemies in the process and then have them in the perfect position for a Soul Annihilation cone attack. You kind of also need this trick from time to time because deflection of Monk/Soulblade won't be superhigh - compared for the usual Offensive-Parry-mix made of Paladins, Tricksters, Fighters, Priest of Wael or Wizards. At least on PotD. On lower difficulties you can do a lot more parries with a little less deflection. You also need max RES and all the melee deflection+ gear you can get. This also means Port Maje's Well Travelled Supplier paid with Berath Blessing points is good for you (because then you'll get a cheap Cloak of Greater Deflection superearly). I never tried Berserker/Soulblade with WotEP because I can't see particulary nice synergies there except the stacked weapon PEN (+1 WotEP, +1 Hammering Thoughts, +2 Tenacious). Could work well with a healing-on-kill pet though in combination with SA+Blood Thirst.
  20. I didn't read all the posts leading up to this now, so forgive me if I say something that was already dismissed as not working or stupid. I like that you can play around with Firebrand - which isn't a superpowerful weapons to begin with (and you need to be a Druid who isn't the most awesome two-hander user) - and make it cool with an additional item. On the other side I don't like that certain attacks which don't do direct elemental damage get an elemental keyword and then work with Ring and Scion of Flame et al. And then also get those immunity issues despite not actually dealing the kind of damage the enemy is immune to. Example: Dragon's Dowry. It only deals pierce damage but has a burning lash and fire themed fluff and enchantments. Why do its attacks have to have the fire keyword though? I get it with weapons like Essence Interrupter, Draining Touch, Firebrand etc. because they deal elemental damage directly, not via lash only. I mean if I slap Mith Fyr or Turning Wheel on attacks they also don't become fire-keyworded attacks, so... just keep it consistent with the direct damage/lashes lending keywords. So I guess I'm in favor of 3: make Ring of Focused Flames work with attacks that deal direct fire damage (of course Firebrand... but also see Keeper of the Flame's AoE? St. Drogga's Skull's additional burn dmg which is not a lash? Is there another weapon attack that deals direct fire damage? For example Sungrazer's AoEs?) and remove fire keywords from attacks which don't do direct fire dmg. Don't know if that distiction between original attack and additional fire attack (see Keeper of the Flame etc.) is even possible though. Maybe that's too complicated (also see Magran's Favor which deals slash damage but has an enchantment that applies elemetal fire DoT: no keyword for the slash but keyword for the DoT? Possible? Reasonable? Don't know...). That would be consistent and systemic imo - also for enemies(!): attacks that deal direct fire damage get the keyword, others don't (lash is not enough). If that's too wild to implement then I'd go for 3 as suggested I believe. 2 would also be cool with me if the immunity issues can be avoided.
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