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Boeroer

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Everything posted by Boeroer

  1. I don't know. I believe it's just a yes or no. If you cast it twice you don't have two concentration layers. Maybe wrong though.
  2. I also advocated for this on twitter (because Josh said all solutions so far in the forums would wreak havoc to other game mechanics - I don't think so) but got no response. I think it's a change that gives RES meaning but at the same time doesn't need rebalancing of the game, because if you look at the average effect nothing changes. If you make this reduction/increase of duration percentage based then I believe you could just use the same code (with minor changes) that handles the altering of duration on a graze or crit. After every CC roll there has to be checked if the attack was a graze (=less duration) or a crit (=longer duration). With RES it would be the same thing. Maybe a matter of 10 minutes - only my guess as an experienced software developer (who knows the Unity3D game engine a bit and the Godot game engine quite well) though. So, from a programmer's point of view I see no difficulties. But maybe there are some hidden pitfalls from a designer's perspective...? For example it could mean that abilites/items that reduce afflictions' duration by a flat number of seconds (see Clarity of Agony or items similar to Fenwalkers or Blaidh Golan) complety nullify the affliction IF they are applied after the RES-reduction. And maybe it's harder to code if you want to apply the flat reduction first and then the percentage based...? No idea. But generally speaking I don't think it would be too hard if you don't overpower the effect too much. Also I suggested here that Concentration is altered a bit so it fits the ingame description. At the moment it's either "you have Concentration or not" while in some of the ingame texts it is said that there could be some more layers of concentration and at every interrupt one is taken away. My approach was to give everybody who gains concentration via spell or ability a base of 10 concentration with 10 RES and everybody with 10 PER an interrupt strenght of 10 (if he CAN interrupt at all). So 1 RES = 1 point of concentration and 1 point of PER = 1 point of interrupt strength. Now a char with 20 RES (who gains concentration through ability in the first place) would have to get interrupted thrice by a 10-PER interruptor (who needs to have the ability to interrupt in the first place) in order to make his spell fumble. As long as there is concentration left it would cancel interrupts. Basically like the current system, but with a bit more granularity. A high-PER character could take away concentration faster (ideally one hit like it's now) than a low PER-interruptor. Also no answer. Since I don't think that concentration is superpowerful (if you get targeted by an interruptor you will lose your spell anyway because they hit a lot faster than you can finish a lenghty spell) I believe both options could be done without balancing issues. At the same time I would take away deflection from RES. There are lots of other means to affect deflection. Why can you deflect blows any better if you are determined? Makes no sense for me. Be if it stays in it's also ok for me.
  3. It would be useful if it only took 0.5 secs like most other buffs. Because if you get attacked you could quickly transform into an Ogre and slap the cap off of the attacker. Because the ogre weapons scale with level/power level and really hurt while health is enormous. Would be like Spiritshift (Ogre) basically - which is not bad. I just don't get why they made it such a long cast. Now it doesn't work as emergency button but you can only use it if you cast it right at the start of the encounter (where you usually want to do other stuff). Same with the summoned weapons by the way.
  4. Still a bad solution because it would greatly favor light, fast weapons that are dual wielded.
  5. I don't think it got changed, so I believe it still works. What stops you from testing it yourself? Load a savegame with a monk, open the console (look up the key command in the game options), type "iroll20s" --> "addexperiencetolevel 16" --> "additem war_hammer_godansthunyr 2" (without quotation marks - you have to reopen the console after each command because it will close automatically). Then level the monk with Torment's Reach, give him the two hammers and do some encounter. If the stun procs off of the cone of Torment's Reach then it still works. For example type "unlockallmaps" and go to Yenwood Field - there will be plenty of enemies.
  6. Yes, it counts. Interrupting Blows with Minor Blights or Golden Gaze + Blast is a nice combo. Also when using spells that "pulse" like Wicked Briars and such. Your chance to interrupt can be boosted by high PER, Interrupting Blows and some items (for example Mourning Gloves or Arthek's Cord). Also, lowering enemies Concentration helps (Expose Vulnerabilities, chant, Wind's Arm Pollaxe and so on). There is no way to directly influence the length of an interrupt (how strong it is). Those numbers are tied to the spell/ability/weapon. If you have low PER I wouldn't bother with interrupts though. Because PER is the biggest slap of your interrupt chance and if it's very low your interrupt chance will suck anyways.
  7. I like it a lot! Ogre + Corpse Eater: one if the most natural multiclass options. Just takes way too long to cast. And why do my mental stats like Resolve and Intellect change? Doesn't make a lot of sense... I wouldn't oppose something like Citzal's Martial Power instead though.
  8. That I don't know (didn't try). All I know is that the lash is applied. But it seems so...
  9. No. Weapon accuracy has nothing to do with spell accuracy. The only exception is: using a one handed, single weapon will give a Chanter +12 ACC for some of his chants and invocations (not all). I guess it's a bug. Has always been there though. All spells' accuracy is calculated as follows: your base accuracy (determined by your class starting value, PER bonus/malus and +3 per level), the bonus the spell has (most have +10, but there are also ones with no bonus or with +15 bonus) AND +1 per character level because it's an active ability. All active abilites in PoE gain +1 ACC per char level (compared to auto-attacks, which don't). If you use summoned weapons like Minor Blights a lot - or if you shoot with your implement a lot then yes, it's totally worth it. If you are using mostly spells then no. There are implements that do something on crit. For example the Rod of Pale Shades causes stun on crit - with the AoE of the blast, too. If you want to use that you should def. get the +6 accuracy. It works, but you must be farther away than 4 meters (or was it 7 meters? Can't remember). Because of this precondition the bonus is not displayed on the character sheet. But you can see the effect in the combat log.
  10. I'm playing around with a Priest of Wael + Sharpshooter. I have to say this is a great combination. I summon the "faith-imbued" rod right at the start of combat and activate the blast modal. The cool thing is that blast in Deadfire seems to be a real weapon attack and not some seperate thing - basically like Carnage was in PoE. That means that the enormous 60% corrosive lash of the divine rod gets applied to all enemies in range. I'm constanlty hitting for 50+ damage in an AoE AND can heal and buff. Sharpshooter is great in order to get penetration (go nearer than 4m) or to get higher ACC (farther away). And of course the stag helps a bunch, too. I also tried the idea with the double sceptre Bleak Walker/Helwalker in order to get wounds and retribution just by using the scepter modal. I didn't know that the modal not only gives you bonus damage, but also +2 PEN which is great (scepters already have high PEN). FoD with double scepter isn't the strongest thing you could possibly do when it comes to base damage, but once you overpenetrate (easy with FoD-crit + 10 PEN atm) things fly apart with the help of +10 MIG and +25% Retribution. It's fun! I don't even have Lightning Strikes yet... Then: Berserker + Street Fighter is a good combo as well. Lots of Full Attacks that shred clouds quickly. I also like the status names of the Streetfighter ("searching for a fight, heating up etc. "). Heating Up + Blooded is a nice dmg combo.
  11. That they have 14 free slots left in their inventory (you have 14 slots max there). If it's full there is a symbol, too. So that you can quickly see that it makes no sense to give item x to the guy with the full inventory while looting. My theory is just based on experience how game engines work (although I have little knowledge about Unity - just watched a few tutorials). It's common to load all UI subscenes/objects (that you want to access without loading times) into the main scene and disable them/shift them to an underlying layer/make then invisible. It makes more sense to load all that stuff into your scene when you load a savegame - instead of loading things like inventory screen, char sheet and so on every time you press the command key. But you have to make sure that the UI elements are dead while the object (like char sheet) is not active/visible/in the front.
  12. Because maybe your inventory is just a layer behind the actual map which is put in front/or made visible if you press "I". When looting it's invisible but still listens to/triggers events accidentially. Just a guess though.
  13. Well, he's called "Echoing" Strike...
  14. It's the same bug with all tooltips I guess. Do a level-up. Open up the description of any ability, for example Disciplined Barrage. This opens up a tooltip-window. If you drag this around so that some keywords with mouseover-effect are right "on top" of an underlying mouseover-effect of another keyword then this bug happens: Hover over a keyword in the open tooltip-window while it lies on top of another ability in the tree. It happens very often that for example instead of the tooltip for "Aware" or whatever I get the one for "Superior Deflection". That is because Sup. Defl. lies "under" the current tooltip-window and somehow the order of triggered mouseover-evens is not handled properly - or inversely. In this case the underlying mouseover-effect of Sup. Deflection will be processed first, showing the tooltip of Sup. Defl. - and the event handling seems to cancel now. So the topmost mouseover event doesn't get catched anymore. It must be the other way round. Hope this makes sense...
  15. Maybe the fox missed the attack in that moment. That can happen. Its accuracy is not superhigh. I like attacking soft targets with it (esp. with low deflection) because in combination with Sagani's bow shots usually one bite of the fox is enough to finish the enemy - and then the slow attack speed isn't that much of a problem.
  16. Why endless? Depends on how much it affects them. Doesn't need to be 5% per point.
  17. If they would remove bonus deflection from RES now I could live with that change. Doesn't make a lot of sense anyhow that RES helps you deflecting things. Maybe they could still include the idea that RES influences the durations of afflictions on you. I'd even say it should also influence the duration of inspirations on you.
  18. Ah, ok. No problem. it would have been too good anyways.
  19. If they would have gone the route of "give chars with high RES more concentration points once they get concentration" it would have been great for any caster - especially with the new system of longer cast times and interrupts. At the same time you could have left MIG as it was. I really think this would have been easier to do (in terms of coding) and better. Do the same with PER (low PER = weaker interrupt points, high PER = more interrupt points). If you have 10 points of concentration and get hit by an 11-point-interrupt you fumble. If you have 10 concentration an and are hit by a 5-interrupt you're left with 5 points of concentration. Pretty simple or not? Maybe too complicated...? I also liked the "shrug off afflictions more quickly with high RES" suggestion. You don't even need to balance the game then, because at 10 RES it's no change at all.
  20. There will be AI scripting for you in Deadfire ("if this than that"). It's not in the beta, but I suppose you will be able to do such things with it.
  21. In the video I saw it was a barbarian who used a Barbaric Blow and did multiple strike animations with that.
  22. It's the fox that does 80-100 crit damage, not Sagani! I would always give the "Persistence" hunting bow to Sagani (to be found on lvl 4 of the Endless Paths). Best ranged weapon for single target dps AND triggers Predator's Sense for the fox automatically. A good alternative with Twinned Arrows and Driving Flight is the soulbound hunting bow "Stormcaller". But I like sticking to Persistence.
  23. The only CC effect I find myself using frequently now is Killers Froze Stiff (paralyze against will) with a Devoted/Skald or Berserker/Skald. Because with dual clubs I can lower the will defense, then cast Killers FS and then wack them with 100% hit to crit conversion which generates a lot of phrases in seconds - more than I can spend (at least at lvl 9). But this is because it's against will and it's a 0.5 sec cast.
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