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Everything posted by Boeroer
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No wait. I just tested it ingame and actually it only benefits the ranger. Mea culpa! THe pet doesn't get +10 ACC. I must have confused this with marking when I was testing all those +ACC things I spoke about above (using Cladhaliath and flanking and so on). I remembered incorrectly. So forget what I was saying about Stalker's Link: it only gives the ranger +10 ACC. Still good, but does nothing for your pet's ACC. But I tested my wolf and bear that I have in an old savegame and they both had 88 ACC (without any buffs, attacking alone) at lvl 13 which I think is pretty solid. My rangers only have 89 at that point (with Twinned Arrows + Stalker's Link = +/- 0) - so pretty similar. And that's with Weapon Focus, an exceptional Stormcaller and 19 PER. Therefore I can't see why the pet should have troubles hitting things.
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The wiki is totally outdated on that matter. Stalker's Link got changed a lot since the release. It just gives you and your pet +10 ACC if you attack the same target. No need to be opposite sides or whatever. Just attack the same target and +10 ACC will happen. It's like a vice-versa marking. You can combine it with a marking weapon on the ranger (pet gets +20 ACC, ranger +10), with a coordinating weapon (pet gets +10, ranger gets +14 and +25% damage) or with both (Cladhaliath can be enchanted to be marking and coordinating) and you can also combine that with flanking which will result in the equivalent of another +10 acc for both. So, imagine a melee ranger with a marking & coordinating Cladhaliath (also gets +5 ACC because it's a spear) who has Gallant's Focus, Stalker's Link and flanks with his pet. Pretty high ACC gain for both. You could even add Mob Justice from the Dozens an get another +5 ACC for the ranger.
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Maybe you shouldn't put PoE rogues either into one corner or the other. Why can't they be both nowadays? A shock trooper with a great sword and scale armor - a duelist guy with padded armor + rapier + buckler, a one handed dagger thief. They all say "rogue" to me. So for me Edér and also Ydwin can fit into the rogue class. Maybe it's a broad variety, but which class in PoE isn't? I think OBS saw your frustrating dilemma and thus decided to make the base class rogue a more sturdy kind of shock trooper (Josh talked about that a while ago) while the new Trickster, Assassin and Street Fighter resemble other facettes of popular rogue figures/classes like thugs, thieves, stealthy killers and so on.
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Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's a bit harder to read. Bright letters with a dark background picture that has some brighter parts on a small screen is more fidgety than with a plain dark background for example. -
Yes,Two Handed Style only adds 2.55 damage on hit on average (on Tidefall). It's something that I take if I took every other talent that fits my char. Same with Apprentice's Sneak (even worse) and Savage Attack. Although if you combine them all (+8.5) things become interesting. When going solo your approach is def. a good one. Especially against casters and ranged salves you want to have high defenses at the beginning of a fight.
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I think with a lot of stealth and Boots of Speed and some figurines you might be able to sneak and run to Drawn in Spring without fighting? But maybe there are some fight that are not avoidable (like the Drake at lvl 5). I never tried this - but I know for example that you don't need the tiny pyramids in order to open the gate in the blight forge map. And you may be able to sneak past the fampyr on his throne at lvl8? In order to get Drawn in Spring you only need to collect some machine parts and that can be done without fighting I guess. Lots of speculation. Would be fun to try though. Making it a seperate kind of "stronghold adventure" with a solo retrained MC.
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Yes, FoD will have +36 ACC at lvl 16. But the +20 ACC of FoD suppress the bonus of Zealous Focus (if you use that). So it's not +42 with Zealous Focus but still "only" +36. With Carnage it's like this: it has a build-in ACC malus of 10. But with every level Carnage gets +1 ACC. So at lvl 10 Carnage will have the same ACC as your initial hit - and at lvl 16 it will even hit better (+6). Add Accurate Carnage and your ACC with it is +11 above your normal ACC at lvl 16. That's a reason why a high level barb can crit a lot with Carnage while he can't hit the broad side of a barn with Carnage when he starts at lvl 1.
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Higher INT will lead to a longer time of appliance with unchanged damage - so damage per second will suffer a bit. Example: With 10 INT and 15 damage from wounding you will have the base duration (5 secs). So you'll get additional 3 damage per second, right? But the overall damage stays 15 - spread over 5 secs. Now with 20 INT and 15 damage you will have a duration of 7.5 seconds. That is only 2 damage per second and thus lower dps. But the overall damage stays 15 - spread over 7.5 secs. With 1 INT you'd get 5.45 damage per second because wounding would only take 2.75 secs. But still the overall damage stays 15. You see that overall damage stays the same, it just takes longer for the raw damage to apply with higher INT. This can be important (you want to kill an opponent asap for example). In the end you don't necessarily lose the damage - you just have to wait a little longer. Still a drop in damage per second (dps). But it's not that bad and still better than annihilation even with high INT. And maybe sometimes you want it to take longer (like when wounding triggers Predator's Sense).
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Also, Blood Testament Gloves and Tidefall's wounding should add up very nicely - even if you're not hoarding wounds. But if you get pummeled a lot on accident and then start dishing out FoAs with +45% raw damage lashes in addition to the other elemental lashes that's really going to hurt. And even if you only have 1 wound left you'll still get +2% additional raw damage. The +1 ACC per level is not exclusive to FoA. It's likethat with all attack abilites (Flames of Devotions, rogues' strikes, Knockdown, Torment's Reach, even Carnage)
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Drawn in Spring. Annihilation on a sabre only adds 6.75 of damage on crit on average. This is always the case no matter the enchanetments, because the additional 0.5 crit damage mod is only applied to the base damage of the sabre (11-16 -> average of 13.5). It's only an additive damage bonus. Another thing that sabres have is that theyare sharp, which adds 2.7 damage compared to Drawn in Spring. Wounding on the other hand is caculated based on the actual damage roll (including all damage mods like Sneak Attack, Deathblows, MIG, enchantments and so on - pre DR!). It's multiplicative and comes as raw damage. And it gets further boosted by MIG bonus. Daggers have an average base damage of 11(9-13). Without any damage bonus wounding would only add 2.75 damage. But now add superb (+45%), Sneak Attack (+50%), Deathblows (+100%) and a crit with Durgan Steel + Merciless Hand + Dungeon Delver (+90%): the damage climbs from 11 to 42.35. Now wounding gets calculated and is 10.59. That's higher than the annihilation of the sabres. Now add the fact that daggers are faster than sabres and that MIG will boost wounding damage: with 20 MIG it would be 14.84. I will put the damage calcs of both side by side (I'm using 20 MIG, superb, crit with Durgan Steel, Merciless Hand and Dungeon Delver, Sneak Attack and Deathblows): Annihilating sabre on crit: 65.48 Drawn in Spring on crit: 59.51 Looks less, but now you'd have to look at the attacks speed. In 500 frames with 10 DEX and no speed bonuses sabre would deal 451,59 (all crits!) and Drawn in Spring would deal 616,05 damage (all crits). Of course it's unlikely that you crit with every strike. And if you don't then annihilation does nothing for you - while wounding would still add damage, even when you graze. So even if you'd crit with 100% of your attacks Drawn in Spring would still be better (with auto attacks). Merciless Hand, Durgan Steel and stuff applies to every non-soulbound or summoned weapon and is not exclusive to annihilating sabres.
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Yes, if you do something that is not attacking the enemy the marking will go away. As soon as you click on a target it works again. You don't have to strike the enemy or even be in range. The user action of clicking on an enemy is enough to trigger marking. That means that you will already mark an enemy with a melee weapon even if you are only running towards the target (in order to strike). Yes, the nearest ally who is also attacking the same target. And only against that enemy. If you want to make really sure that Edér gets the bonus for an important Knockdown you simply let the other party members attack somebody else (or do something else) until Edér landed his Knockdown (for example). With casters it's even better: because they usually go into idle mode after a spell was cast, they free up the marking for the next caster who also targets the same enemy. So as long as your spells don't hit exactly at the same time both casters' spells will get the bonus. Because the first one will attack with a spell (uses marking), goes idle (loses marking) and the next caster's spell hits (using the free marking) and so on. Marking + Coordinated attacks is not highly benefical in trash fights but it's supergood in the hard boss fights where you will have troubles hitting the enemy. Edér for example can send dragons prone reliably with this approach. You are right. I was thinking about the Shimmering Cloak I mentioned before. It gives you 3 Minor Missile uses per rest and can be used to boost you alpha strike capability in tough encounters. I should have made myself clearer. In a normal encounter you would only use Prestidigitator's Missiles. Sorry, yes, I overread that. Points in stealth do not improve your detection skills. It is only determined by the mechanics skill and it's easier to detect traps and secrets when you are scouting (some say sneaking). So you just have to trigger scout mode and put points into mechanics to discover stuff. What stealth does: you see that dashed cirlce around you when you scout. If you get near enemies it fills clockwise with a yellow color, then red and then that eye symbol gets displayed and you are discovered and stealth breaks. The nearer you get the faster it fills. Now every point you put into stealth slows down that filling process up to the point where it takes forever for that circle to fill up and you can sneak past nearly everything. That's all stealth does.
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I agree. It's still very powerful in my opinion, but yes: if you also judge when you get an item then it's pretty moot. Like Daybreak. I also posted it because so few people actually know it (and how good it can be). The most powerful items for me - if you factor in how early you can get them - would be: 1. Tidefall 2. Outworn Buckler 3. Persistence 4. Durance's Staff 5. Plate Armor from the moon godlike in front of Eothas' Temple in Gilded Vale + Blunting Belt (ok, that's two... ) And also The Long Pain, Firebrand from Forgemaster's Gloves and Concelhaut's Parasitic Staff - but I don't know if we want to have summoned weapons in this list.
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Yes, don't dump INT on a ranger unless you don't want to take Stunning Shots and Binding Roots. Longer stuns are the key to stun-locking your enemy. RES will do not much for you. Dumped INT on a ranger is cool with the wounding enchantment on a weapon and Wounding Shots (applies the raw damage faster), but that's it. Using more shock spells is a good thing if you have Stormcaller in the party. I forgot if you have a druid? Those are really great in combo with a Stormcaller ranger because some of their best spells are shock based (while the wizard's shock spells are a bit mediocre) and you can also take Wildstrike Shock and go totally crazy in melee when you attack the same enemy the ranger prepared with -6 shock DR.