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Boeroer

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Everything posted by Boeroer

  1. Ogres + mind control = dead ogres. Their will saves are bad.
  2. 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.
  3. Lvl 6 in Dyrford is too low. That is an area for higher levels. The pet will hit stuff. It has a totally normal accuracy. Also use Stalker's Link. It will give both of you +10 ACC.
  4. As I said: wounding is still superior to other damage enchantments even with high INT.
  5. 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.
  6. 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).
  7. 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)
  8. 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.
  9. Ah, ok. Here you go: PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules
  10. 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.
  11. 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.
  12. 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.
  13. I don't doubt that in general. It's just that they have to run all over the place to get there. I mean melee rogues. I like it a lot how they can switch off casters and such as soon as they reach them (and don't collapse on the way - which is a problem that gets better with levels).
  14. But he's so funny sometimes when he makes himself look like a five-year-old. How can you ignore that? It's like ignoring kitten pictures in the internetz.
  15. Huh? Where did Torm's posts suddenly come from? I didn't see them when I was replying and now they crawled in between. Weird...
  16. It should work with Rooting Pain. It does wotk with pulsing druid and wizard spells (Chillfog, Wicked Briars and so on) for example (played around with some caster interruptor builds) so I see no reason why it shouldn't work with Rooting Pain. But I never tested that.
  17. Raedric is hard and a spike in difficulty. The whole early game is particularly hard in comparison to the rest of the game. Keep on trying, it gets easier. Especially towards the end! Rule of thumb: - boost your own accuracy with buffs - do some CC effects (like Slicken, Chillfog) to lower enemies' defenses - start attacking and deal a lot of dmaage because your accuracy is high and the enemies' defenses are down Don't start nuking or attacking right away if the encounter is difficult. Brute force doesn't work then.
  18. Ok I'd give her a marking weapon (Shame or Glory or Cladhaliath) and take Coordinated Attacks as well as Outworn Buckler and mark targets for the damage guys. It's really benefical to give +20 stackable ACC to a party member. And the buckler is one of the best shields in the game because the herald aura stacks with everything - even the herals aura from Little Savior. So you will make everybody in range more sturdy. An alternative is to get a ranged marking weapon and do this from afar without the buckler. Her might is not that much of a problem because Flames of Devotion still hits very hard (if you also take Intense Flames + Scion of Flame and put burning lashes on your weapons) even with 12 MIG. And her Wrath of the Five Suns (Sworn Enemy talent) is very good as opener if you also take Penetrating Shot. You can also take Prestidigitator's Missiles then and use Arms Bearer and get the Coil of Ressourcefulness. And put on a Shimmering Cloak if you find one. An then you do Wrath otFS -> Missiles -> Missiles -> FoD-gunshot -> Fod gunshot -> switch to buckler. Or you go for the fully ranged option and do Wrath otFS -> Missiles -> Missiles -> FoD-gunshot -> Fod gunshot -> Runner's Wounding Shot. It's a blast of burst damage that is very helpful in order to take out high priority targets. You can mix pistols and blunderbusses for example and end with the St. Garam's Spark and keep attacking foes with it in order to mark for your friends. SHe's like a walking artillery and that's fun. That is a good approach. Coordinated Attacks is better. In order to boost Edèrs damage you should take Armored Grace and also Confident Aim (never forget Disciplined Barrage - it stacks with the paladin's +20 marking and also Durance's Inspiring Radiation and Devotions of the Faithful). You can then prone dragons with him. Confident Aim's MIN damage raise is actually done after all other dmg mods are appplied, so it's a multiplicative raise and thus way better than the numbers suggest. It's better than Weapon Mastery for example. Taking Savage Attack is good with so many ACC bonuses. YOu are doing right. The staff is one of the best early game weapons and a very effective way to spare spell uses. The spirit lance is better of course but as long as you don't have it the staff is great. Spell Mastery would be Spirit Shield for me if I was going melee all the time - Slicken is also a very good pick as well as Eldritch Aim. Chillfog as well. Those are all good options.
  19. It's the same bug that happens with Take the Hit (I talked about that recently): passive, persistent or modal buffs like Herald, Take the Hit, Zealous Focus, Guardian Stance and so on don't get cancelled once the controlled enemy's alliance flips back. It would be ok for me if the buffs don't go away immediately, but there should be some short timer that removes those bonuses - but there isn't at the moment. Or the mind controlled enemy shouldn't profit from your buffs in the first place. You can't target them with ally spells like Amplified Thrust or Ectopsychic Echo or so - so why do they profit from pasive buffs? Dominate is especially bugged bucause sometimes it only lasts a few seconds despite the fact that you crit with it for a long duration "officially".
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