Everything posted by Boeroer
- Cipher - new console player help
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Dual Endurance Drain weapon Rogue?
Then why is the inner circle of the chanter's AoE indicator (=base radius) not changing while the outer cirlce widens by 20%? It says 20% in the description, too (not that this is proof or something). I just tested it 30 seconds ago to be sure. The inner circle doesn't move. How did you test it? By adding/substracting INT while wearing it? Maybe the indicator doesn't adapt to a change of base radius. I'm testing it right now and don't understand. Ring of Overseer (+10% to AoE) with chanter having 20 INT (+60% to AoE): Chanter with 20 int have 4*1.6 = 6.4 radius. Ok. Then i equiped Ring and radius of Beloved Spirits became 6.71 meters. I have no idea how this value appear! (4*1.1) * 1.6 = 7.04. Wrong. (4*1.6) + 10% = 7.04. Wrong. (4*1.7) = 6.8. Wrong. What the...trick?! I guess VotMt only gets calculated as base when it comes to INT, not when the increase of Overseeing is calculated?
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Dual Endurance Drain weapon Rogue?
Yes, sure. But why doesn't the game change the base AoE indicator and OBS not the description?
- Cipher - new console player help
- Cipher - new console player help
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Bracer's of Spiritual Power
Bracers of Deflection... or Celebrant's Gloves... or Mourning Gloves together with the Executioner's Hood. Do the heals on kill stack?
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Dual Endurance Drain weapon Rogue?
I now did another test and raised INT from 10 to 30 while wearing VotMt and while not. And it really seems that the bonus of VotMt gets taken into account (as if it were added to the base radius) when the game adds the INT bonus. Because if you have 30 INT the radius from VotMt is nearly double as if you had 10 INT. So, yeah, touché. It's not simply adding 20% to the radius as +4 INT would do. It doesn't change the base indicator but while calculating INT bonus the bonus of VotMt doesn't get added but multiplied. So basically (base+VotMt) * INT-bonus instead of (base) * INT bonus + VotMt. Also, the addition to base doesn't seem to be 20% but 10% like you said. Thanks Obsidian for the totally screwd up description. It does add around 20% if your INT is high - so maybe that's why I never noticed those shiftings.
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Dual Endurance Drain weapon Rogue?
Sacred Immolation get +50% damage as usual on every pulse and Dragon Thrashed gets extended linger time. Other DoTs get +50% duration.
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Dual Endurance Drain weapon Rogue?
Sacred Immolation is not a DoT. Both can crit, yes. The picture above was with 25 INT. It's obtainable quite easily via maxed INT + items + food or with Crowns of the Faithful or other stuff.
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Dual Endurance Drain weapon Rogue?
Then why is the inner circle of the chanter's AoE indicator (=base radius) not changing while the outer cirlce widens by 20%? It says 20% in the description, too (not that this is proof or something). I just tested it 30 seconds ago to be sure. The inner circle doesn't move. How did you test it? By adding/substracting INT while wearing it? Maybe the indicator doesn't adapt to a change of base radius.
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Dual Endurance Drain weapon Rogue?
Cool, didn't notice that it uses the linger base duration +INT bonus as a base for the crit bonus.
- Cipher - new console player help
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Dual Endurance Drain weapon Rogue?
No it does not influence the base. It increases the radius of the chant AoE by 20% as +4 INT would do. It stacks with overseeing which das the same thing but only +10% (like +2 INT). But the chants' base radius of 4 meters is never altered. As a comparison: Sacred Immolation has a base radius of 3 meters and Carnage has 1.5 meters.
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Dual Endurance Drain weapon Rogue?
Whu only 2? Look at my erlier screenshot - 5.6 duration + 5.6 linger. It means 11.2 sec. on Hit and 14 on Crit. And this is with Int 19 or 20 (i forgot exact number). Because it has 4 seconds linger time as a base. And 4 * 0.5 = 2 secs.
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Dual Endurance Drain weapon Rogue?
You are right. I forgot that those chants work differently.
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[CLASS BUILD] the fast assassin (dual wielding rogue)
Dude...
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[CLASS BUILD] the fast assassin (dual wielding rogue)
It should be accessible from lvl 2 on.
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[CLASS BUILD] the fast assassin (dual wielding rogue)
- [CLASS BUILD] the fast assassin (dual wielding rogue)
Hi dont see any "two weapon style" in panel, where i can find it please ? What panel? At level up or in the Attack Speed Calculator?- [CLASS BUILD] the fast assassin (dual wielding rogue)
Everything you assumed is correct. Draining is not influenced by anything - just the damage you did (which is of course influenced by dmg mods). So a rogue or barb get a lot out of it.- Cipher - new console player help
Yes, with the Blade of the Endless Paths you would achieve 0 recovery, but not with Tidefall. Tidefall's damage is still better (and of course there's draining), but the focus gain would be better with the Blade otEP. The only other two hander with speed is Llawran's Stick - but I guess that is not what you are looking for.- Party for upscaled PotD
Yes, maybe useful when it comes to support, no doubt, but not very useful at tanking (at least at PoTD), which in my book not only means to survive everything the enemy has to offer, but also to bind enemies (at least melee ones) so that your backline doesn't get attacked. This doesn't work very well with a passive "supertank" who has no means of dealing damage or disables (like Overbearing Guard) because mobs will just ignore you once one or two engaged and rush your backline. It's better if you can for example knockdown two or three and kill others rather quickly while being sturdy enough to survive the heat of the front line. I mean the usual encounter on PoTD with a lot of enemeis, not boss fights.- Cipher - new console player help
Two handers have the same attack speed as heavy one handers (attack animation and also recovery). Only the light one handed weapons have faster attack animation and recovery - but they also have the lowest base damage of all weapons and thus need some dmg modifiers in order to overcome DR properly. Cipher's late power Time Parasite is actually pretty cool with Two Handers because it lets you attack with very low or even zero recovery which then is the best dps option. Also some DEX helps with the longer attack animation.- Summoned Mage weapons
Boeroer replied to Seafarer's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It's not great if you leave it as it is, but if you want to play a melee wizard with a ton of MIG, great crit chances and story talents for crits (Doemenel's Merciless Hand, Dungeon Delver) and also use Citzal's Martial Power (abilites like Grimoire Slam and Arcane Assault are NOT blocked by Citzal's Martial Power - same as spels from spellbinding gear) it becomes a good 1/encounter attack. That's because it has really decent base damage and thus profits a lot from dmg bonuses like from MIG and crits. I don't think it works with Savage Attack and Apprentice's Sneak Attack though, but I maybe wrong. I used it on a monkish unarmed wizard once who made heavy use of Citzal's Martial Power (because of the weird mechanics of Novice's Suffering - also used all the touch-based spells) and it was fine. Edit: quick calculation: - Base damage is 20-30 or 25 on average (like Firebrand or Concelhaut's Parasitic Staff). - with 21 starting MIG, +4 from Maegfolc Skull, + 4 from Abydon's Hammer, +8 from Martial Power you get +81% damage - with a crit + Merciless Hand + Dungeon Delver + Rabbit Fur Gloves you would get +100% damage. So Grimoire Slam would do 56,2 - 84,3 (average ~70) on a crit with a lot of fuzz. Don't know it it's worth it, but it's not that bad if you can spare the talent point (like I could).- Party for upscaled PotD
To be fair: a supertank (who does not much damage) can be quite nice against dragons and certain bounties. But for most fights they just lack usefulness. - [CLASS BUILD] the fast assassin (dual wielding rogue)