-
Posts
22962 -
Joined
-
Last visited
-
Days Won
377
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
Right, without CP Inner Death is treated like a spell and not a weapon attack. Most of the lashes won't work then. I guess one could use one or two items that increase overall dmg instead of adding lashes (maybe stuff like Griffin's Blade would work - didn't try, Harley pet instead of Fjord and so on) and raise the non-lash damage a bit more that way. It would still be like roughly 500-600 dmg. It's quite nice with Xoti's Lantern because it gives you 1 Mortification (and 1 wound) back if you kill with Inner Death (which costs 3). If you use Takedown Combo with a allied Ranger and/or Inspired Beacon the results should be impressive, too. Still not as powerful as lashes though. With the Community Patch (which only transforms Inner Death into a weapon attack) it's hilarious. Whispers of the Wind is still better over all, especially in combination with Resonant Touch - but Inner Death is something different for a change and very fun to use. You don't see those numbers every day.
-
btw: I'm using Winter's Touch to give Inner Death a freezing lash (together with some other lashes). So here's SC Monk stuff I found out about that triggers Winter's Touch (Horns of the Aurochs helmet): Clarity of Agony (2 Wounds) Dance of Death (2 Mortification) Instruments of Pain (4 Wounds) Mortification of the Soul (self dmg) Blade Turning (2 Wounds) which is very convenient...
-
Glad I didn't participate in that discussion and spend my time on something more enjoyable.
- 80 replies
-
- 1
-
-
- Fighter
- Optimization
-
(and 1 more)
Tagged with:
-
The variance in those attribute spreads will make almost no difference in combat. If I had to pick one it would be the rightmost because INT influences the AoE size of White Flames. RES 16 is enough for most dialogue (and you can add an intem with bonus RES, too). Estoc and Pollaxe is generally a good pick for Paladins, especially if you also take Coordinated Attacks and later get the Blade of the Endless Paths (unique Estoc) and Spectacular Spetum (Pollaxe). Both have Marking which stacks with Coordinated Attacks. So you can give stackable +20 accuracy to a party member who attacks the sme target as you which can be really helpful. In case of Kind Wayfarer however dual wielding is a good alternative because every strike of Flames of Devotion + White Flames (it's a Full Attack, so both weapons will strike) will trigger a healing. That's two healing procs instead of one. It's not that important though - Flames of Devotion has only 2 uses per encounter.
-
The INT was 23. You also have to watch out with the AoE indicator: it changes direction based on where you put the mouse cursor on the target - but the actual attack will target the middle of the enemy's circle and the AoE will be placed accordingly. So it's often the case that you think the cone will hit where the indicator suggested, but in reality it will not because you didn't point in the middle of the enemy's circle and the AoE indicator was off because of that. Try to hover/click on the middle of the enemies' circle to get the best idea where the cone will indeed hit.
-
For sure Deadfire has deeper mechanics than PoE, even if some features of PoE got streamlined (health/endurance for example, less party members). More subclasses and more levels means a lot more abilities per class, multiclassing and the new enchantment system with individual enchantments as well as weapon modals/proficiencies lead to a lot of variety and complexity. And then PEN vs. AR (which is more complex than dmg vs. DR), new (more complex) interrupts...
-
No, it did not get nerfed. I don't know what you are missing but I just tried it out, look here: First I hit with a normal WotP attack (and gain some focus), then I use Soul Annihilation on all dummies and apply some raw dmg to them - as you can see in the combat log. Here's a screenshot with some highlight as to where you can find the raw damage part in the log:
-
I mused about the initial post for about 20 hours but still don't understand what the specific problem is. Soul Annihilation can hit multiple enemies with one strike - if you use a melee weapon with an AoE (for example Whispers of the Endless Paths or Citzal's Spirit Lance). But it doesn't apply the full damage bonus to all targets in the AoE. Instead the first target receives the full amount, the second may receive nothing, a third receives a bit bonus damage again and so on. It's not really predictable in a practical way - but it's not zero. Using an AoE weapon gives a higher amount of raw dmg than a siongle target weapon. Weapons with multiple attack rolls (Sun & Moon, Saru Sichr, Wicked Beast and so on) don't profit. Soul Annihilation only applies to the initial attack roll. A second attack roll however may already generate new focus. Stuff like Swift Flurry also doesn't work. Don't know if that answers the question - maybe a more elaborated explanation/question would help.
-
Let's say it wasn't worth the ability point (imo). "Totally useless" was an exaggeration. Would have been good if it was per encounter, but 2/rest seemed pretty meh for what it does (mostly overkilling ;)) 5/rest makes it quite interesting. Burst a hurt Thaos into pieces! Don't know if 5 is too many uses - but on the other hand Rangers get 5 casts of Thorny Roots per rest - which can be spammed in a similar way (but fast cast).
-
Didn't try for a long time. But I don't think it was fixed with a patch, at least I cannot remember any patch notes that addressed this. It's still true that offhand melee crits will trigger Swift Flurry/Heartbeat Drumming attacks with the main hand only - and I'm pretty sure it still works if the main hand holds a ranged weapon. But I'm also sure that those ranged Swift Flurry/HBD crits cannot proc additional attacks.
-
+10 INT will prolong the duration of Adaptive - and every proc of Swift Flurry and Heartbeat Drumming will add a stack, too. Blade Cascade will also help to collect 20 stacks quickly. You are right that you have to switch weapon sets for +40 acc - I thought with two Edge's that wouldn't be necessary, buit it is. But as you said I could put a weapon copy into the second weapon set and it works (as you did): I could stack 2*10 Adaptive for +40 ACC. It then is very easy to reach 40 acc (with plenty of duration). The only problem I can see is that the enemies are all dead before you can reach +40 acc. See below behind the spoiler tags the short animated gif I made from a test encounter (it's 66MB, so it may load for a while):
-
Two Scordeo's Edges means 2*Adaptive (2*+20 accuracy). Since it's from two individual weapons it should stack. Maybe Ranger/Monk with even more accuracy bonuses, using Swift Flurry and Heartbeat Drumming. Stunning Surge should also be nice: bery high chance to crit, giving you a Mortification refund often. The more you proc Swift Flurry/HBD the more likely to trigger Blade Cascade and so on.
-
btw: one problem of the upgraded White Worms is that you can sometimes "miss" the corpse. It seems that White Worms does a hidden hit roll against the corpse's reflex defense (don't ask me why a corpse has any reflex at all, not interested in that discussion ;)). And sometimes this results in a situation where you cast the spell and... nothing happens at all. Fortunately the many-lives skeletons have truly abysmal reflex - so you won't miss their bones.