Jump to content

Boeroer

Members
  • Posts

    22855
  • Joined

  • Last visited

  • Days Won

    370

Everything posted by Boeroer

  1. You could use very slow weapons, switch Vulnerable Attack and Cautious Attack on, wear plate and Iron Circle and still have zero recovery. And by now we know how much this increases dps. So if one is willing to micro the hell out of every encounter then it's a very powerful strategy - for a solo run for example.
  2. Yes - usually it changes to "Recall", but sometimes this doesn't happen.
  3. No. That would be normal behaviour and nothing special. But when you switch right after the attack animation and before the recovery bar appears you will skip recovery altogether. You can equip two Great Swords for example and switch back and forth and attack without recovery. You need Quick Switch + Coil of Resourcefulness for this trick. If you use this with two guns or crossbows or arbalests also the reloading gets skipped often (not always). You can cycle through your guns and keep firing without recovery and reload. However, this requires a lot of pausing, timing and switching and is very tedious because fights take forever in real time. But of course it's powerful. I never use it because it's clearly an unintended behaviour aka bug.
  4. Hehe yeah right. That was glorious, too. What's still in the game is Jolting Touch working with Turning Wheel + Lightning Strikes + Blood Testament. It's hilarious - albeit not as powerful as Carnage + Jolting Touch.
  5. I can't say, but you might want to check your link...
  6. Yes - but the really potent stuff got nerfed pretty quickly as soon as it was posted and got some attention. Like: - retaliation + Carnage - retalitation + focus - Envenomed Strike or Knockdown + Blast or Spirit Lance ... and more Some other things like skipping recovery with Quick Switch and/or Coil of Resourcefulness are still in. I guess because nobody is masochistic enough to really abuse this. But in a solo run it's very useful if things get tough. Some other potential game breakers didn't really get into the game or had only a very short appearence, like Novice's Suffering + Spiritshift. The above example is just a little foretaste of what's to come with mutliclassing. A dev team can't rule out all those nasty combos before release. Thousands of players will try to generate nice synergies and will come up with some weird albeit wonderful ideas. And I really like that. Creativity and so on. It's a bit like bug hunting but... with more fun.
  7. Maybe, but like last time it will take them several years to fix all the game breakers we'll find.
  8. The last time I checked it was so, yes (2 attacks). At least out of stealth. And it only mattered that you ordered the attack when stealthed. Didn't matter if you unstealthed on the way to the target.
  9. The wizard spell is AoE, true. But the stuff Adragans so has a lot longer duration than the wizard spell and I did not experience that an Adragan petrified more than one party member at a time. So... maybe?
  10. I guess that's why I love Aggrandizing Radiance + Minor Avatar so much: +10 to MIG,PER and also DEX (and all the other stats, too). If there will be a priest of Galawain in Poe2 I want to try a priest/barb...
  11. I agree that higher MIG can have more benefits than just increasing dps. Besides better healing it also helps with fortitude, which is more important than reflex - in my book at least.
  12. MaxQuest: Dazing... that might be. Good hint. I tested in a real encounter and it's possible that I was affected by some affliction that I didn't notice. Keep up the good work! I know that deadline stuff - good luck!
  13. Another thing: You can't choose one handed single weapon and "nothing" for the offhand. Of course you could always pick a simple nn-durganized shield and get the same results. I mean just for convenience and to avoid confusion of less experienced players. edit: Mind you - I'm not bashing or criticising the software. Jut want to give some hints from a user's perspective. Still totally overwhelmed by its awesomeness.
  14. Maybe, but for example stilettos have less frames than daggers in MaxQuests calculator (albeit only slightly less). My DEX is 17. Another thing: according to the calculator a chanter with Outlander's Frenzy & Sure Handed Ila with durganized Hold-Wall and durganized leather and Guntlets of Swift Action should have no recovery (and maybe has a bit buffer, too - not talking about reloading here). But a test chanter I made (with 24 DEX) still has a recovery bar - not a big one, but it was visible. Thoughts?
  15. When I attack with my monk with the long pain (Swift Strikes, Two Weapon style, padded armor - nothing else) I don't see any recovery (maybe it's too short to be noticed) while the calculator says that there should be recovery left (used stilettos instead). Or maybe my eyes are too old to notice 7 frames of recovery?
  16. One thing: there are no fists. I don't know if The Long Pain have different values for speed than normal fists.
  17. MaxQuest - that piece of software is great. I mean not only that you put in all the formulas and stuff - but also the usability is superb. Not too much info, not too much fuzz, slick and all. And as far as I can see it now also works correctly. Fat thumbs up - from a software developer (if that means anything). Please put a link into the wiki - will prevent a lot of questions here. Also have a look at this: http://forums.obsidian.net/topic/92293-a-dps-spreadsheet-calculatorwip/ Maybe you guys could come up with a really good solution which covers both or something.
  18. Neat - but you see this (by the author of the Attack Speed Conundrum thread): https://naijaro.github.io/poe-speed-calculator/ Maybe you could combine those two things into one piece of software?
  19. Oh, some can be important. Two examples: - With high RES you can talk Serel into giving her the amulet for free. This will spare you thousands of pands. Depends on your financial sutuation if that's important or not of course. - with high RES you can talk the Alpine Dragon into giving you Ryona's Vambraces. That means you can get them very eraly without a fight (and come back later to kill the dragon ). Good for builds who want to specialize in DR bypass - like retaliation builds of blunderbuss builds or wizards with focus on spells which benefit from DR bypass and so on. ... and some others. But nothing crucial, it's true. You won't get anything that you also can get otherwise (but in a more difficult way). Most of the time it's just more dialogue options and flavor. So, more a roleplaying than powergamer thing. Any build that has high PER, INT, RES and MIG can do a lot of special dialogues. So things like chanter tanks, paladin tanks and such come to mind. One of the builds that can do this is the following (although I never intended that ): The Golden Dragon
  20. It's debateable if you really need 0 recovery if you already can barely see your recovery bar. I mean it's not that something superpowerful happens when you finally hit that goal. It's not like *kaboom* if you progress from a fraction of recovery to 0. I think that whole 0 recovery thing is a bit overrated. Sure, if you want totally max out DPS you need 0 recovery. But every knockout costs you so much dps that it might be better to put your efford elsewhere. Of course it's cool if you can hit without any recovery, no doubt. Another thing: in the past I always said that you might want to totally dump DEX once you get to 0 recovery because DEX will only affect your attack animation then. And it's true that the effect of DEX on recovery diminishes the lower your recovery already is. But I underestimated how big the "felt difference" is ingame when you have 0 recovery with 10 DEX compared to 18 DEX. Background: I'm just playing Aloth as an unarmed wizard/monk and he quickly reaches 0 recovery because of Alacrity. His melee damage is quite nice for a wizard - because I can use Citzal's Martial Power. high MIG works very well with Novice's Suffering. However - the difference in attack speed is really noticabale before and after Martial Power is cast. It's basically +8 DEX "only" and I already was at 0 recovery. But the sped-up animation feels so much faster that I totally have to withdraw my recommendation that high DEX with 0 recovery is not good.
  21. Well... time is scarce and it's a community wiki. So maybe we as community should put more efford into it. But it's true that OBS could pay a little more attention than to other things - like Something Awful or whatnot. I, for myself, have to admit I find it too cumbersome to edit that wiki. Although I write a lot here and it's mostly about builds and items and mechanics I somehow don't want to work on that wiki. I'm not willing to find out what the common "structure" on those pages is, how I can edit stuff without breaking the existing formats and so on. It's easy to edit a few numbers and minor stuff and I did it, but creating a whole new page is so much fuzz (or it feels like it) that I don't do it - although I know what has to be put there. So blame my lazyness I guess. I would have totally flooded the wiki with info if it was a Dokuwiki by the way. I love that simple approach. Honestly who needs all that design fuzz in a wiki - I just want info. If somebody would pay me for it I would update the wiki to 3.05 all by myself.
  22. Hi! I will explain how the adventure mechanics work in case you don't know - and also for other potential readers. Just in case... Something seems to be wrong here. Upon finishing a stronghold adventure there should be a message in your "stronghold inbox" (green circular counter icon shows "1" or more) which tells you the story of the adventure and shows you the unique item if there was one to achieve. Those shoukd then be in your treasury chest among the other spoils and money. Stronghold adventures take some turns to complete. They say so when you start them. A turn is when you as party complete or advance in a quest. Every entry/advancement in a quest your party does equals one stronghold turn. So once the number of turns passed which are needed to complete the stronghold adventure there should be that message and also the "loot" in the chest. If you can send the same companion onto another adventure before the first one is finished then that's surely a bug. I noticed that you can assign a companion to adventure and he/she/it will not be available for other adventures until she returns. BUT - I could send my companions to accompany stronghold visitors even though those companions went off to an adventure. I never dared to try out what happens if I do that (sending them with the visitor although they are gone to do that adventure) because I feared that parts of the game logic would crack and couse troubles. So maybe this happened? Still bad programming though. There are also cases where the UI of the strnghold adventure says "Sagani assigned" but the button below still shows "assign" - it didn't change its status. Also minor programming bug. If you click on "assign" - although there already is somebody assigned - then you will cancel the adventure. A bit stupid. Can happen quickly when you don't pay too much attention. Note that PoE still has some minor UI bugs - like not showing the correct ACC in the character sheets and whatnot. So don't always trust the UI and be sceptical. Can't say if you did something wrong, but I can't think of a way how the player can mess those things up. Sounds more like a little bug you encountered. Maybe try saving, quitting, verifying game cache and restart. If that doesn't help (and you did nothing wrong) you might want to post this in the technical help subforum. Maybe there are others with the same problem who found a solution.
×
×
  • Create New...