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Stronghold time
Boeroer replied to AeonsLegend's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A turn ends when you complete a part of a quest (when you get XP for advancing in a quest). It's not related to game time or real time. That's why stronghold adventures end when you advance in a quest. -
One handed wielding's ACC bonus and dual wielding speed bonus don't apply to spells. But shields' ACC malus does. But there are some abilities where one handed wielding's bonuses do apply. Like The Dragon Thrashed phrase, Charge and so on. I don't know if there's any rule which abilities do profit and which don't. You'd have to try them out with one handed wielding in order to find out I'm afraid.
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Did you take into account that using only one hand automatically gives you +12 ACC without any talent? This shifts dps, too. And that dual wielding automatically gives you a 50% attack speed bonus without any talent? Also a huge advantage when we talk about dps. When talking about crits with weapons like battle axes I wouldn't say "crazy" damage. In PoE a crit only adds 50% of the weapon base damage. For example: a sword has an average base damage of 13.5 - so a crit would only add 6.75 damage to an attack. A battle axe automatically has annihilating and adds +100% base damage, wich is 13.5 on crit then. Your example is right if you have 10 might and no other dmg mods and use a plain unenchanted weapon. The more dmg mods you add the less impact a crit has (percentage wise). That is in terms of damage. So, I don't think it's too powerful when we only talk about weapons' base damage. I therefore don't think annihilating on battle axes is especially powerful. However, crits become really interesting when durations or spell strikings are involved. A crit with Knockdown for example leads to a 1.5*duration - with decent INT that is a lot. Spell Strkings like Jolting Touch or Thrust of Tattered Veils are also very interesting because their base damage is much higher than normal weapon's base damage. A crit with Jolting Touch or another spell striking can be devastating. Same thing with certain abilites: some of them don't use the weapon's damage but have their own base damage - for example Charge (fighter) or the cone of Torment's Reach. This seems bad at first but it's really good, because the base damage of those is much higher than any weapon's base damage. Meaning crits with those add a lot more damage then with autoattacks (in flat numbers). Another example are chanter's phrases. Some of them profit from one handeld wielding - don't ask me why. If those abilites profit from one handed wielding & -style then things get interesting I'd say. Another thing are weapon cc enchantments like stunning and overbearing (prone on crit). Here One Handed Style is totally worth it. You can easily chain-prone any dragon if you pile up enough ACC and hit-to-crit conversion.
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It's from a WM II bounty (Brynlod the Pirate) and causes Minor Fatigue on hit (for 6 sec). In that encounter you also get Wind's Arm if I'm not mistaken. It's a unique pollaxe with the Zephyr aura. It is in the wiki, but not listed under unique weapons, but under hatchets. Minor Fatigue causes –10 ACC, - 5 to all defenses and *0.9 to max endurance. And it stacks with every other ACC debuff.
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Hold the line is totally worthless in my opinion, but to each his own. Barb tanks work really well. You not only can amass a lot of endurance and health, but the deflection is also nice enough after some levels. THe best thing is that he can debuff enemies' ACC in an AoE: with Frighten (-10), Terrify (-20), a bit with Threatening Presence and also with Minor Fatigue on hit via Captain Vicollo's Anger (unique hatchet). This way he can raise the survivability of his team members, too. Dragon's Maw works really well with Heart of Fury, you will not deal as many damage as with Badgradr's Barricade or with a dual sabre setup, but you will heal completely because of Taste of the Hunt - and the damage through it is also good. Not top notch like dual sabres, but really good. In addition, if everything goes bad, you'll also have another use of Savage Defiance when your endurance drops under 50%. Retaliation doesn't trigger carnange anymore. This was nerfed a long time ago, I can't remember tha patch. It was 1.something. When I'm done with my current playthrough I will post a barb tank build, named "The Golden Dragon". I just don't have that much time to play atm, so you'll have to wait a little longer. But most abilites/talents JackalTornMoons suggested I took as well.
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I played Skyrim with a controller. I used a rubber band to pull the analog stick to the front so tha I would sneak against a wall in an inn. Then I went to bed. The next morning my sneak level was maxed. What a stupid system... Despite that I liked Skyrim a lot, so I have hopes for Tyranny. Is there a particular reason for this? I never even watched their website - but if OBS won't open a forum for Tyranny here then I will be at Paradox's forums, too I guess.
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Touch of Rot used to be a lvl 1 druid spell. It got removed at some point (maybe after beta), don't know why. The only thing where it remains is that stiletto and the Rotfinger Gloves. With the stiletto you just need to score a crit (shouldn't be too hard with Eldritch Aim, Merciless Gaze and One-Handed Style) and the spell goes off. There is necromany in the game, and it's not only done by animancers, but also by wizards (look at Concelhaut and his apprentices). Helig of Thein also talks about necromancy and that he used it AND animancy to stay "alive" after he got slain. So those two are not the same. Maybe you have to be of a certain "level" to grasp the secrets of necromancy - like a prestige class. Death Ring is not a melee only spell. Just because it emanates from the caster doesn't mean it's a melee spell. Its range is so huge (5m base radius) that you can hit a lot of enemies if you're standing in the backline and have decent INT. With 20 INT it has a range of 8m (radius). You can also use it as panic button when enemies try to swarm you - same as Torrent of Flame. For me, the best poison spell "necromancer style" of a wizard is Malignant Cloud. It doesn't work on enenmies which are immune to poison, but besides that it is really strong because of its raw damage and the pulses. Before casting it use Fetid Caress, Noxious Burst or Repulsive Visage (all sicken, lowering fortitude by 10) or even Enervating Terror or Freezing Rake or Whilting Wind (weaken, fort. -20) and then pair it with Chillfog (both target fortitude) and everything that is not immune to poison is dead. Most of the spells that emanate from the caster (Death Ring, Minoletta's Piercing Burst) are foe only by the way. You will only harm enemies. Torrent of FLame is an exception, but it has a lower range so you will most likely only hit enemies which surround you. I guess this spell is meant to help you when you get swarmed. It's a fast cast with a lot of damage and it has a short radius.
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Guys, seriously - what are you talking about Daybreak? That thing comes AFTER you jump into the final pit and enter Act IV (which is very, very short). It's a weapon you can use for the rest 0.5% of the game. So I think you should watch out for something else. Redeemer is great - why don't you just enchant another morning star with spirit-slaying or use any other two handed weapon that comes early(er)?
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Constant Crashing in Game
Boeroer replied to Mad_Myke's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Holy moly - that blew the whole formatting of the forum apart. -
Psychic backlash
Boeroer replied to rheingold's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Let's be honest: it's total crap. Excuse my Vailian... -
I love all spells that work with pulses - like Chillfog, Pull of Eora. Malignant Cloud, Wicked Briars, Venombloom, Symbol of <diety> and so on. And of course I love my Combusting Wounds, too. Those spells and all the other attacks like CC stuff and autoattacks I like to buff with a tremendous amount of ACC via Insp. Radiance, Insp. Exhortaion, Zealous Focus, Coordinating Attacks + Marking, sometimes Devotions and so on. This turns every encounter into a cakewalk. So four of the party would be: - Wizard (build doesn't matter, but implements + blast are always nice) - Druid (preferably focused on shock damage) - Priest (deity doesn't matter) - Paladin (Darcozzi) Priests have the big advantage that they not only can buff you into divine spheres, but also can make you immune to ANY affliction which helps a lot. For the others: I generally like tanky chars who can also do good damage. I already have a paladin for ACC buffing, so he can go to the front line. I also like my priests, wizards or druids to be there. So one of them could go tehre, too. That's two front liners. I lately had extremely good results with a barb as my main tank (aka the guy I send in first), so I would take him in as well OR a Dragon Thrashed chanter. The last slot would be best filled in with a cipher I guess. But I also like to have one disruptor in the party who can operate behind enemy lines and quickly switch out casters andsuch without going down. Lately I had surprisingly lots of fun with a dps fighter with charge, but I guess a monk could do the job, too. So my last slots would be: - Barbarian or Chanter - Cipher or Fighter or Monk But all that may change after another playthrough.