Everything posted by Boeroer
-
The Weyc's items and Pulsing Spells
Yes, it would. Also cool in combination with the least unstable coil because Storm of Holy Fire counts as multiple spell procs, too. So you'll become Brilliant almost certainly.
-
Highest crit build for Berserker?
When going Berserker/Devoted I would look at Amra (two handed Battle Axe). The combination of Carnage + Amra's Riven Gore + Blood Thirst + Cleaving Stance is excellent. You'd need 25 MIG though. Sanguine Great Sword is not bad and so is Effort - but they come rather late. Amra is obtaniable quite early. If you have a Chanter with skeleton summons then this combo is even better because a confused Berserker/Devoted will also kill skeletons with Carnage/Riven Gore which will proc Cleaving and Blood Thirst. Just don't go near him because Rive Gore can outright kill (destroy) your party members if they have less than 50 HP left. A build the does land a bit less crits maybe - but attacks faster and thus generates more crits in a given time AND does tremendous crit damage - is Streetfighter/Berserker. But it's a lot squishier than Berserker/Devoted.
-
Any other interesting builds I'm missing?
It's great. But I don't know if a Streetfighter/Berserker doesn't do higher dps all in all? A Barbaric Smash crit while on the Edge is pretty common and has a very high amount of dmg bonuses. The combo hits a lot faster than Soulblade and has nice stacking raw DoTs that get applied on the fly (Deep Wounds + Blood Frenzy). Of course squishy as hell and a lot less versatile. But also fun imo. It's "living on the edge" after all. Streetfighter/Soulblade somehow plays more fiddly for me. Don't know why. Maybe because I also feel compelled to use the other spells of he Cipher and not only use the focus for SA. Big plus for the Soulblade is having a refillable resource of course. And the dmg per hit can be a lot higher with Soulblade bc. of Soul Annihilation - which is also very good against overleveled enemies with thick armor like Steelclads.
-
Grenadier
That is indeed such a good feature. Not related to explosives, but that's something that cinder bomb shares with Thrust of Tattered Veils (Wiz tier 1). Good thing with both is: you don't need to build your character around them at all. They are easy to get and scaling etc. doesn't matter for them. You can just have them for really cheap (using a Grimoire or via crafting etc.). And still they can have great impact in certain fights where you are so much worse off without a reliable way to interrupt.
-
Quarterstaff, not monk?
I guess the comparison between Shea's War Staff/Sun & Moon was about how they fare for a Skald (who can get phrases on critical hits)? I think nothing beats Sun & Moon when it's about melee crits per strike.
-
Grenadier
You can. The power of grenades scales with the explosive skill. It's not terribly effective but it can be a good additional source of dmg and CC. Just keep in mind that explosives are consumables - so throwing bombs left and right non-stop can be expensive.
-
[CLASS BUILD] The Leech (barbarian time bandit tank)
Wall of Draining (a tier-7 Wizard spell) works nearly the same in Deadfire. But there is no weapon like Spelltongue.
-
Forbidden Fist ability and AI
Haha - all good. Just glad you could fix this. Have fun! 😄
-
The Weyc's items and Pulsing Spells
Yes, the Weyc's stuff is pretty cool. Also because you can be a Chanter/Druid or /Wizard or /Priest and empower a cool non-chanter spells in some fights - and then get the empwoer points all back with the Scimitar if you empower an invocation in the next fight. I think they introduced some of the DLC items that focus on empower because that "per-rest" mechanic was mostly unused in the vanilla game (unless you has Sasha's Singing Scimitar as a Chanter maybe).
-
Forbidden Fist ability and AI
Hi! Could you post a screenshot of your AI settings? Or maybe describe the settings you use? I created a very simple behavior and it works like one would expect: It is possible that you don't have enough wounds to execute FF? It only costs 0 wounds if you don't have its curse on you. If you have one stack of the curse it will cost 1 wound, then 2 wounds and so on. If you don't have enough wounds the AI will most likely use auto-attacks if you haven't se up some other abilites that don't use wounds (for example Stunning Blow or so). Or maybe you created a special AI behaviour in the editor - but you didn't really put it in the list of behaviours so it isn't actually used when you turn on AI? It has to be inserted here: Are you on PC or console?
-
Encore and Refreshing Finale for Tekehu
Guys, forgive me, I'm tired. My brain tranformed "phrases" into "empower points" everytime I read it - and I totally missed the point OP and the following posters were making from the start. Jeez! Since it's about phrases all of a sudden : Iirc @Elric Galadreported this behaviour of empowered Avenging Storm + Tekehu some months ago. I think he got it from a reddit user or so?
-
Quarterstaff, not monk?
An Arcane Knight - Steel Garrote/Bloodmage - with Citzal's Parasitic Staff (summoned weapon from spell tier 1) is pretty cool. Later you can use the Chromoprismatic Staff, too. The staff itself drains life from enemies for you with every hit and the Steel Garrote has a passive that does this as well (if the enemy has an affliction which is easy to achieve with a Wizard in general). So you will heal quite a bit just by hitting enemies. It's also fun to use the Essential Phantom spell in order to get two quarterstaff wielders on the field. The Arcane Knight also makes good use of higher Resolve - it can be a very sturdy class and is working well in the front lines. And you can always cast spells, too. A Berserker/Streetfighter with Chromoprismatic Staff can be quite fun to play from behind the front line in rel. safety because his attack speed can be so nice - and also it's cool to cause Carnage from the backline. But he can go down very quickly due to the self damage he receives from Frenzy - it's a glasscannon basically. The opposite of the Arcane Kight.
-
Encore and Refreshing Finale for Tekehu
I don't really understand. How many Empower Points do you need to refund during an encounter? Du to the multiple procs you usually you only need one empowered Her Revenge to refund all the empower power points you spend before + the one from the empowered Her Revenge. That's normally 4 at max, isn't it? And you can't empower more than once during an encounter*. So I fail to see the huge advantage of Avenging Storm (in this "refunding" case, not in general)? Unless you mean against single foes - then it is an advantage because Her Revenge will not refund all points (if you spend a lot of them in previous encounters). But even then you could also use the notorious confusion + skeleton combo. *) except empowering a seal spell out of combat and then again during combat - but that's pretty lame because hazard and all that.
-
Encore and Refreshing Finale for Tekehu
That already works with Her Revenge. If you hit enough foes with an Empowered Her Revenge you will get a refund for all formerly spend Empower Points. This means you don't have to be Tekehu.
-
Is Shieldbearer/Unbroken effective enough on PotD?
Unbroken/Shieldbearer is def. effective enough for PotD. Whether it's fun to play for you or not I cannot say. Crusaders (Fighter/Paladin) are sturdy and do ok weapon damage. They can hold the line/tank very well and ger a hell lot of resistances. They are not very flashy though.
-
Effort & Avenging Storm : the Tempest!
Effort comes with Lacerating. When you enchant it with Hemorrhaging you upgrade the Lacerating enchantment.
-
Balance Polishing Mod Release 1.0
Spiritshift goes into the "modal" area of the ability bar - and that area seems to accept "None" and 0 as values. Also modals have no counter but just that green light as indicator that it's on (or off). Hey wait, next idea: what about spells that are stolen with Imprint spells. They have kind of what you need: They go on a separate place in the action bar (besides the spells but not into the per-encounter bar), and they can be used without limit (although they display a "1" at the bottom)?
-
Balance Polishing Mod Release 1.0
Yes, I think you could give Priests a resource pool like discipline with 0 points and then make HolyRadiance use 0 discipline. But I guess then it would get put behind a "fighter abilities icon" onto that seperate ability bar? Quite hacky. I also tried to make the number quite big (smaller thn INT32 though) so that the game would maybe give up displaying it and either display nothing or something else than a number - but that only crashed it. Interesting stuff with the Spiritshift... 🤔
-
Balance Polishing Mod Release 1.0
Hm... yeah, it just got removed. I'm now looking how abilities from items (e.g. Fireball from Necklace) is done. But maybe it's truly so that infinity has no place in that normal, class-independent ability bar, no idea... Edit: it seems only Charged, PerEncounter and PerRest UsageTypes can be added to the outer ability bar. Everything else wants to go into a separate sub-bar that's dedicated for the type of resource (wounds, spells etc.). Too bad "None" doesn't work. It would be the only one that makes sense with unlimited uses. 🤷♂️ 999 looks a bit wild imo. If there's a 90 sec cooldown... don't you think a smaller numer would suffice? Like 9 or so? That's at least 12 minutes of combat - and looks okay.
-
Balance Polishing Mod Release 1.0
Hm, Holy Radiance has UsageType: Per Encounter UsageValue: 1 Wisps' Dazzling Lights has UsageType: None UsageValue: 0 So... giving "UsageType: None" and "UsageValue: 0" to Holy Radiance doesn't work? Edit: tried it - it just removes Holy Radiance from the bar. 🤔
-
Balance Polishing Mod Release 1.0
Some abilities of certain summons etc. have unlimited uses and show the infinity-symbol "∞" in the counter. So I guess there must be a way to achieve this? Maybe there's a certain non-numeric value you must fill in instead of a number. Could be worthwhile to see how it's done with those summons' abilities maybe? Chanter's Wisps for example have unlimited uses of their Dazzling Lights (ID: 237d1c53-7aae-48a6-a10c-4caa68e3d2e1) ability.
-
[MECHANICS] Various Testing
Cool, thanks! 👍 There are also the abilites of Animated Weapons (FoD from Great Sword, Knockdown from Pike and Wounding Shot from Warbow).
-
Balance Polishing Mod Release 1.0
Does the ability icon have a 999 counter then?
-
Balance Polishing Mod Release 1.0
I don't understand. Current situation is: Lifegivers get a passive +2 PL to Rejuvenation. When they shift, they get +5 PL to Rejuvenation on top (-> +7 PL in total). When the spiritshift ends, they suffer -5 PL (-> -3 PL in total). Or is that not correct?
-
Das Spiel friert ein
@mods: see down below, thanks! Hallo @Realerchrosti Das hier ist leider nicht das beste Subforum für technische Fragen. Am besten stellt man solche in diesem Unterforum: https://forums.obsidian.net/forum/141-the-outer-worlds-technical-support-spoiler-warning/ Zusätzlich wirst Du Deine Fragen grundsätzlich auf Englisch stellen müssen. Der einzige Entwickler bei Obsidian, der ausreichend Deutsch spricht, ist meines WIssens nach Studio Design Director Josh Sawyer - und der liest hier nicht. Du kannst in Zukunft Google für eine Übersetzung benutzen. Das sollte verständlich genug sein. Allerdings fehlen ein Deinem Text sämtliche (!) Satzzeichen, was es einem Übersetzungsprogramm schwer machen könnte. Für dieses Mal bin ich gerne behilflich, würde für die Zukunft eine eigenständigere Lösung vorschlagen. Hier Deine Frage korrigiert und übersetzt: --- Deutsch: Spiel friert ein Ich spiele "The Outer Worlds" zum zweiten Mal durch. Mein Problem ist, dass ich die Speicherstände nicht mehr aufrufen kann. Das ist erst seit Kurzem so - genauer gesagt, seit ich in Byzantium bin. Wenn ich den aktuellen Speicherstand auswähle, friert das Hauptmenü ein und nur die Musik spielt noch. --- English: Game freezes I'm currently playing my second run of "The Outer Worlds". There's a problem with loading my savegames though. This problem only occured recently - to be more precise it started when I entered Byzantium. When I try to load the latest savegame the menu freezes - but in the background the music is still playing. --- Und vielleicht kann ein Moderator jetzt diesen Thread in das technische Subforum verschieben, wo es evtl. mehr Hilfe zu dem Thema geben wird: Maybe a mod can move this technical question to the appropriate subforum where chances are higher that the problem might get solved. I have no idea who this forum's mod is, but @Amentep was always helpful in the past, so I'll give it a shot. Thanks in advance!