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Boeroer

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Everything posted by Boeroer

  1. Miss to graze is a powerful conversion. More impactful than graze to hit. In case of a miss, you do nothing. If it gets converted to a graze you turn nothing to something which is... not displayable in percentages. If you convert a graze to a hit or a hit to a crit you "only" turn a certain effect into a better one - but you don't turn nothing into something. Miss to graze allows to apply debuffs or other hostile effects to enemies that you otherwise wouldn't even be able to graze (e.g. starting Belranga). The highest miss to graze conversion on a weapon is on the Sanguine Great Sword (30%), followed by Willbreaker (25%) - both are second-tier enchantments. Meanwhile every boring flail gets 30% graze-to-hit. Gautlets of Reliability have 15% miss-to-graze, of Greater Reliability: 25%. With food or potion you can get another 25%. So tl;dr: 30% for Confident Aim as a passive seems high. But I like the idea in general. What I also liked was the added MIN base damage in PoE that Confident Aim gave. It was kind of special. If it would be possible I would like a general (less complicated) raise of base damage rolls with a proficient weapon. I don't know. 5% or so? Example: sword does 13-19 base dmg - with Conficent Aim (and weapon proficiency) it would do 14-20. A 5% multiplicative dmg bonus instead of raining base damage directly would do the same... Alternatively a +5 ACC bonus would mean a lot more players would pick it I think.
  2. Cool! Dang! I knew it worked like Essential Phantom - but I didn't realize that it's controllable. I guess they copied the early version of the Essential Phantom to start with Watery Double. The release versions of Essential and Substancial Phantom were controllable, too - but nerfed to non-controllable later on.
  3. Blood Thirst has a a duration but gets remove prematurely if you use an action during that time. How is the trigger implemented that removes Blood Thirst (noo need to look it up if you don't know it from the top of your head, I'm just curious)? Right about Takedown Combo, forgot that it is placed on the enemy. Anyway: 1 sec duration seems like a good solution if the 1 sec is also mentioned in the description.
  4. Then why does Freezing Rake work but Jolting Touch doesn't? They don't seem to have different timespans between launch and impact. Maybe the difference is so subtle that it's not noticeable... Sulance: the lance comes from above and maybe the animation is quick enough so the hit roll still happens in time after launch. I wonder if similar spells than don't originate from the caster but from above the target (and are fast enough - Sunbeam maybe?) work the same? 1 sec is an easy fix and def. an improvement - but what about stuff like Bounding Missiles, Mind Blades, Missile Barrage, Mind Lance, Eld Nary etc.? Some (the first few) of their multiple attack rolls will fall into the 1 sec duration, some later will not. Still a bit confusing, isn't it? How do bonuses like Blood Thirst or Takedown Combo get removed (for comparison)?
  5. Did run a few tests because the last time I even picked Lion's Sprint was ages ago. I remembered that the ACC bonus didn't work well and not with spells I tried back then, but I also had the impression that it really didn't work at all - but was not completey sure about that anymore. So I made a level 20 Barb/Wizard/Cipher/Druid with the console in order to test some different types of attacks rolls (with no other active ACC buffs) and tested some actions: Essence Interrupter, auto attack: no bonus Essence Interrupter, Barbaric Blow: no bonus Mace, auto attack: +15 ACC Mace, Barbaric Blow: +15 ACC Mace, Tast of the Hunt: +15 ACC Concelhaut's Draining Touch, Barbaric Blow: +15 ACC Necrotic Lance: no bonus Minoletta's Bounding Missiles: no bonus Fireball: no bonus Jolting Touch: no bonus Grimoire Slam: +15 ACC Kalakoth's Sunless Grasp: +15 ACC Disintegrate: no bonus Miasma of Dull-Mindedness: no bonus Sunlance: +15 ACC While using ranged weapons or spells: distance to the target makes no difference (like with Backstab for example). First I thought it's melee-only - because the spells that got the +15 ACC bonus have no visible range and are basically melee "touch" spells. But then Sunlance happened... But then I remembered that Sunlance also works with Monk's Instruments of Pain (giving the spell *6 range) - same as the other spells above that count as "melee" spells and work with Lion's Sprint: they all work with Intruments of Pain, too. So I'm sure SUnlance is just accidentially labeled as melee spell. And all abilities that work with Instruments of Pain will also work with Lion's Sprint. So my conclusion is the Lion's Sprint only gets applied to attacks that are labeled as "melee" (not melee weapon, weapon tag not needed). So even if there's no filter on the actual Lion's Sprint ability: somwhere it gets filtered. Don't ask me where... Is it maybe so that the restriction is put on the base ability Wild Sprint and Lion's Sprint inherits that restriction or something? Just taking wild guesses here... I used the CP but not the BPM.
  6. "Killing your own skeletons" aside, I think on-kill (and also on-crit) effects that lead to more offensive output are kind of "win more" effects and probably not very effective. But I think they can add a lot of fun - and imo playing a game is all about fun, so I like them.
  7. A Barb with Brute Force can make some high-deflection targets pretty easy to hit imo. Besides that I value action speed a lot so Barb comes up frequently when I think about caster combos.
  8. Using Bark String (pet, -20% DEX affl. duration) in addition to Clarity of Agony (-50% hostile effect duration), min INT (3 base + evtl. +2 B's Blessing -4 Confused - might as well wear Ring of Mule's Wit, -45% duration), max RES (like -45% at 25 RES), Strand of Favor (-10%), Outworn Buckler (-5%), Cabalist's Gambeson (-10%) and on top Mohorā Wraps (-30%) as food should make it possible to reduce the Hobbled effect so much that a Berserker/FF could gain tons of wounds/healing from running into their own frost drop traps without having to switch weapon sets like crazy? Or still not short enough? I remember a vid (when FF came out) where somebody did make a Berserker/FF with Footsteps of the Beast and figuratively drowned in wounds. I don't recall him using every trick in the book to reduce hostile effect duration - just running back and forth a bit in/out of the drop traps was enough.
  9. Yes, and also that they stack with stuff like Bewildering Blows. Miasma + Bewilderung Blows lowers enemies' Will by 65 points (no immunity). Interestingly Caedebald's Blackbow targets Fortitude instead of Deflection (with the corrode damage) - so lowering enemies' Fortitude is also quite benefical in order to get to the terrifying part (which targets Will). The terrify effect also gets the accuracy bonus from the weapon scaling which is nice. Debuffing the Will defense on top of that makes crits pretty common then (+50% +25% terrify duration).
  10. By the way: You can stack both the +30% dmg effect from the Chanter's Charm and the Debonaire's inspiration on a party member (or enemy). It's just a bit annoying that the Chanter's variant doesn't last very long (could be way less annoying with a Bellower's PL bonus maybe).
  11. The Battle-Forged retaliation is a passive and stacks with everything. The Fire Shield from Magran's Blessing is an automatic item effect and thus also stacks with everything (except itself). Both then will stack with Flame Shield from Wizard xor Darcozzi's Lay on Hands Minor Flame Shield (which are actives and do not stack with other active retaliation effects). I didn't try the Bubbling Chalice - it's from an item so it might stack. But sometimes abilities that appear on the action bar and are activated manually by yourelf get trated as an active ability and won't stack with similar stuff (e.g. Wizard's Flame Shield) so you can never know but must test it.
  12. You mean that if you use the shield in two weapon sets (one original shield and one a simple reference copy) you can get Flame Shield twice if you switch from weapon set 1 to 2?
  13. Since Priests in PoE/Deadfire don't get their powers directly from the gods I think they are more free to disagree with certain takes of the gods during the course of the game - as long and their core dispositions still align (Eothas: Honest & Benevolent, Berath: Stoic/Rational and so on). I don't think that's very hard to do. Two extreme examples are actually two official Priest companions in both games (Durance and Vatnir). They both don't agree with large prts of what their good do/did but still share some core values - so they are still believable priests of their deity.
  14. Brand Enemy and Death in Life are auto-hits (they do no hit rolls). They will not reduce the number of hits Entropy can take - but they won't profit from it either I guess?
  15. The crossbow is an exception. Its basic enchantment is faulty (but in a benefical way).
  16. I guess that's from a mod you are using - because normally the Great Sword from Citzal's Enchanted Armory has no miss-to-graze conversion - nor does the Morning Star.
  17. Hello, thanks to @Constentin Lévine's post about how one can use Kalakoth's Minor Blights to get the weapons of the Changeling's Mantle (when in Boar, Spider or Stelgaer form) I found something new. You see you can use Concelhaut's Draining Touch to persist the Great Sword of Citzal's Enchanted Armory or all Spiritshift weapons (Boar Tusks, Cat Claws and so on) and I posted about that some times in the past (the rest of the summoned weapons was patched so this doesn't work anymore). You basically summon Enchanted Armory or Shift and then summon Draining Touch. When the encounter ends you will end up with the the Great Sword/animal weapon in your hand and it is now a normal item (that scales automatically to your level). This doesn't work with the Changeling's Mantle because it deactivates casting. But Kalakoth's Minor Blights comes to the rescue! Because that spell cycles through different elements throughout its duration - and it does that internatlly by putting a new blight weapon into your hand. And the spell stays active and cycles thropugh its elemental variants even though you changed into a form that can't cast. What that means is that you cast K's Blights and then change into a Stelgaer/Boar/Spider - of course the initial Blight will be replaced by your natural tusk/claw/fang. But after a few secs the Blight spell cylces and replaces the claw/etc. with a new blight! Now, if you end the encounter then you will end up with a persisted claw/tusk/fang etc. So far, so good. Now I remembered that I always liked those Ogre fists from Form of the Fearsome Brute, right? But the Ogre's Armor is so bad that nobody ever uses the Ogre form. If you could have the fists without the armor though... They have great base damage (13-25!), dual damage types (crush/pierce) and the second best thing: they interrupt on crit, yeah. PEN is not great (6) but you have dual damage and that helps. Why on Eora is interrupt on crit only the second best thing? Because those fists make an awesome sound when they hit - as if a hammer hits an anvil. So if you ever wanted to smack things with your iron fists: now you can! Enjoy! PS: this should also work with Shifter's natural weapons - but they are not different from the other spiritshift weapons which you can also get with the help of Draining Touch. I have not yet found other summoned weapons/creature weapons yet but maybe there's more. Form of the Helpless Beast maybe? LOL! PPS: those fists are considered weapons, not "unarmed". There's no proficiency/modal for them. PPPS: the AoE in the screenshot is from my char's Carnage - it's no property of the fists themselves.
  18. I think there's a distinction between "being damaged by a hit roll" and "being damaged" in general. Also stuff like Dance of Death doesn't stop from self damage or DoT ticks - only when damaged via a sucessful hit roll.
  19. Yes, Outworn Buckler is another great option for switching. You can also put LDevotion and OBuckler in weapon set 1 and 2 and switch back and forth to get healed AND reduce hostile effects - each at half the rate as if you would use a copy - but still incredibly fast because switching (with AI) happens multiple times per second. I haven't found any other items so far that can be used in a similar fashion. Cool that Slayer's Claw works - that wasn't on my list.
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