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Everything posted by Boeroer
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So let me get this straight: Hemorrhaging is not only applied to the weapon attack of Effort but to all attack rolls while carrying that weapon (compareable to Engoliero dE's Blade Feast for example)? Damn! I always preferred Maiming over Hemorrhaging - because hobbled/sicken on crit seemed strictly inferior to additional bleeding dmg. Who could've known that Hemorrhaging does proc off of all attack rolls? Self-proccing Avenging Storm crit chains indeed! Swift Flurry: I don't think so because usually all those weapon procs do count as weapon attacks but not melee weapon attacks. But on the other hand Hylea's Talons do work which implies Hemorrhaging does count as melee weapon attack. Think about Enervating Blows, Interrupting Blows, Gatecrashers and yes... maybe even Swift Flurry... : Truly wild! Also wild that nobody noticed before. I guess everybody was just thinking "meh hobbled on crit lol"...
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Prebuffing (making buff spells available out of combat) also would clash severely with the spell-per-encouter system where you regain your spell uses out of combat. You can get a glimpse of that with Priest's sigil spells that persist after casting out of combat and you'll get back the spell use --> free spell.
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Engagement works a lot better in Deadfire than PoE - where it's indeed a rel. weak mechanic if your tank can't dish out enough punishment when enemies break engagement. But you compare the mechanics of Deadfire with those of an infinity engine game - which has no engagement at all and thus suffers from the same problem even more gravely. I understand the problems you are having. I think they stem from the much higher complexity of the system. It takes a long time and also some research to truly understand the workings of the combat mechanics of Deadfire. And not only mechanics but also the enemies' AI response. This can be seen as drawback (beginners, more casual players, one-time players) - it can also be seen as bonus (system nerds, power gamers, tinkerers). More metaknowledge also means less frustration and I guess most players start with a lot of D&D metaknowledge so those systems seem to work better for them - when in reality they just know and predict them better. I don't have any history with D&D prior to (or after) the Infinity Engine games - and when I compare the mechanics of those with Pillars oE and especially Deadfire the difference in quality (especially when it comes to the question whether they are well suited for a video game) it's like night and day. The combat and class mechanics of the Infinity Engine games are just bad from a systemic point of view. That doesn't mean those games can't be fun. But it's more like they are either fun despite the combat mechanics - or they are fun because one already knows the underlying systems so well that it's fun to play around with them and tinker. Deadfire's aren't perfect either - but the design goals "no frustrating trap choices" was def. met for example. Of course it would be best if the system was complex yet consistent enough and more approachable so that players who don't exactly know what's happening under the hood are not frustrated. The somewhat murky or even wrong documentation of Pillars/Deadfire doesn't help either. And of course it's a very young and not extremely well "playtested" system. It would need more refinements. Check out mods like "Community Patch" and "Balance Polishing Mod" for a bit more refined experience. Sometimes maybe certain encounters cannot be designed in an equally satisfying fashion for all difficulty settings. That wouldn't be something the combat mechanics are guilty of but something the encounter/area design did a bit wrong. The DLC weren't directed by the base game's designer but younger and smaller teams. And while I think they are (mostly) very refreshing in terms of narrative and also new class mechanics it may well be that some combat balancing that needs a lot of experience wasn't done perfectly in encounter design etc. Just an idea though...
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Fight mechanics of the Pillars franchise are objectively better than those of the infinity games. So I guess it's more a matter of personal preference than actual quality - which is cool with me. I also don't like certain things that are critically acclaimed or preferred by a majority. One has to applaud the OP for voicing their frustration in a decent manner.
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The one which was mentioned was a Bloodmage/Stalker. I think Beast's Claw is often overlooked. It's so good when going solo with decent meta knowledge imo. Stalker puts additional +5 deflection on top of Beast's Claw (and Arcane Veil, Magnificent Escape and Llengrath's Safeguard) and +1 AR on top of Iron Skin or Spirit Shield. Doesn't sound like much, but when stacking up to some serious numbers it makes a noticable difference. I have to say though that I rarely go for maximum effectiveness unless I'm absolutely forced to. Changeling's Dance is truly a sh!t solo encounter. And besides all that the best solo class is obv. Mage Slayer.
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That's interesting. I would have thought that it doesn't get reflected. Will they reflect chillfog, too? Because "normal" reflection like on wizards and common sigils (of death etc.) does not work on chillfog. And both spells are pulsing damage spells. But maybe Symbol of Eothas is implemented differently - or the reflection of the sigils are.
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But that's still disregarding the fact that SCs gain access to impactful, higher tier abilities a lot earlier. Since the game is about progress from lvl 1 to 20 and not just a snapshot of a finished lvl-20 char this is important imo. Again the Psion/Troub example: A SC Psion gets Puppet Master a lot earlier than a Psion/Troubadour. And Puppet Master can be a game changer if I can access it early. Same as Devotions otF with an SC Priest compared to MC Priest/whatever. There are of course character combos that are absolutely great as multiclasses and SC chars that aren't great at all. But all those different aspects makes a generalized ranking kind of impossible imo. It's more easy to do a well-informed "my favorite classes" ranking imo that doesn't try to be super objective in the first place but still can show some interesting and important viewpoints and arguments.
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Players tend to value character synergy over party synergy. Which is a mistake imo when it comes to "power". For example it feels cool to use a club + modal in the offhand to lower Will by 25 points so that I can hit better with my Draining Touch in the right hand. Or I use a Morning Star + modal to lower Fortitude in order to land my Brute Force attacks better. But this all could be done faster and more reliably with two different party members. Like a Black Jacket who switches from club + flail setup to morning star setup and lowers three defenses - while two other chars focus on the Draining Touch and Brute Force game. Spares a ton of time. Character-contained synergies might be cooler, but they are not necessarily more effective than party synergies. Most of times the party synergy has way better action economy for example, it can have better impact bc. of deeper specialisation and higher power level, too. I also support @theleestatement that often a multiclass can't give your party a better advantage than two SC chars. Sure, if you want to fill your party with a certain set of roles or combos you might lose a spot. But that assumes that a SC char cannot fulfill different roles at all - which is not correct in most cases. Meaning that you don't necessarily lose a spot when picking two SC over a MC if the SCs aren't one-trick ponies. What they lack in versatility they can often balance out with better action economy (e.g. using Druid & Priest to buff up the party in half the time a Druid/Priest can), higher PL and earlier access to higher tiers as well as access to the most powerful abilities while also being able to either specialize more (e.g. letting the Druid do the healing and maximize MIG while the Priest only does buffing and can drop MIG entirely). I played a run with Troubadour/Psion and one with SC Psion and a SC Troubadour in the party - aside from making it more difficult to fill the roles (but manageable) it didn't make my run more difficult. I'd say it was even more effective. There might be one downside though: I think multiclass characters are more interesting and fun to play. SC Psion was dope (especially with Shared Nightmare + Ringleader, jeez) but essentially a little boring. Psion/Troub was very fun. Like an SC Fighter with a Morning Star and Clear the Path + an SC Barb with Driving Roar are a devastating combo late game, but a Brute is just more fun to play even still. At least to me. Of course the situation is vastly different with a solo character. And of course there are a lot of synergies that only work with multiclasses - especially when only effects are involved that target your char alone (see Wizard self buffs for example) I just wanted to point out that using two SC instead of two multiclasses doesn't mean that you really lose a spot in the party. You may lose some efficiency in one role (e.g. dealing dmg) but you might balance that out with better action economy and more efficient role fulfillment (e.g. buffing).
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I'm playing a Shattered Pillar/Soulblade right now and it's pretty awesome because you fill up two resource pools with one instance of damage. I think a CP Shattered Pillar is competetive with other Monk subclasses because it's back at 10 wounds. Imo it doesn't need more. On top of non-ability-damage you can still gain wounds from Dance of Death, Mortification of the Soul, Parting Sorrow, Imagined Pain and Xoti's Lantern (on kill). To me the best thing is that Offensive Parry (WotEP) generates both wounds for Shattered Pillars as well as Focus. And of course the cone attack helps gathering wounds more quickly if you can hit several foes at once. Also Rooting Pain is quite cool to use as an offensive helper, triggering and doing damage/interrupting while you are attacking. While Swift Flurry procs do not generate wounds, Lightning Strike lashes do (when on non-ability attacks). Getting wounds from ability dmg was def. too strong. You could spam WotW non-stop for example. With high quality weapons/fists and Lightning Strikes + Turning Wheel and maybe some other dmg bonuses on top you don't need a lot of auto-attacks to gain lots of wounds. Iirc they do not. Only Offensiv Parry does this. I did some tests a while ago but I don't remember 100% what the outcome was. Maybe I can find the post again...
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They work with Lighting Strikes though. Hand Mortar's Blinding Smoke generates Resonant Touch instances (lots of them) against multiple enemies. If you use a flail + modal and Hand Mortar then the lower ACC doesn't matter much because the -25 Reflex debuff helps the AoE hit rolls which target reflex (and proc Blinding Smoke cones which also target Reflex). There are already two mortar nerfs in the Community Patch: one removes Avenging Storm from Blinding Smoke and the other one limits the maximum stack of Resonant Touches (which you would easily breach with just one WotW if more than 2 enemies are present and rel. near each other). Because that was OP - at least in the vast majority of the ecounters. I also don't call for further nerfs though. It's PL 9 so the majority of the game lies behind that charcter already - and it's a lot of fun imo. Keeper of the Flame + Saint's War Armor + Imagined Pain is indeed very good.
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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.
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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.
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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.
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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)?
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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.
