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Everything posted by Boeroer
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Three Bells Through (and other similar "narrow line AoE" weapons like that one bow - that looks a bit like a harp which I forgot the name of - that fires a straight line on crit or x% hit or something) have a weird implementation. They don't carry weapon effects properly and don't work correctly with Driving Flights and Twinned Shot. And that one bow is extremely funny with Tinned Shot because if the "line" proc happens the two arrows that would normally fly in an arc to the target just go off to both sides in a straight line (hitting nothing).
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About the paralyze: I suspect you ran into Lagufaeth or Xaurips. In case of Lagufaeth: Some of them have poisoned blowdarts which paralyze even on a graze and they have high accuracy and attack speed. You can counter that by using the small shield Aila Braccia (it turns all ranged grazes into misses and reflects the shot - so the Lagufaeth who only graze will paralyze themselves instead of you). Or you use buffs for both deflection (avoid getting grazed by the shot) and fortitude (avoid to get grazed by the paralyzing poison). This is less reliable though. The easiest way is to become immune with the help of a Priest's prayer spell. I guess a immunity or resistance vs. poison might also work (Paladin, mountain dwarf). As I said you might encounter similar problems with Xaurips - melee Xaurip Skirmishers to be precise (spear attack that paralyzes on graze iirc) and also Andragans (petrifying gaze). The Andragans are especially bad because their petrifying gaze lasts for a long time and their ACC is very high. Those are considered the most annoying types of enemies because they are hard to deal with if you don't know what's going on. So I feel your frustration.
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I understand the problem but unfortunately I don't know the answer. Since Obsidian didn't develop the console versions they won't have any direct influence on the console versions and can't just add anything at this point. The PC version of the game is rather old so this forum isn't monitored nor very busy anymore. I fear you might not get a satisfying answer here. Paradox did the console port of PoE 1 and Versus Evil did the port of PoE 2 after Obsidian finished and finally patched the PC versions. Both companies might have their own forums for their console versions where one might find more info about this problem.
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It seems this whole "checkers vs. chess and TB has more depth and also soldiers train with TB instead of RTwP" bit was just there to emphasize how strategically/tactically or even mentally gifted OP is - compared to those moronic RTwP players who just drool on their pause keys to introduce some depths to their dull combat experience. Unfortunately hefty minmaxing was involved to achieve this kind of mastermind. Getting "self perceived intellect" up to 20 required lowering "social competence" to -5.
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Wards - like other summons and Walls - are separate entities and unfortunately don't profit from your energized inspiration. But of course once enemies get crit by a Fear Ward you don't need to interrupt them anymore anyway. So yes, Furyshaper is a great pick imo, especially in combo with Helm of the White Void and Ben Fidel's Neck (the helm won't help the Ward, but it makes it so easy to hit with Ben Fidel which lowers Will by 10 bc. of frightened and then another 10 because of the upgrade which stacks). The Fear Ward has rather bad ACC. If it doesn't crit it can't terrify enemies with solid RES long enough - so all will debuffs do help a lot. An energized Berzerker/Skald with Many Lives + Blightheart and Blood Thirst - spamming Her Revenge - will interrupt most enemies in range all the time due to muktihit attack + no recovery and only 0.5 sec casting time PLUS chant and stagger procs. But he will do not much else than casting Her Revenge (can get quite boring - but also easy to script). Also it's worth debating whether the interrupts have any impact or not because enemies will die from Her Revenge so quickly...
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Afaik all direct damage spell-like and attack-like effects that get applied by weapons/are enchantments of weapons scale with the weapon quality. For example Chilling Grave (Grave Calling), Extinction Event (Sungrazer), Thunderous Report (Kitchen Stove), Run-Through (WotEP) etcpp. and especially all those 1/rest stuff enchantments that are on several weapons but nobody notices because they are "only per rest". But since they scale with weapon quality they can become really impactful.
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Iirc if you add Spirit Frenzy to a Troubadour's Brisk Recitation (while Energized) you can get two hit rolls every three secs for potential crits/interrupts. Afaik both rolls will profit from the Helm of the White Void if you combine The Long Night's Drink with Spirit Frenzy. And this combo also lowers fortitude even more for more future crits. Of course you'll override Frenzy's strong inspiration with energized For me the advantage over a chanter/caster combo like chanter/druid (just speaking about interrupts via energized) is that both rolls happen passively: you don't need to "sacrifice" any action time since the chant + stagger rolls happen on the fly. You can add fast invocations then (again double roll) - like Ben Fidel + Spirit Frenzy. No AoE pulsing besides Brisk Recitation unfortunately. If you have the time to cast some pulsing spells: that will pay off, too - of course. Completely different action economy though.
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Yes indeed. PoE had three different acts. The entrance point to act 3 was Stormwall Gorge. The access to act 2 was "guarded" by Maerwald in your stronghold. In theory it should have been easier to balance encounters and also to design quests and develop the narrative. Can't really say if it was easier since that depends on a lot of other factors ofc - but I guess you know what I mean. Also act 2 was kind of big compared to 1 and 3 I think - so that took away a bit of this particular advantage maybe?
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But that's always a problem with "open world" approaches if you don't scale all enemies to party/char level. Which I don't like either. Sometimes you must be able to mop the floor with enemies else the player doesn't really feel any kind of power improvement. That's why I don't like truly open world games that much. At least break the open world up into separate "acts" - or however you want to organize it - so that your level designers etc. have an easier time balancing the game. Def. less complaints then. Also way easier for narrative and quest designers.
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I don't care much whether a game is RTwP or Turn Based. Both works well for me as long as it's implemented well enough. As long as the game is fun and entertaining it's all okay. I prefer PoE and Deadfire in RTwP mode - but I slightly lean towards Turn Based generally. Why would you look down on people who prefer the one over the other? Or even worse: insult them for their taste? You prefer merlot over riesling? You barbarian! You like mac and cheese? Culinary vandal! You prefer RTwP? You must have too many chromosomes! Really? That's your assessment of the situation where it's about personal taste? Wow... It's sarcastically funny how some gamers steer away from divisive stuff like color of skin, religion, social status etc. but then show the same old zealous behavior as emotionally underdeveloped five year old crusaders when figuratively splitting each other's skulls over playstation vs. xbox, windows vs. linux, RTwP vs. TB and so on.
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As an example for "allowed" exploits I want to mention Lethandria's Devotion again which can be cheesed with AI settings: it allies its healing as soon as you switch to it, every time you switch to it. Have weapon set 1 with weapon A and LDevotion and weapon set 2 with weapon B and a copy of LDevotion for example. Then, if you set up a script with whatever trigger (e.g. your or Vela's health below 75%) that simply switches between weapon sets all the time (gets executed per game loop - so several times per second) you can heal up yourself and Vela within a few secs without having to wait for recovery to finish or anything, you can always switch back and forth (switching weapon sets is independent from recovery/reloading etc - including the recovery penalty of switching itself). You will get a tick of healing every time you switch (so, like 10 times a second at least). This is fair game for an Ultimate run.
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You can also use the quick save/reload trick to stack food + Frenzy bonus. After saving and reloading, food bonuses often turn from active to passive (stackable) bonuses accidentally. No console needed. You could also ask somebody here to make a mini-mod which just changes Konstanten's might. I would do it but I'm on vacation far away from home right now.
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Open console, type IRoll20s Console will close, but you will see a message in the combat log. Open console again, type attribute<hit tab> comp<hit tab until Konstanten's name appears> might 15 done. Using the tab function to autocomplete commands and cycle through names makes using the console so much easier since typos will not occur.
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When going for Survival I would recommend using Ngati's Tusk at some point. Hunter of Hunters ist a superb enchantmet. With 22 Survival you'll inflict -10 to Reflex, Fortitude and Will in an AoE just by being there: theres no hit roll, it just gets applied to all enemies in range. There's no immunity either and it stacks with everything. The dmg bonus of Mohora Tanga is very low, even with 20 Survival. Not worth it imo. I don't know how Ruata's Walking Cloak scales. But at 20 Survival you are about as fast as with Boots of Speed (+25% Stride) - so I think Ruata's gets +0.5% Stride per point of Survival. It stacks with Boots of Speed by the way. Edit: haha, I used Ruata's Walking Cloak, Swift Hunter's Garb, Bubble the Cat and Boots of Speed with Fast Runner, Long Stride and Fleet Feet on a character and it was pretty hilarious Stride.
