Everything posted by Boeroer
-
Speed enchantment still not working?
Right. 2.01. Aw man - I was so looking forward to see my lightning strike monk tunr into a tasmanian devil with the March Steel Dagger and the Sword of Daenysis (both speed, both noble, both fast). Could also be nice on a frenzied barb... but... AW MAN - frenzy isn't working either!
-
Valiant enchantment bug
All unique items with the enchantment "valiant" now show: "+10 accuracy when below 50% endurance, +0% damage while endurance below 50%". Apart from the somewhat clumsy wording this 0% damage thing is confusing me: It used to be +20% damage. What happened? Same problem as with the draining enchantment?
-
Speed enchantment still not working?
Same with Hold Wall (speed enchanted arbalest) and any other arbalest: they take exactly the same amount of time for shooting, recovery & reloading. Where's the speed in that? Seems that in 2.01 the speed enchantment is still not working - although the 2.0 patch notes stated that is does...?
-
Speed enchantment still not working?
I just did a quick test and compared the March Steel Dagger (has speed enchantment) with a normal one and could not really see a difference. Is this due to the fact that daggers are very fast anyway and in this case 20% is not visible or is the enchantment not working? When I use Swift Strikes (25%) and a dagger the difference is quite obvious though...
-
2.01 patch UI bugs
Same problem here (Ubuntu 15.05, Steam version). UI is completely messed up in 2.01. On the character sheet the accuracy values are sometimes wrong, DR values may also be wrong... I don't know but the guys that let this patch out of beta must have watched a Bewildering Spectacle or something.
-
Armour quality enchantments broken?
Sometimes it shows the bonus, sometimes not. It depends on the item - I think it works if you enchant item by yourself and it doesn't work if you just looted the enchanted item (not 100% sure though). It is the same behaviour as with the accuracy not displayed correctly. Maybe it's the same bug.
-
Armour quality enchantments broken?
Hey - is it just me or are the enchantments for quality (fine, except., superb) not working? When I put on a fine piece of armour, the character sheet only shows the basic DR. Is this bug related to the accuracy bug (character sheet not showing the correct acc from enchantments)? Sorry, but patch 2.01 is a horrible, bug infested piece of cake. Who put that out? Seriously...
-
Nightshroud is meh...
15% chance to apply some nasty things I great I think. Finishing blow is great. I wouldn't take it as an ability because it's per rest, but this enchantment is not. If you have a decent attack speed it will trigger a lot. And if I recall correctly, Finishing Blow is a full attack. So you better combine this mace with another weapon like Ravenwing to get out the most of it.
-
Jolt + Carnage
I think it got nerfed. I played a barb in PotD and didn't find it to be very powerful - but it was still good. I recommend Tidefall plus Sanguine Plate plus Shod-in-Faith boots plus low defl. on your barb. The draining and wounding of Tidefall applies to carnage as well, giving you enormous healing rates and dishing out lots of damage. This is supported by Consecrated Ground from the boots, which will trigger very often (most of the time it triggers twice in about 3 seconds) and making it very hard to knock you out while you get frenzied all the time by your plate. Your health will be very high and your DR too, so you don't have to rest to often. I combined a priest with Painful Interdiction with Brute Force and Threatening Presence on my barb. That way you can debuff your foes' fortitude by more than 40 every encounter. That's the only way Brute Force is worth taking that I know of. But this way it works like a charm. Your barb will cut through mobs like there's no tomorrow. You can still use Jolting Touch scrolls now and then. Or you recruit a second barb with animancer boots and dual stilettos.
-
Soulbound staff any good?
Mages are incredibly good in melee, especially if they get lvl 1, 2 and 3 per encounter. It's just a lot of buffing at the beginning of each fight, but then, for the rest of most fights, they are the best melee auto attacker there is. Especially Eldritch Aim, Infuse with Vital Essence, Merciless Gaze, Mirrored Image, Deleterious Alacrity of Motion and, L. Displaced Image are great things to cast while someone's pulling the enemy towards your group. If all is set up, the wizards becomes one of the deadliest and at he same time tankiest melee characters I know of. Combine that with Tall Grass and switch to the very powerful Spirit Lance in tough fights, and bystanders will get mass confused just by observing your magnificence (no, not ingame). He will still do more damage if he spams AOE spells though. But if you want to do it - it's fun and absolutely rocks.
-
Cipher ranged build
Dex definitely influences attack speed, recovery and reloading.
-
Accuracy bug 2.01
Maybe. But why on earth is it different on the character sheet? Shouldn't the combat log and the sheet get their numbers from the same sources? If not: WHY??? And if they do: how can this UI bug happen then? It's really frustrating. They fix one bug and produce two other.
-
Accuracy bug 2.01
I can confirm the bug. Very annoying! In 2.0 I didn't experience this - but maybe I just overlooked it. Now - with 2.01 it's there and pi**es me off... I have no Idea what you are doing there or how awful your code is, Obsidian - but as a software developer I have to say this doesn't give a very good impression.
-
Backstab and Shadowing beyond.
That's very unlikely but possible with Shadowing Beyond or indiv. stealth. For solo runs that only works with shadowing.
-
Has anyone made a viable Melee Cipher build?
Another point for Tall Grass and Hours of St. Rumbalt: you can get them very early - after Maerwald if you like. You just need coin. Tall Grass is Exceptional and Rumbalt has Accuracy 3 enchantment. That's a big leap in Accuracy right after Maerwald. You can also get Tidefall very early, but the fight is quite tough when you are of to low a level and impossible to find if your mechanics skill is under 10.
-
Has anyone made a viable Melee Cipher build?
I once had a melee cipher with Tall Grass. That also worked well. He did not need to get into the fray and still got some nice focus and damage. With Tactical Meld and Borrowed Instinct (stacks for +40 ACC) on top of the Predatory enchantment (+10% hit to crit conv.) you get crits all the time that trigger the prone effect. Maybe Hours of St. Rumbalt would also be nice in such a setup because it not only has an Overbearing enchantment but also Annihilation, what would make your crits truly devastating and would give you tons of focus. Mind that you can cast Tactical Meld before combat for free - meaning that focus regenerates in less than 1 second after casting.
-
(white march) i'm getting stomped by iron automatons ! need advices
Then the 2.01 beta patch would serve you well. That's already out. Does anybody know when the final patch will be relased?
-
Backstab and Shadowing beyond.
I think it's lame. If you compare it to deathblows that stacks with sneak and special attack it stinks. Especially since you can only use it once and under very special conditions.
-
Backstab and Shadowing beyond.
It is 150% because of sneak attack plus backstab (or used to be - who knows now). Just the +25% from the special attack are missing.
-
(white march) i'm getting stomped by iron automatons ! need advices
You could try the 2.01 beta patch if you purchased on steam. It contains some bugfixes. Just google "pillars beta patch 2.01" and you will find a link to a forum post that links to the "how to". It's quite simple.
-
Backstab and Shadowing beyond.
How stupid. Could it be that it worked some time ago? Because I really really think it worked when I tried it. But that was close after release.
-
Backstab and Shadowing beyond.
I think that's not right. I recall that I used point blank ranged arquebus shots with blindind strike out of stealth to open fights - and backstab worked.
-
(white march) i'm getting stomped by iron automatons ! need advices
You can check if their stats go up every time you load the game. I think it's a bug. A lot of people complain about this while others didn't experience such high numbers.
-
Backstab and Shadowing beyond.
But shouldn't you do +150% of base damage? Because of sneak attack + backstab? Or is an attack while using Shadowing Beyond not considered a sneak attack like when you hit out of stealth?
-
So why can't we pre-buff before engaging yet?
There are some buffs that work out of combat. Tactical Meld for example can be cast before combat. When you start combat you will have +20 ACC and full Focus.