Jump to content

mosspit

Members
  • Posts

    725
  • Joined

  • Last visited

Everything posted by mosspit

  1. Curious to your meaning of "incomplete"? I know that those items were somehow excluded from the patch notes, but I don't think there is anything missing in their current implementation.
  2. I though of it. But unfortunately there is an image limit on the post.
  3. I replied to a previous poster I was able to obtain the Outworn Buckler from the location of acquisition, and I found Amra in the inventory of the specific merchant using an old save file. So the implementation of the items should be applied retrospectively.
  4. Ahhh now the item skill names make sense. (Also a teeny winny little immersion breaking )
  5. Yeah, I stand corrected. As what @Haplok mentioned, the angle of the attackers matters. It appears to be independent of the engagement slots, which only factors in for triggering disengagement attacks in the general sense.
  6. Not sure. I don't think you find it directly. You need to add it manually. I could be mistaken.
  7. Isn't it supposed to be if number of enemies engaging more than character's engagement slots will result in flanked?
  8. Seems like you would need 16 PER at the below location.
  9. Instead of removal of Constant Recovery, Black Jackets now have Constant Recovery at a reduced effectiveness. Pretty sweet.
  10. I did some basic testing. For Cog of Cohh's on kill effect, there doesn't seem to be any difference between a min int and max int wearer. The wearer needs to be about 3m from the ally who made the kill it seems. Regardless of int of the wearer For the Communal Carnage aura (and I think item effect auras in general), int does help to increase the AoE. The effect description also does state the distance, which will change in accordance to Int.
  11. Yeah as @Manveru123 kindly pointed out, I included in the first post. As well as, my thoughts on the accessory. It is not too bad. In fact, I am equipping it on Ydwin (mindstalker) in my current playthrough.
  12. Same issue here. I find that Whispers of the Endless Path is very susceptible to this bug due the Cone AoE. That is my personal experience, but this could happen to other weapons too. In fact I once noticed that enemies would get stuck in the animation loop too. It is difficult to show proof as it is intermittent and depends on minute positioning during combat.
  13. Added a new neck accessory Cog of Cohh. Found it by chance when defeating the Giant Grub as part of the "Corentt of Waves" storyline.
  14. I was able to obtain the Outworn Buckler from the location of acquisition, and I found Amra in the inventory of the specific merchant using an old save file. So the implementation of the items should be applied retrospectively.
  15. Guess the idea is for Destructive Channeling to deal self dmg to trigger those 1% proc. I think the point is the builds can't reliably proc it. Even with your setup, you can't control that Brilliance (or the other 1% triggers) would proc 3 times in 1 encounter, or you would have done 3 encounters in a row and not experience a single proc. The approach is more like "if it happens, it happens". And this should not be the direction they are taking to control the effects. I really don't want to see a 0.3% trigger....
  16. Imo, as I will parrot what I mention before, nerf the numbers but don't kill the interactions. For numbers here they can do something like +3 instead of +5 to a stats improvement when an effect is supposed to take place. But not to use such a low proc like 1%. 1% is really ridiculous in the sense of why even bother? Because statistically it is just not feasible to design a build around that kind of interactions.
  17. I really question the relevance of these kind of decisions. I mean how are we supposed to use these kind of effects in a meaning way? I didn't expect the situation to regress further - Originally we are getting 10-30% procs, then nerfs to 5%. And now 1%??? What's next? Triggers of 1 per game?
  18. The nerf was done in this way imo for 2 reasons: Easier to nerf 1 style rather than buff 2-3 other styles. Less effort If other styles were buffed, it will lead to Full Attacks being stronger across the board and when content is unchanged will lead to easier gameplay experience. Although the change ideally should be symmetric and AI can benefit too, human players are likely more able to take advantage of the improvements. And coding AI will be also more work.
×
×
  • Create New...