mosspit
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Food is overpowered, nerf food
mosspit replied to Kilburn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It is actually more annoying to go around purchasing the materials / food. The restriction to stop using food feels more natural in that regards. But whatever, YMMV. -
Food is overpowered, nerf food
mosspit replied to Kilburn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No actually when food gets nerfed, they will move on to calling out on stat increases on items. It is a progressive thing. -
Buff will be mostly better as its effects will not be easily suppressed by or suppress other acc effects from abilities. The acc penalty inflicted on enemies is helps defensively so sometimes I might include the pack leader, superboss in the spell area just to lower their dmg output (at the expense of not including the support chars if I had to choose between the 2).
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@TC: Thanks for pointing this out. It was really helpful as I was running 3 Mechanics high char just for the opportunity to get some extra mileage off traps. It is a shame that I had to read about this rather big change off a bug section instead of the patch notes. Personally, I don't understand the rationale of the further nerf in traps. There was already a big nerf to traps when the accuracy was heavily reduced (to the point high level traps started with something like -25 acc). At this point, I probably start treating them as vendor trash.
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It was more of me doing a tongue-in-cheek with regards to your mediation efforts lol Tbh, the orders aren't really THAT important. I particularly don't think highly of on-kill effects as I don't see them as triggering when you exactly need it. But again that's just me and yes Sword and the Shephard is probably 1 of the better on-kill effects. Diplomacy is actually quite easy too. Pallegina's questline is loaded with Diplomacy answers. That encounter with Agosi alone will probably raise it by 1 rank . After which, the answers are normally about alternative solutions about seeking help somewhere else or finding a non-violent solution.
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I must say Boeroer, you have a flair with writing back stories I mean "he once even beat Fulmineo Prondroni in a race for the cold buffet."? That's just gold lol Btw, your Stealth is quite high at 7. Is there anything interesting that happens at that kind of Stealth level combat-wise? Or is that for your char to sneak past mobs? Does that mean your party also has that kind of Stealth investment as if Im not mistaken you need the whole party to gather for area transitions.
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Actually, the ability to stack Sickened and Weakened is the key here. That changed my initial thinking on how fort is the toughest save to beat. It is not simply that they can be used together, it is because that the Weakened didn't suppress Sickened like what Stunned will do to Prone. Because of that I was more open to other options I thought was crappy before. Things like Brute Force for example. Ciphers are good at lowering Fort as their abilities that do so target Will. For Amplified Wave, I dont really use as it seems uninteresting. OP perhaps but uninteresting. My fav spell pattern is Psychovampiric Shield > Fractured Volition > Body Attunement. Lower Will (and Deflection) so the FV hits reliably to Lower Fort and to cause BA to hit reliably, and thirdly to Lower DR through BA to rack in the dmg. Sickened is handled by the Barb. Also doesn't hurt if the Cipher gets buffed in the process
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If you want a Pally that is tad offensive, I would not want to dump Dex. DPS is about dmg, accuracy and frequency of hitting. Dex is a general speed modifier. Normally you can only get modifiers from items that affect 1 aspect like attack speed or recovery.And Dex affects other actions apart from attacking. Personally I feel Dex and Per are on the same level of importance offensively with Mig trailing behind. 7 Dex and 10 Int could work. How martial is your team going to be?
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Well to be fair, you needed SCS add-ons for the games you stated and it can be considered that this playthrough did not expand beyond the options provided by PoE. So maybe there is a PoE mod (created already or to be created in the future) that can offer something similar to those SCS added-on playthroughs.
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For the 2 Per, I thought about that for some time before deciding. The 2 stat points came from Mig and Res as I felt I didn't need that much points in those. Tbh, they could have put in Dex but I wanted a higher Per in case it matters if enemies decided to disengage from the Pally if Per was lower. For expert mode, I did a trial run and compiled a simple dialogue cheat sheet It only runs up to mid of D. Bay but with it one can reliably get the 3 ranks in fav disposition by that point. After which, it is about avoiding the unfav answers which is easier to judge. Plus I got lazy If you want, I can link the spreadsheet here but you have to pardon the poor formatting and readability of the data. For ZF, I agree with your assessment and I might be a tad critical. In fact, in my runs I found that ZF led to early games that were smoother than if I chose ZE. Early game ZF enables the faster thinning of enemy mobs to make things more manageable. Mid to late game, the flat bonuses fall off as both acc and DR are too easily suppressed so what's left are the %conversions. So it depends on which conversions you value more and which categories of rolls happen more often. I normally plan my talents and skills selection based on key encounters and not 95% of the other trash encounters. After all it is those key encounters that carries the most risk to ruining a TC or ToI playthrough. Trash encounters can be done more efficiently but usually don't carry that kind of risks. For key encounters, I found ZE's conversions more useful as my playstyle is tad more conservative and focused more on survivability. And for key encounters, alpha strikes are unlikely (although the option to attack when enemy is still neutral is present) and those encounters can be potentially lengthy, which lessen the impact of alpha strikes. One should also see if for those key encounters, which occurs more often? Your character grazing the enemy or the enemy scoring a hit on your characters? And choose accordingly... or choose ZC
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I used a pally with these stats for my 2 recent playthroughs. Previous was a triple crown no-casters (Pally main, Eder, Rogue, Monk, Barb, Ranger). Ranger was the only ranged char in that playthrough. Current is an all-melee party PotD/ToI (Pally main, Eder, Monk, Barb, Cipher and Priest). I am pretty comfortable with the stat spread but it kinda depends on your party composition and what kind of restrictions you impose. M:13 C:14 D:10 P:12 I:12 R:17 I mainly used Shieldbearer and Darcozzi. I think if you have a Priest, accuracy is definitely not an issue. Between Blessing, Devotions of the Faithful and Crown of the Faithful, your accuracy should be good enough. Maybe add in a Scroll of Valor if necessary (Blessing still has that 10% dmg increase). Also if you have a Priest, drop ZF. It is not worthwhile. Btw, maybe you mean single hander instead of duelist? Because only single hander will confer that +12 acc. Mine is almost always a shield wielder. Find it difficult to have a pally and not use the Outworn Buckler lol.
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No I am not completely sure. That's why I replied conservatively with probability terms. But I did do some 1-on-1 testing before I posted the fact. What I didn't test was the case of multiple engagement slots. There is definitely some flakiness in the engagement system. That's why Torm's question interested me as I experienced something similar to what was described. The flakiness of the engagement system and limitation of user end observation makes describing the situation kinda difficult and it is also not easy to reproduce the same engagement situations.
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Maybe it was this but afterwards I stopped tyring to FoD and still was not getting any disengagement attacks while chasing. How about this? If you notice after the momentary disappearance of the engagement line or whatnot, you have to land a melee hit to get the engagement line to appear again. That might be the reason why it is difficult to get disengagement attacks while chasing. For recent playthroughs, I play with melee heavy or all-melee parties and this observation becomes even more obvious for me. The converse is true as well. Sometimes I can get a melee character to run circles around another melee enemy (who is obviously focused on the character who is running around) and you won't trigger disengagement attacks. Btw the running circles isn't intentional... blame it on bad pathing Edit: Btw for the converse scenario, take the "sometimes" very literally and with a grain of salt. Enemies on the whole are quite decent at shutting down characters they are chasing. And enemies, especially teleporting ones, can break the enagagement screnario in which they need to land a hit first. Shadows, for example, can insta engage with your character immediately after teleporting and cause disengagement attacks. I might even say that disengagement system is asymmetrically applied between the character party and AI.