Jump to content

mosspit

Members
  • Posts

    725
  • Joined

  • Last visited

Everything posted by mosspit

  1. Breath of Life: AoE Heal on scoring kills with the Twin Eels. Heal amount increases with the wielder's Religion Skill Death's Embrace: Bonus Hit to Crit Chance with the Twin Eels. Chance amount increases with wielder's Religion Skill
  2. Oh it scales off Religion? I guess it was implied, but I didn't see it in the enchantment description. Then maybe it is not too bad. But the health gained definitely not scaled from might bonuses. Edit: It is in the description as in the lower part of the text. Yup, im obviously not someone who looks at fine-print
  3. This is hopeful. As in hopefully it doesn't get changed to just weapon proc. I don't know where the GS is gotten. But I played around with it. The Renewal enchantment is quite bad - 10 health on revival didn't scale. The saving grace is that the revival will proc about 3-ish seconds upon being knocked out. But the revived char will likely drop again as soon as the enemy sneezed in its direction.
  4. I did a playthrough where I pledged allegiance to and choose a way of dealing with the souls differently. During a certain sequence, I got a debuff called Burden of Memory. -2 to might and resolve. And it didn't get removed after rest. (It does have an unspecified lengthy duration, possibly determined from the system clock).
  5. Yeah you're right. Virtuous Triumph does proc the heal. I think I worded it poorly. Was trying to say Confusion has nothing to do with causing it to proc or otherwise.
  6. No worries, finding these kind of interactions are always interesting
  7. I dont think so. Because Confusion make your attacks lose the "hostile only" property. It doesn't flip your alliance the same way Charmed / Domination does.
  8. But it only worked when the dot had 10 or less seconds remaining, right? Not really because I mentioned that I tried using Disintegrate too. Disintegrate was giving > 10 secs remaining before the Streetsweeper hit. Yet enemies still exploed due to the dmg spike. From my observation, it still worked on > 10 sec effects. What I think will be interesting to check is what happens when we consider the infinite length dmg effects (Brand enemy, Gouging Strike, True Love's Kiss). I can't tell if the dmg got combined. The ticks were not large enough for me to notice.
  9. Well, I tried goofing around with the weapon on an existing Cipher/Rogue. If I had to guess, it will be that the deep wounds get usually tick over 10 secs got combined into a single tick. Apparently, it is also happening for Disintegrate too for me. I think i was seeing 3 numbers - 1 for the weapon dmg, 1 for the combined deep wounds, 1 for the Disintegrate. I was testing at the palace top level in Serpent's Crown. And unfortunately, I can't get more info as all the enemies died in the Streetsweeper hit after Disintegrate. The additional single ticks dont appear in the logs. Similar to the way Deep Wounds and Disintegrate DoTs dont appear in logs. Just to be clear, what I mean by combined is that instead of the traditional "x dmg per y secs over z secs", the effects will change it roughly into "x * (10 / y) per y(?) secs over z - 10 secs". And if z is less than 10, then it becomes "x * (z / y) dmg per y(?) secs over 0 secs". The maths isn't exactly but I am just trying to show what I mean. Overall, there is no change to the DoT mechanics, just the time tick gets adjusted.
  10. Hahaha I think you should post the build. You will likely do a better write up anyways. I was playing around Bloodfire via combustion wounds for a while, but somehow I wasn’t happy with the results. I don’t know if it’s observation bias but using those dlc items just made the heal much more sustainable. Just excited that there is a decent way of doing indirect way healing that is not the common methods like Unbending, BBD or the common heals. I just gonna start one playthrough, and work in Retaliation via Flameshield. Dumping Res ofc, which also extends hostile effects and is also what is needed lol. Another thing is that Arcane Dampener doesn’t work against this build too much too
  11. Curious, is the new sidekick gated behind tough encounter(s)?
  12. Also check out Cape of the Falling Star from the free dlc pack. A screenshot is not going to do it justice. The cape (for lack of a better description) is superimposed against an animated background.I don't think Obs ever done something like that before. Mechanics-wise it suits builds that are meant to get knocked unconscious to trigger attacks. The dmg type matches Godhammer Plate. But aesthetics they are a bit hard to match.
  13. So I was toying around with Rekvu's Scorched Cloak for a while and the results was quite meh. Since Beast of Winter came out, I decided to revisit self heal via Fire Conversion and found that it kinda clicked. Just to note that I used some of the DLC equipments like Guardian Plate and Brooch of Inevitable Winter for testing. Guardian Plate synergized with the self confusion from Berserker Frenzy, and the Brooch increased the Fire Dmg taken What I tried was to make use of Confusion to inflict Combustion Wounds on myself. And try to get hit quite a bit. The Maker's Own Power can be used to "store" hits to ramp up / power CW whilst significantly lowering incoming dmg. Area Harzards like Wall of Fire is also used to accumulate CW dmg (Wall of Fire on its own is not sufficient, Bloodfire usually heals for 0 dmg via direct WoF hits). Guardian Plate provides high armour with low Fire AR which suits the cause. So the results were quite decent I think. Side notes are that (some posters already stated this) injury should be serious burn to lower the Fire DR further, and forget about +heal effects as they are not involved in the conversion. So just try to buff the Fire Dmg and Pen as high as possible whilst lower self Fire AR as much as possible. Together with Savage Defiance's self heal, the self sustainability is sort of viable right now.
  14. So those items basically make a powerbuss streetfighter who is flanked and heating up even more "op"? Because the streetfighter is afflicted (perception). Precisely. But I console browse the items and have no idea how to procure this. Depending at the progress you can get this, it might be more convenient to get intentional flanked. But yes, streetfighter came to mind when I saw this as it kinda counters the blunderbuss modal effects. Although the standard flanked doesn't cut it (as it is not exactly an affliction), it needs to be Distracted or worse.
  15. Btw, if you have the DLC. It might not be a bad idea to stay confused. A number of the items are affliction triggered. I remember seeing the soul bound plate mail is one. There is also a head gear that gives 10acc when afflicted
  16. True, I don't deny it is gonna be ugly. But to me and at the risk of digressing, it is the nature of DW being too good and not only for Full Attacks. And Obs already done some not very pretty things at this point. I don't see too much difference between the suggestions. It is mostly about shifting the reference point. But ultimately, it about toning down 1 of the styles vs buffing the other 2. Changing just that 1 style seems like the easiest.
  17. Plenty of suggestions here. But if the purpose is to balance full attacks and with the intention make it so with the easiest implementation, the lowest hanging fruit I can think of is just the lowering of Offhand Accuracy by x (10 will be a reasonable number for me). After all, if memory serves me correctly, that's how BG2 and IWD2 did it. DW Full Attacks still get the full advantage of the Primary Hit, it is the Secondary Hit that seems to throw off the numbers here and lowering the Acc for the Offhand helps to bring the dmg (and effects) more inline with the status quo. Also it gives slightly more thought on which weapons should placed in the main hand and offhand. I'm not a big fan of nerfs but if I had to choose between the lesser of 2 evils...
  18. @mant2si No doubt it can be tricky but I don't know whether it is an intention to balance the "normal" PotD difficulty against the most OP of builds @Dortek I don't think I would like to get too deep into per-rest vs per-encounter argument. I seen it in other threads and I think ppl feel strongly on both side of the fence. One thing for sure - I feel class design on the whole has embraced the concept of per-encounter pretty well. But I can't say the same for itemization. As you said, there is a disconnect within the design of different item effects. I almost feel that there are completely isolated teams who were involved in item and class design. To add further, I think Obs has equated "5-10% on crit" with "100% on-crit but 1/rest or 1/encounter". Hypothetically on average, both cases can be treated as having proc of 1 per encounter. But I don't think Obs realize that the former case is much more difficult to have included into builds with a consistent purpose. @Boeroer Yes, perhaps some items were too good in vanilla. That's probably the reason why with WM1 and WM2, items with % on-crit and on-hit effects were introduced. Even so, they are most or less acceptable although things like Firebug proc on Unlaboured Blade was given 3% (LOL). In Deadfire, on-crit effects on the whole got an even harsher treatment by forgoing the on-hit condition in general (and worsened by patch 1.1). Also the fact that multiplicative stacking rule exists in PoE1 is surprising news to me. I admittedly don't go too deep into the mechanics for PoE1 but I have all along thought that the hit-to-crit conversions were additive in PoE1 eg. 2 instances of 10% hit-to-crit = 20% hit-to-crit. Which also makes the multiplicative rules for hit-to-crit in Deadfire understandably worthy of discussing in Deadfire threads. If it is really the case, I will admit it as an oversight on my part. But I don't think it shifts the relevance of my observations too much. @Haplok Yes, I agree. I don't think Obs realize what 10% on being melee crit'ed really is... @grasida Yes I agree. I will parrot myself that blanket changes are always a bad idea to me. Because while it does resolve the issue of difficulty in the general case, it will inevitably cause items, that didn't need to be nerfed in the first place, to be further nerfed to the point of "why bother". Also, I am a firm believer that changes have to be tested before being exposed to the public. And it just not possible for blanket changes to be tested well enough.
  19. After playing for a couple of playthroughs, I have made some observations that I would to share with the community and maybe to hear some explanation on some of the design choices made in Deadfire. In all likelihood, I might be rehashing old arguments made during the development phase. If so, kindly re-iterate the rationale or even point me to the correct threads or links that contain said discussion. On-Crit Effects Most of the effects I see having crit procs are gated behind low proc rates. Typically behind < 30% with some of the strongest (and most interesting) effects like Blade Cascade and Meteoric gated behind 5%. That is understandable. However also consider this: One of the biggest utilization of PoE1 crit procs is through propagation via Carnage and that is completely nullified through Deadfire's Carnage design Crit is now harder to achieve consistently due to multiplicative stacking rules Combat in Deadfire is already considerably slower than PoE1, which will lower proc rate in general With these, I feel that on-crit effects are just added flavor and one will be lucky just to have them happen in an encounter. Rather than having builds design around them due to consistent occurrence. On-receiving Crit Effects Again, these effects are gated behind proc rates of typically less than 30%. However, most of them have the added condition of being proc by melee crit. Consider Okura's Kettle (10% on receiving melee crit) and Ngati's Gridle (10% on receiving melee crit). Even if you intentionally dump defensive stats to get crit on for every hit, you will only get to experience the proc effects at 10%. Honesty, I don't know Okura's Kettle is a bug or not as I can't seem to get it to proc. But the proc rate is so low that it might be just rng skewing my observation. Compared with PoE's Shod-in-Faith (otherwise known as my favourite pair of boots in PoE1), Sanguine Plate, Binding Rope and Swaddling Sheet, retaliation seems to be something very difficult to design around in Deadfire. Most of the "on being critically hit" effects in Deadfire is hardly considered OP and I am puzzled by the design choices. In fact, I tried to explain the convoluted mechanics behind Lethandria's Devotion and realized that I had to explain the interaction that was behind 3 layers of RNG and if the incoming attack was melee in nature. That is one of my first realization of how badly retaliation effects were implemented. Indirect Healing Effects In PoE1, Draining weapons are quite effective and they offer dependable sustainability as viable substitute to direct healing. In Deadfire, I see that Draining type weapons are much rarer and don't work in the same way. Typically PoE1 Draining heals endurance for 20% of the dmg dealt. In Deadfire, there are weapons like Sanguine Greatsword and Aldris Blade which only heals on crit. In particular, I question Magran's Flavor Blazing Core enchantment as it often heals for 0-2 health. What this leads to is being shoehorned into using traditional healing for sustainability. Which is another puzzling design choice. When discussing about these kind of effects, the question of difficulty will most likely be called into question. Just to be clear, I am fine with difficult game play and have no issues to admit I am not a particularly competent gamer. I will most likely not solo this game, like I have not solo'ed PoE1. But I also believe that diversity and difficulty is often not mutually exclusive. So I prefer to think of this way - nerf the numbers, but not to extent of killing the interactions or mechanics. I guess discuss away?
  20. @man2si: Don't know if you're aware of this but there is Slack Channel dedicated for modders. Could be helpful. https://forums.obsidian.net/topic/103179-mod-dev-only-slack-channel/?hl=slack And the names I see popping up who gives good advise are peardox and Zap For Hire. Not sure about this, but the changes might involve decompiling the core files (it is dll assemblies on win, not sure what format they exist on other OS). And the said posters can definitely help.
  21. I really like Mental Binding - use it more for an on-demand interrupt attack. Notice an enemy prepping an active you don't like? Pop MB And for Phantom Pain?
×
×
  • Create New...