Everything posted by mosspit
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[Class Build] "Lord Of The Imps"
Great fun build
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What are you favorite Cipher spells?
Psychovampiric Shield - Long duration debuff of -10 Res which means applying subsequent Will targeting attacks become easier. Mental Binding - Its effects are useful but duration is a tad short when compared against the base recovery of actions. The star here is the cast speed. At ~0.5sec, it can be used as an on-demand hard "interrupt" to enemy action.
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Best enchantment on Whisper of Endless Paths
The AoE is nice but it has been compensated with lower dmg values - A normal GS will have 18-24 base dmg while WotEP has 9-15 base It used to the in earlier iterations. But as of 1.2, the AoE is Foe-only. Another good use of it is to propagate status effects like Crippling Strike Offensive Parry is quite neat. But you have to build around it as it involves pushing deflection on a build that can't wield a Shield
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After hours of games, thoughts on bests 2 handers ?
I miss Tidefall.
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[single-class build] "Dat arsehole ascendant" how to 1.2 pure dps cipher build
Because 1.2 changed up that skill. Now it has been replaced with Ancestor's Memory, and it grants Brilliance to an ally.
- [Class Build] A Dance with Death (Shadowdancer 1.2 PotD solo)
- [Class Build] A Dance with Death (Shadowdancer 1.2 PotD solo)
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What frontline builds don't want to max History?
Probably because role playing attributes should ideally be decoupled from combat purposes. At least that's my understanding.
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What frontline builds don't want to max History?
Monks who distinctly plans to get damaged to gain Wounds. In those case, sustaintability offered by ...say... Three Trolls Stitched might be more desirable.
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Poll - Do you like POE1 casting and ability use system better or POE2s
mosspit replied to no1fanboy's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Per rest could work well if there was an actual limitations for resting. So it enforces resource management Case in point - some posters mentioned that they accidentally fell through to lvl 5 of Od Nua and tried to get back to the start. However, there was no clear way to the entrance and supplies is scarce so some were legitimately stuck (game over). To do so, I envision certain dungeon segments to lock in the gamer. Thereby restricting the rest items to what the segment itself provides (and what the gamer brought in). Makes spending per rest resources a more difficult decision.
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BUG - High level items in crookspur beach behind merchant
Let the development team spend time on things worth looking into. Aka not this...
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Unblockable skills
Didn't check too much. But Charge had a few attack components string together. The teleport component actually checks against Deflection. There is another AoE component (which is responsible for applying stun) checks against Fortitude. Just couldn't make the combat log show the rolls for some reason.
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Sage (Or Caster/Monk in general) Slow early game, but ramp up?
Helwalker is chosen purely for its Str Bonus. It is not bad for spell casters in general as spells benefit more from Mig bonuses than Martial (Martial enjoy more diversity in dmg modifiers). Helwalker also start combat with some wounds (New chars start with 2 and scale to 5 at later levels) so ramping up can be easier. Enduring Dance can be an option if you play keep away, also note if you use DoAM there is a self inflicted raw dmg that also can contribute in Wounds. Nalpazca is a more comfortable playstyle (with slight inconvenience of popping drugs before fights. Also Helwalkers can pop drugs too) but less dmg output. Risk vs Reward.
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I just have to share what happens..
Well no reason to, I only pushed what was necessary. The Wahai Poraga fix seems to be still applicable in 1.2.0.0017 until they take a look at it.
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The Ultimate Summoner
Well, the additional random targets are chosen from as follow-up from a caster centered AoE "attack" that is, as you shown, to have value of 1.5. It is a tad difficult to imagine the change resulting from IoP. Will it be adding the range multiplier to the AoE radius (hilarity ensures) or change the attack to behave more like Carnage (AoE centered around target instead of caster) or status quo. All of these outcome seems... weird. Case 2 might need a re-design of the interaction though
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Unblockable skills
Charge indeed is an auto-hit, at least there is no hit rolls shown in the combat logs. But it seems to have a roll applied when calculating the duration. You can probably notice different stun durations on different enemies as you charge through.
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[Bug 1.2] Rooting Pain no longer triggers
Thanks for the fix guys. DurationType for "Rooting_Pain_SE_AttackOnApply" is indeed changed to Instant. No need for my ad hoc fix. Cheers!
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I just have to share what happens..
sure it is fixed? i thought patch 1.1 mentioned it was fixed. gosh how i wish obsidian has more talented people. The fix I was referring to was with regards to the bug introduced by patch 1.2. I created a bug report at https://forums.obsidian.net/topic/103172-bug-12-rooting-pain-no-longer-triggers/ but so far radio silence from Obs. In nerfing the proc rate to Rooting Pain, it resulted in wrongly assigning 2 different status effect objects of infinite duration to the skill. 1 that governed the proc rate of 25%, and another that depended on the former to trigger the actual Rooting Pain attack. I fixed the bug by changing the second status effect object duration to Instant and thereby avoiding the status conflict. TBH creating the fix was not as much as an issue as not receiving any response to bug report... Just an update. Obs fixed the issue and even changed the proc rate to 0.33 instead of 0.25 Just checked the "DebugName": "Rooting_Pain_SE_AttackOnApply", "ID": "3c9bd134-371d-4238-aa6d-b8faeb2a0d19", and in fact the DurationType was indeed changed to Instant. Thanks to for the fix again
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The Ultimate Summoner
Hahaha seems that way. So far already showing the signs
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Character dies without injuries
mosspit replied to Isaac1984's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)So far I noticed insta death when one of my party got affected by enemy Disintegrate and got killed as a result. No knock out state, just exploded and the character disappeared from the roster entirely. Not sure if intended...
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I just have to share what happens..
The issue was with the weapon Wahai Poraga, not with Monk's skills. Sorry for the disappointment.
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I just have to share what happens..
sure it is fixed? i thought patch 1.1 mentioned it was fixed. gosh how i wish obsidian has more talented people. The fix I was referring to was with regards to the bug introduced by patch 1.2. I created a bug report at https://forums.obsidian.net/topic/103172-bug-12-rooting-pain-no-longer-triggers/ but so far radio silence from Obs. In nerfing the proc rate to Rooting Pain, it resulted in wrongly assigning 2 different status effect objects of infinite duration to the skill. 1 that governed the proc rate of 25%, and another that depended on the former to trigger the actual Rooting Pain attack. I fixed the bug by changing the second status effect object duration to Instant and thereby avoiding the status conflict. TBH creating the fix was not as much as an issue as not receiving any response to bug report...
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I just have to share what happens..
I used this https://www.reddit.com/r/projecteternity/comments/8jiez5/poe2_modding_tutorial_rough_and_ready/ You need a suitable editor. I used Notepad++ and JSON formatter plugin from http://www.sunjw.us/jstoolnpp/ Honestly, it is pretty straightforward.
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I just have to share what happens..
This together with the Rooting Pain fix, I spent about 2hours? I couldn't carry on playing my playthrough due to these bugs so it seems like the most productive thing to do lol
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Wahai Poraga Bug
Let me just paste what I wrote in another post