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mosspit

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Everything posted by mosspit

  1. 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.
  2. 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
  3. Because 1.2 changed up that skill. Now it has been replaced with Ancestor's Memory, and it grants Brilliance to an ally.
  4. But we are trying to not get hit, so it would proc very rarely! This is response to your statement that rooting pain was nerfed to 25%. Just saying thats its different from beta.
  5. Probably because role playing attributes should ideally be decoupled from combat purposes. At least that's my understanding.
  6. Monks who distinctly plans to get damaged to gain Wounds. In those case, sustaintability offered by ...say... Three Trolls Stitched might be more desirable.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. Thanks for the fix guys. DurationType for "Rooting_Pain_SE_AttackOnApply" is indeed changed to Instant. No need for my ad hoc fix. Cheers!
  14. 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
  15. 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...
  16. The issue was with the weapon Wahai Poraga, not with Monk's skills. Sorry for the disappointment.
  17. 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...
  18. 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.
  19. 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
  20. Let me just paste what I wrote in another post
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