Dr <3
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Apprentice sneak attack and veteran recovery are "cross class talents" introduced in white march. Vulnerable attack should be aviable from lvl 4 lvl up ( not from lvl 2). Is in the first label of talents. For poe 1 the build should work also without the first two talents, just make sure to buy the shood in faith boots from crucible knight merchant and have some potions.
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1. Yes, DoT damage only based on your initial damage. DoT duration affected by INT. It’s different from POE1. 2. If the DoT source is a spell, of course Resolve will affect DoT damage. If it’s made by physicial attack, only Might will affect. Ok, so for optimizing wounding shot dmg i should max both str & int. No more dumping int
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Thks for the analysis. Actually all the new tiers of dmg are a bit confusing, well done!
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As far as you know, now high int mean more DoT dmg for wounding shot? No more like PoE 1, when the dmg was the same, just done in less time with low int? Resolve affect the wounding dmg in some way?
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With the new pach i tested a ranger(with spirit pet)/barbarian(berserk). Was pretty interesting, with wounding shots full attacks (+20 accuracy/wounding lash), marked prey (+20%dmg), berserk rage, weapon proficiency, spirit pet if needed ( basically you get a low cost powerful summon instead of the normal pet. I think is much stronger than normal pet, since you don't need to waste resources for heal the pet, casting time is short, if the pet die you can just call him again). I felt very satisfied, until i realized that i builded the poor man's berserker/bleak walker. In the end sworn enemy >> than marked pray, and FoD >> wounding shot. Only the spirit pet was a clear benefit, but bleak walker version feels much stronger indeed
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Probably lot of people already know what i will write, but i just wanted to point out a couple of things: - in poe 2 with a full attack main hand attack first, second hand attack second ( opposite than poe1) - after the full attack there will be a recovery. The recovery is ONLY the recovery of second weapon. This is quite important, since as long you are doing only full attacks (es ranger/paladin/..) you can - have "free" active modal in main hand, if the downside is "+ recovery time", since usine the full attack the recovery part is fully skipped. So free bleeding with axes, free windmill for sabres, ecc - boosting overall dps using a fast weapon as second hand weapon ( since the only recovery between 2 full attacks will be the recovery of the second hand)
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With math: You do 30 slash dmg and have both wildstrikes to someone with 10 DR corrode You get (+ 10 corrode dmg {30% lash} - 2,5 {1/4 enemy DR}) + ( 5 corrode dmg {15% lash} - 2,5) --> 7,5 + 2,5 --> 10 dmg With belt ( +12 {40% lash} - 2,5) + ( 7,5 {25% lash} - 2,5) --> 9,5 + 5 --> 14,5 dmg Note that without belt 1/2 of your greater wildstrike dmg was eaten by enemy DR, with belt only 1/3
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To explain it easily without in-depth math: Wildstrike and greater wildstrike add 2 different lash: one of +30% corrode and the other of +15% corrode. The dmg is displayed "togheter", since they have the same elemental dmg, but are calculated as 2 different things, each of them subjected to 1/4 of enemy DR (elemental specific). DR penetration DOES NOT WORK for lashes, so it is irrilevant. As an example: if you found something with very high DR to corrode: it can happen than the lash of greater wildstrike will be totally "eaten" by enemy dr (is only 15%), while the normal wildstrike ( that is 30%) dmg can get trough. If you want to check better the effects you can try via console to have a wildstrike and a greater wildstrike of different type. After this introduction: the wildstrike belt gives you +10% lash dmg to BOTH WILDSTRIKE ( normal and greater). This means that they become a +40% lash and a +25% lash. Since dmg is always computed vs 1/4 of enemy DR, having more dmg helps to surpass the dr wall.
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Should Might stay multiplicative or return to additive?
Dr <3 replied to KDubya's topic in Backer Beta Discussion
I like everything you said in your previous post about might. Very precious work -
We need to be able to boost Critical hit severity
Dr <3 replied to dam's topic in Backer Beta Discussion
We should compare this optional 30% bonus to the normal 25% damage bonus of crits. And it's extremely situational: you need a critical hit, and a Penetration that falls between 133% and 200% of your opponent's AR. Constant +10 Might is much better, isn't it? Atm yes, so you can just play an hellwaker with low perception -
I hope that the conjured weapon will turn out as similar as possible to poe1 ( more powerful than your "actual" weapon, long enough duration, fast cast. ) Sure, there will be more sinergy between conjured weapons and abilities of martial classes, but what is bad in this? And if they scale with power level, if you multiclass you already autonerf a bit the weapon in itself, relative to a single class user. Moreover this game will be full of unique items with a wider ( and powerful?) spectrum of special abilities in confront to poe1, so i can bet that we will be able to assemble much stronger comboes than " concelhaut staff + carnage" or "priest weapon + sneak attack + backstab + high might + high penetration". In particualar: Claiming that firebrand ( or another random conjured weapon) *should* be just a bit better than the averege greatsword for "balance" or "because if it too powerful there will be no real choice" is a nonsense, you will not use the avarege greatsword anyway, you will use the best op greatsword aviable. In poe1 nobody uses Justice, everyone goes to Tidefall or hours of saint rumbald asap; firebrand should be a *possible* ( not best) alternative to them, not to a random fine or exceptional greatsword.
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I am pretty sad the the wizard sublass specialized in conjuring weapons at the same times forbids the self buffs... When all the weapon progression will be fixed it could be fun playing a "max power lvl" wizard ( nature goodlike, right subclass, any kind of relevant item or ability) for the final conjured weapon. Probably you will be able to conjure the godhammer...
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Even a wood elf can be a good choice. You got +5 def and +5 ref vs about everything that is ranged. The +10 to all def from wild orlan is sure stronger, but is actually useful only against dragons/ creatures with fear aura. And You sill are a wizard, and a lot of spells will benefit from the +5 acc. Edit: costal aumaua is super strong in early game, where only cc option of enemies is prone or stun, but decrese in efficacy as the game go on. Anyway is worth to remember that some of dragon attacks can cause also prone ( if you survive to the massive dmg) and are affected by aumaua racial.
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I finished the game solo potd with chanter, monk, pala, wiz, priest. Most other char i had a long play but haven't reach the end. Chanter was by far the easiest imho. You can hide yourself behind a good shield, defensive talents and a llengrath potion and just need to waith that dragon trashed kills anyone. And it doesn't need much time after all. Paladin is super boring until lvl 13, only hack and slash the endless horde of enemies, it takes ages. Even after with sacred immolation is a bit better, but it is only 1/encounter and still have a time limit, if there are survivors you have to rely on hack and slash again. The only way i found to make pala interesting is using charming/dominating item + sworn enemy to spice up some fights. Really how can you play pala without die of boredom? It's a sincere question i never managed to.
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Is a good build, if you want to try a solo you can start with this, a chanter based on high defenses and sweet winds/dragon trashed or a wizard with conjured weapon chillfog early. Is not difficult to reach the item by day 4. Just don't slay the caravan and take calisca and heoden with you for the prologue. Rest the 1 time when you reach valevood. Here you can save the cook and go asap to gilded vale. In gilded vale go to the tavern, go upstair and check the first armchair: if rymgrand cloack : ok. If something else, reload, go downstair, sleep 1 night (take the +1 mech bonus) go back. Do the mill quest and kill moon goodlike at the temple for the plate. Now you are lvl 3. Go to roedric hold without do useless fights. Climb the wall. Sleep another time to get rid of the fatigue effect. You should still have the +1 mech bonus ( you need 4 or 5 mech total). Hide yorself, buff with all the food you have, take the attention of the first guard going to north ( you can't sneack past this one). Run back to the wall and kill the guard ( this is the only real fight you have to do). After kill the guard sneak past the patrolling archer and reach the temple. Swich armor with a priest robe. Sneak to nedmar. Take the "quest" to free giacco. Now search on the floor to the bishop/paladin chief and say them you are new here, so you can go back upstair without changing armor again. Go downstair x2 via kichen. Take the lower corridor, disable traps, barricade yourself in the door and kill the undeads. Free Giacco. Go to nedmar again. Save. Now go downstair to roedric via nedmar key corridor. Go straight to roedric room. Search for teaps, open the cask. If glowes of manipulation : ok. If not: reload and sleep 1 day nedmar. Repeat until you find the right gloves ( should be on day 4). On same day go back to the cellar, in 1 prison cell there is hidden stash with a ring of searing flames. Now you have all you need for start the game.
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Should Might stay multiplicative or return to additive?
Dr <3 replied to KDubya's topic in Backer Beta Discussion
For your build is still op, you know it -
Should Might stay multiplicative or return to additive?
Dr <3 replied to KDubya's topic in Backer Beta Discussion
I think that we need more testing aboit this, but i'm leaning to additive nontheless. Just because classes with intrinsic high dmg boost ( rogue/ chiper) that are going to max out might will be able to rech extremly high numbers. Take a muliclass rogue/chiper: Sneak attack + dethblows + soul whip + bitting whip + something else --> probably over ~> 250% dmg. Then you multiply for high might ( let's say 20 --> x1,3), and then you could even multiply again for another 1,3 if you have high penetration. I think that the whole thing could escalate way too high. In the old system it was the opposite: if you had intrinsic high dmg boost you could even go for *less* strenght, since that had a lower relative value. I mean: sneak attack alone was worth alone about ~16-17 points of might