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Dr <3

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Everything posted by Dr <3

  1. Blind gives you also immunity to gaze attacks. Is even stated in the description. Actually it even makes sense, but i loughted hard the first time i saw it
  2. Just give everyone one or two blunderbuss and activate the modal ( since you really have a lot of spare points anyway). Boom booom, everyone is blinded ( immune to gaze spells) and burnig fampyrs around
  3. The godlike racial skills does not increase with lvl up ( i.e. battle forged dors always 2-5 dmg, moon godlike always the same heals). I think that is not intended
  4. There is a cap at 35. For some stats is pretty easy; Es: might 20 from amaua/dwarf +1 living lands +10 hellwalker with max wounds +5 thounderous blows (monk) or any might inspiration --> already at 36 before any item
  5. Or a monk with enervating blows, or priest interdiction, some chiper powers... There are lots of comboes... Atm i'm fan of pure class barbarian, at lest until i havn't tried heart of fury and barbaric retaliation ( dump resolve was never so mandatory...) For Iscalio Rule of thumb: everything is addittive, ecept might and lashes. Semplified math for non experts: all additive or subtractive dmg are calculated--> the total gets multiplied by might --> this is your total dmg. Lashes are calculated than as a percentage of the total dmg
  6. I'm personally in doubt between: - a barbarian wirh moring star (+ modal) and high accuracy to capitalize over brute force & crits. And for barbarian: more kills = more of everything ( dmg, buffs, ecc) - a dual axe wielder rogue ( streetfighter) with high str & const --> frontliner with huge dmg - a fire godlike high constitution monk or monk/fighter for abuse retaliation dmg and fighter's healings (+10 might/+10 int should do wonders for veteran recovery, unbending, ecc)
  7. You should also be able to reach citzal martial power, on top of citzal spirit lance ecc
  8. I just never understood why they made might bonus multiplicative in first istance. Might was altready the most powerful stat. in poe1 classes with intrinsec high dmg modifiers ( chiper, rogue) could choose to go with low might, since the dmg boost granted by might was kind of "diluited" by the other boni. Now is the opposite: more dmg boost you have and greater becomes the dmg bonus given by might. And with the changes to the lash system this is even more evident ( the lash dmg is calculated after the might multiplication). So, mutiplicative might benefits much more classes with lots of dmg bonus / lashes than the others. And in some cases ( es: bleack walker-rogue/ priest weapon-rogue/ chiper-rogue/ ecc) the dmg can real grow to excessive values. For these reasons i'm in favor to revert might to give only additive dmg. So it will revert to be an useful stat for everyone instead then a very powerful stat for everyone and absolutely OP for some builds.
  9. Better this way
  10. Ofc, +10 const is another awesone thing. When you max out wounds you will get +10 str, +10 cons --> +40 fortitude too I'm looking at the best set up to replicate my Anvil monk build from poe1. Since it will focus about high retaliation, turning will will help too. Iron will will take you alive increasing armor ( hopefully) , turning will will let you kill faster the attacker with more retaliation dmg. Now battleforged doesn't scale, but i expect it will be powerful enough in the full game. I"m leaning to single class monk, have to decide between nazalpaca ( probably the safer one) or hellwalker ( more aggressive, better dmg and fortitude, bit higher risk of actually dying). But have obviously to play a couple of run of the full game before actually plan the build... Mostly because of the items ( i.e. the skaen robe alone look awesome) and high lvl abilities. Maybe an idea could be to multiclass: chiper for more dmg - if it applies to retaliation - / pain link ( kind of double rooting pain) / too bad that body attunement can't be casted on self; warrior for vet recovery, the massive unbending, mob stance - if it triggers with death on battleforged retaliation; Paladin for healings, regen aura, better defences; Chanter for sweet winds, and maybe old siec phrase, if retaliation dmg will become able to leech life back to you it could be largely OP
  11. Yes i know, but i,m addicted to the +10 str. Turning wheel and iron wheel at higher lvls will be mitigate the problem
  12. Actually is really a strage "trait" in the end... Is very difficult to grasp the real effect. I mean : against languefath: they have low base dmg, they get +30% for weapon quality, maybe +50% if they crit, so even if they get another +50% from hellwalker, this is not an huge gap. And all is multiplied by a low might. Against titan : he have huge base dmg, no "quality weapon" addittive dmg, high might. Against him, add +50% dmg, further multiplied by might hurts a lot. So we can say that against monster that use weapons with quality and low might the hellwalker cons are minor; agains monster with attacks with high base dmg ( and spells too) you defenetly see the difference
  13. Nvm, found out from another place, is addittive
  14. Sorry to open a topic about this, bit i am in vacation and can't test personally... Somebody knows how hellwalker actually works? I mean, you should get +5% dmg for every wound, with a cap of +50% dmg received for 10 wounds. My questions is: - this bonus damage you get is additive or multiplicative? I mean is like the enemy that attacks you have an active sneack attack (addittive) or like it have +16 str ( multiplicative)?
  15. Where is the link for the leaked high power level abilities names?
  16. 3 chanter. You can choose dragon trashed + max defences route for a barbecue run OR All dual wield aggro route abusing the " courage thick as steel" phrase (3x 30 pt shield = immortality). In both case only minimal micro is involved
  17. I mean: in poe1 all caster builds actually involved in casting were wearing hatchet + small shield. probably now it will become dagger + small shield/ medium shield.
  18. Dagger is the new hatchet
  19. Are you sure? I remember to have tested it and found out that you could get only +10 deflection, even with both modals activated
  20. Yes, you should got the base dmg of monks punch at least, before the % bonus even make sense
  21. Blade turning + ripose could actually be nice, well thougt! About ripose: i remain of my opinion, surely is not op, but not worthless nontheless. Yes, it could be better but since rogue/pala is a thing it will be difficult to fine tune to prevent abuse. There is also the trikster, mirror image is +30 deflection, better than a shield. Atm if you dual wield 2 slow 1h you still can have some nice dmg now and then, in particular while soloing ( i mean 1 shot a languefath mage/rogue). Still better then a lot of other passives.
  22. It stacks with itself, you only see the duration of whatever the longest duration bleed remaining is, but you can see multiple bleed ticks showing up after multiple hits with the modal on. It's 10% of the damage done per 3 seconds, so you do 200% extra damage over the following 60s. **Updated because I was wrong the first time. Thanks I was testing a rogue with 2 axes, i wondered why it seemed to do so much dmg, this could be a reason. Afaik, ripose is still a "low chance" (20%) activation passive, but actually it activate a full attack, wich is strong. I mean you can kill some mobs with 1 activation alone, if you are dual wielding. Maybe building only aroud that can be not so good, BUT imho is a good passive atm. With my rogue ( max str & const dwarf, 2 fine axes, modal always active) i usually get 1 or 2 free kills in crowded fights ( with a 100 hit dice, someone is going to miss you sooner or later)
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