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Everything posted by MaxQuest
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Lifegiver/goldpact pale elf (cat form, dumped PER, plate, 1h+heavy shield) is a sturdy as hell healer that can tank, heal and buff a lot. But am not sure if you need one. As it depends on how sturdy is the rest of your party, and how many source of terrify and mass daze/stun/paralyze you have. Not to mention that lifegiver/goldpact partially clashes with your shieldbearer/troubadour, whose healing might be enough if you have a wizard or trickster with Repulsive Vissage. As for ranger used for ranged-dps, here are a few sketches: - stalker/wayfarer with dual blunderbusses (or sceptres) - bleakwalker/arcane archer with Spearcaster/Frostseeker - bleakwalker/sharpshooter or devoted/sharpshooter with Saint's Omaku / Veilpiercer (and 50% chance to recover immediately on scoring Crit enchant) - rogue/gunhawk or tactician/gunhawk with arquebuses (and Quick Switch; Dragon's Dowry -> Dragon's Dowry -> Red Hand -> Red Hand -> Fleetbreaker -> Red Hand) P.S. That said I usually try to make sure that my party has access to Repulsive Vissage, Zealous Endurance (unless there are many sources of Hardy/Robust), Shared Flames (unless all damage comes from DoTs), DW White Flames, Confounding Blind, some way to circumvent the resource limit (because of bosses hp-bloat), and enough sturdiness/sustain that would allow to stabilize in any combat situation.
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Faith related: do like both) Divine Purpose: good Inspired Defense: quite suggestive Inspiring Triumph: very good Aegis of Loyalty: it's ok. But not suggestive. Btw, I have tested last weekend, and weapon attacks already were removing stuff like confusion. Not just unarmed attacks. Perhaps this was a stealthy change and I shouldn't even put it in the poll Mental Fortress: very good Retribution: first though: ouch; second thought: getting arrow to the back makes one sad... well, I guess. Retribution kinda associates for me with this image Inspired Path, Clear Head , Righteous Soul, Providence: good Iron Gut: metal weight in the belly. Weird. But at the same time I don't have alternative ideas. Stoic Steel and Virtuous Triumph: it's passable, but they look of lower quality compared to the others. Divine Retribution: looks like disco party^^ How about taking that "flower" from Inspired Path and the cross from Providence?
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The fight gets much easier, once you understand what makes the fight hard: - AoE CONE breath - Terrify aura - Adragans dominating party members So: - let Eder solo tank the dragon. And either place the party 120 degrees to the side from were dragon is facing. Or keep the dragon perma-disabled. - let ciphers switch to Adragans when they come in range. Because building focus on lower-DR enemies is faster than when hitting the high-DR dragon. - buff party vs Terrify (so Prayer against Fear) - buff party vs Dominate (Prayer vs Treachery) - buff party accuracy - use Scale Breaker - let cipher paralyze the dragon (Mental Binding + Backlash) and let Aloth help with cc as well - choose your source of damage. For me it was: Disintegrations + Dragon Trashed + Shining Beacons + Cleansing Flames (to double the tick rate) You can see an example: here
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It depends how it is implemented. For example at the moment there is one full action per turn right? Going from 1 action to 1.3 action at 20 DEX,.. how would this even work? On the other hand there could be no "hard turns" but rather "milestone turns" with ability to move along the order queue (like in HOMM). So think of something like: 6s RTwP = 1 TB milestone ~= 100 milestone points, e.g: - when you cast a 6s/2s cast/recovery spell at 10 DEX, it will consume 100 + 33 milestone points - when you cast a 6s/2s cast/recovery spell at 20 DEX, it will consume 77 + 25 milestone points and so on Now imagine: it's your warlock's turn and you issue him to cast a 3s/4s spell. Because he has 20 DEX, 3s/4s would be 2.3s/3.0s; or 38/51 milestone points. So the warlock is now shown in "casting animation", and there are two entries in the order queue: - passive turn @ 38 milestone points (i.e. when the spell goes off, unless interrupted) - active turn @ 89 milestone points (i.e. when the player will be able to issue to warlock a new command) * additionally during the passive turn, the game recalculates the recovery duration. For example if the spell triggered Blood Thirst: recovery gets waived, and the active turn gets dragged to current position in the queue, and you can issue a new command right away. P.S. Heh. After writing this down, have realized that this is almost RTwP, but just with auto-pause for action issuing, and a visual order queue.
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Constant and Rapid Recovery: good Confident Aim: small hand is trying to flatwise hit the arrows) The concept is good though Sneak Attack: am neutral on this. First thought was of a tailor adjusting someones unfinished dressing (this someone is out of icon). But on a second sight it's ok. Transcendent Suffering: fitting) Wounds and Lesser Wounds: had a good chuckle here) Do like them) Crucible of Suffering: took a long time to notice the face; otherwise it's fine Soul Mirror, Parting Sorrow, Empowered Strikes, Imagined Pain, Unrelenting/Unbreakable: are suggestive and good enough imo Will also note again that I love the new Persistent Distraction and Wall of Flashing Steel As for icons I like least.. there are not so many: Enervating Blows (kinda unsettling), Riposte (still a violin for me), Deathblows (something is off.. maybe the axe behind the executioner; maybe the executioner icon itself... how about some death scythe strike instead?).
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The HP bloat indeed is a strong one here. It downright kills a solid segment of character builds / party compositions that can't sustain for that long. Meanwhile majority of non-megaboss fights can be ended in under 1 minute. So there is some sort of dissonance in what direction to optimize. Could be. Also here's some extra info on Dorudugan. Yes he has 16825 HP on PotD. But his base stats are: "BaseDeflection": 5, "BaseFortitude": -20, "BaseReflexes": -45, "BaseWill": -25, "MeleeAccuracyBonus": 35, "RangedAccuracyBonus": 25, "MaxHealth": 2000, "HealthPerLevel": 142 He just happens to be of lvl 30 with 34 CON Indeed. Immunities used wisely can be awesome. And by that I mean, that they can help with tactics variety. If a player would come up with a single very strong strategy and was applying it 1:1 in every single encounter... it would become repetitive and boring. But if there are 4 hard cc's (stun, paralyze, dominate, terrify), and one enemy type is immune to a subset of 2-3 of these, another enemy type to another, the player would have to adapt. Plus there is an additional layer of thinking involved: how much do I want to askew my party to have these disables in it's arsenal, or those ones. Meanwhile an enemy is immune to everything it's boring. If it's a boss, I'd rather see him being immune to no more than 75% of existing hard disables. And if designer is afraid that there is a possibility of hard-locking this boss, just design some sort of time windows when he is susceptible/not; or some abilities/obelisks/minions that would provide the boss with necessary inspirations.
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Besides of multiplicative and additive, devs could also implement it as: v3. mixed: 60 * (1 + 0.05 * 20) / (1 + 0.03 * 25) = 68s v4. with double inversion (as Kaylon already mentioned): coef_1 = 1 + 0.05 * 20 = 2 coef_2 = 1 - 0.03 * 25 = 0.25 step_sum: (coef_1 - 1) + (1 - 1/coef_2) = 1 + -3 = -2 coef = 1 / (1 - step_sum) = 1/3 = 0.333 duration = 60 * coef = 20s I haven't tested in the game which variant is the right one. But judging by Obs love towards double inversion, and Kaylon's post above, would expect it to be v4... Yes. That's part of the reason why I don't really like double inversion; beside being complicated enough...
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It is. And I realize it It's kinda an irrational thing. For example I love Galactic Civilizations series which is a space strategy. And I remember playing starcraft like 15 years ago just fine. But as for space/fallout RPGs... I am aware only of Fallout and Mass Effect series. And was trying to get into them at some point, but when watching gameplay streams on Twitch.. I felt an unusual for me aversion when seeing that tomboy mascot, green interface of fallout, facial expressions of ME, and shooting combat (which gave an impression that targeting is more important than whatever character building was previously done). That said I would probably give them a try, if someone told me that my weird inner resistance is completely unbased, and that these series have deep character build customization, interesting and balanced combat (were talents matter a lot, but are not broken/op), and an engaging story were protagonist has the ability to shape/change the world (and is not railroaded to a single ending). <- and that's why I am eager to try Outer Space Worlds, because so far I hope it fits these erm ~requirements~.
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^ Afaik -1AR from flanked is already considered as passive no? For example I remember it stacking with Rust Armor or Rending Smash (mace modal). In either case, I think it would make sense to make -10 deflection from flanked a passive as well... because it's not a modal, and... passive. Duh. As for Confounding Blind progression, I would probably prefer ability to stack up to -24/-25 deflection malus with it. Because of Divine Mark which can provide -25 deflection. So... 3x8 or 2x12...
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I really hope there will be PoE3 in not so distant future. And I'd also love to play some other RPGs from Obsidian IN ADDITION to PoE3 (and hopefully not space or fallout related - just not my thing when it comes to rpgs, even through I'm eager to try Outer Space Worlds). NWN3 would be also great! But the future seems to be quite unclear. As there have been a quite sensible lack of communication from Obsidian devs.
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ApplyOnTick with 10% every 3s for 6s means: 10% (on 0s) + 10% (on 3s) + 10% (on 6s) = 30% And with 20 INT that would be: 10% every 3s for 9s: 10% (on 0s) + 10% (on 3s) + 10% (on 6s) + 10% (on 9s) = 40% Add here high MIG... and Deep Wounds become really strong, because that's effectively a multiplicative bonus. --------- As for Wounding Shot... - first of all it causes confusion. A player doesn't know if it's an ApplyOnTick or ApplyOverTime. For example from tooltip, I was initially thinking that there will be 3 ticks for 20% each. At least in case of Disintegration you know, that a DoT won't be ticking for 240 raw damage every 3s, but in case of Wounding Shot? How do you know without testing and diving into mechanics and gamedatabundles? - and second: unlike in PoE1... the DoT from Wounding Shot doesn't stack with itself. Why? And there is not even a mentioning of this in tooltip. Would stacking make it OP? There are Deep Wounds that deal same damage and do stack. Not to mention that DW is much more powerful since you can trigger them more times.
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^ I was checking Disintegration yesterday. At 10MIG/10INT it was ticking for x raw damage. I have consoled the INT to 30, and casted it again. It was ticking for the same x amount. But there were almost twice as much ticks. After that I have also checked Combusting Wounds. And yes, increasing INT, was increasing amount of ticks, while the tick damage was the same. So yes: at the moment total damage of DoTs of ApplyOverTime does indeed benefit from longer duration. Also, I have made a few searches on this topic right now, and here's a bit of history: - on release: ApplyOverTime had higher dps on grazes and on lower INT. This was first mentioned: here (on August 17 2018) - later it was reported: here (on September 10 2018) - it was quickly "fixed", and rolled out in the patch v2.1.0 (on September 12 2018). It was mentioned as: "Having higher intellect no longer penalizes effects that apply over time." Now the thing is... it could be a wrong fix. Why?: - because "total damage" displayed in tooltip for such ApplyOverTime was not synchronized with this change. - because what becomes the point of ApplyOverTime, if we have ApplyOnTick? It would make more sense to just switch those 8 ApplyOverTime effects listed by Phenomenum to ApplyOnTick. This would result in correct tooltips, and better consistency. - and because the [total damage dealt] part of initial bug report could be solved by fixing the ratio. Look: As I said previously, the problem with ratio is that it doesn't take into account 0-tick. So, how much damage would Disintegration above deal, if there was no this 0-tick? graze: 175 + 65 = 240 crit: 70 + 70 + 70 + 31 = 241 hit: 87 + 87 + 65 = 239 And that makes sense, no? I mean I was speculating above that ApplyOverTime is probably for DoTs whose total damage is not affected by change in duration (i.e. INT, PL, graze/crit). Although, this still leaves the problem of higher dps, on graze/lower INT. And this could only be solved by having a completely fixed duration. TL.DR. What gives? Fix ApplyOverTime ratio and make it's duration fixed (i.e. not affectable by INT/PL/Graze/Crit/Anything)? Or get rid of ApplyOverTime completely and migrate to ApplyOnTick?
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Meteor Shower and Storm of Holy Fire can't be spell shaped. Just checked it. Ooh, thank you for bringing this up. I was under impression that each "projectile" hits 1 target every 3s. So if there are 2 rotghasts, there will be 8 main hits over 9s duration. Turns out it was just a concidence))) Have payed attention this time, and indeed SoHF projectiles are random. Also have made an experiment: - casted SoHF with 1 rotghast being on just the edge of main AoE: he was usually hit 2-3 times, over 11s. - casted SoHF with 1 rotghast being in the center of main AoE: and he was hit 14 times. I've meant the second as I've thought that to be the case at the time of posting... but it is actually random (although projectiles have a much higher chance to hit a target near the center of main AoE, rather than on edge)
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Exactly! Although the damage of Deep Wounds might need to be a bit toned down. Since they deal same amount as Wounding Shot DoT, but are triggered by a much larger variety of attacks. P.S. Just realized that Unbending is ApplyOverTime. And it means that it benefits from INT (despite of what tooltip tells you). Oh my...
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These ones: link The current idea is to make two versions: Conservative and Extended. Rawly speaking, the first one will include suggestions with 66+% votes pro; and the second: those with 50+% votes pro. Additionally we'll try to organize each change as a separate file. So if a player doesn't like that new backstab, he'll be able to delete cl.rogue.backstab.gamedatabundle, or something like that. P.S. Also am really interested in the upcoming patch by Obsidian, in order to not implement redundant points, and also see what fixes have been made.
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Busy week. Irl stuff, plus Easter tomorrow I have ~20 class suggestions done by now. But these were the simplest. Hopefully will have some time on Monday to see what else I can do.
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Yeap. It lists 20% dealt over 6s in tooltip; but actually ticks for 10% (at 0s), 10% (at 3s) and 10% (at 6%). This is the first problem related to DoTs of ApplyOverTime type. And I've found why it happens in StatusEffectInstance.cs: protected void ApplyTick() { this.NotifyEvent(StatusEffectEventType.OnInterval, null); if (this.StackedParent == null || this.GameData.StackedChildrenApplyEffects) { if (this.GameData.ApplicationType == StatusEffectApplyType.ApplyOnTick) { this.ApplyEffect(1f); } else if (this.GameData.ApplicationType == StatusEffectApplyType.ApplyOverTime) { if (this.TotalDuration > 0f) { float ratio = this.EffectiveIntervalRate / this.GameData.Duration; this.ApplyEffect(ratio); } else { Debug.LogError("Status effect '" + this.GameData.DebugName + "' with ApplicationType 'ApplyOverTime' must have a duration."); } } } this.IntervalTicks++; } The ratio is calculated incorrectly. Using your example it takes duration of 6s and interval of 3s, so it is: ratio = 3 / 6 = 0.5 And this ratio is later used to calculate perTick damage as [ratio * totalDamage]. And that's why each tick deals 10%. Instead the formula had to be: float ratio = this.EffectiveIntervalRate / (this.GameData.Duration + this.EffectiveIntervalRate) ^ This way it would take into account the 0s tick. And it confirms thelee's speculation. P.S. But be aware that this fix will decrease the effective damage of some ApplyOverTime DoTs (specifically Wounding Shot and Deep Wounds) by up to x1.5. And the second problem of ApplyOverTime, is why it even exists? Because at the moment this is just a buggy version of ApplyOnTick with incorrect ratio formula and incorrect tooltip (the total damage value doesn't take into account duration, even through in practice INT DOES increase it). @SChin, could you please clarify how ApplyOverTime is intended to work? My speculation would be that it was thought to have a duration that is not affected by INT, PL, graze/crit or any other modifiers. Otherwise what's the difference compared to ApplyOnTick?
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Yeap, there are two AoEs. One being the large one of 5m - the area were meteors can fall. And the second: just 1.5m - the AoE of each separate meteor. So what happens, if there are n units inside of the large AoE: - every 3s, n meteors fall down. Each meteor targets one unit. - each meteor hits everyone in it's small 1.5m AoE. So, if units stand far apart from each other: there are n hits. If they all stand 1.5m or closer to each other: there are n^2 hits. And this is when the spell gets sooo good. Although note: meteor DoT part doesn't stack. Those red numbers have a bit randomized 'trajectory'. And if there are many of them, sometimes they might align and look like there is a higher number. I.e. it might not be 55, but 5 + 5. As for Combusting Wounds... I've took a look now, and here we go: Combusting Wounds (spell): has a 1.5m AoE and 20s base duration (which is unlisted...) Combusting Wounds (dot): has 7 penetration (which is unlisted...), 6s base duration and is a stackable DoT of ApplyOverTime type. At the moment total damage of DoTs of ApplyOverTime type actually DOES benefit from INT... just like DoTs of ApplyOnTick do; (even if their tooltips don't reflect the damage increase). Which is unexpected... because why then do we need ApplyOverTime in the first place? if we have ApplyOnTick who do same thing, but don't cause confusion to the players AND devs. But... whatever. Also, ApplyOverTime have an additional tooltip problem of not taking into account the first tick. For example Combusting Wounds might display that it deals 6 damage over 6s. Guess what? It will tick for: 3 dmg (on 0s), 3dmg (on 3s) and 3dmg (on 6s). Why does this happen? Because "ratio" - a variable used to calculate what damage an ApplyOverTime effect should do per tick. And I've found it in source code: See that?: float ratio = this.EffectiveIntervalRate / this.GameData.Duration; For the above example of 6 damage over 6s, it would be: ratio = 3/6 = 0.5 And tickDamage = 6 dmg * 0.5 = 3 That's why it was ticking for 3 dmg instead of 2; and dealing 9 total dmg instead of the listed 6. Since in both PoE1 and Deadfire there is the 0-tick, the formula had to be: float ratio = this.EffectiveIntervalRate / (this.GameData.Duration + this.EffectiveIntervalRate); Now look at that tooltip: How much total damage do you think it will deal? Six?) Nope) it will be 15 (5 ticks for 3 damage). Now imagine that you cast two Walls of Flame and follow up with Combusting Wounds. That's 60 damage instances in 30s. And 60 x 15 = 900 damage from CW, assuming there is enough penetration.
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The synergy between Blunderbuss and Confounding Blind is well know. As is with Resonant Touch)) But that's more related to blunderbuss than to CB itself) Also there is a comparison between Gouging Strike and Confounding Blind; where Gouging Strike deals 3 raw damage / per 3s until the combat end, and lowers enemy deflection right of the bat. That said I didn't expect CB to stack up to 11 times; and do agree that -43 deflection compared to the current expected maximum of -30 malus is a bit too much. Personally I would prefer flanked malus to be considered passive and stack with everything, while CB getting limited at 10 or 8 effective stacks.
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Hmm, monastic unarmed training - is a neutral talent. Consumables and items are also not class specific. Meanwhile chants are available only to chanters. And the assumed intent eludes me a bit. If we have two characters: a lvl 20 priest/helwalker and a lvl 20 single-class priest, I would expect a SC priest to get a higher PL bonus with priest spells than an MC one, just to compensate for the bonuses that can come from the second class. And same thing with chants. And tbh with summons too... In either case: until it is declared as intended, I am tending to consider this as inconsistent with other class-specific spells/powers/abilities.
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So it's a devoted/enchanter... And by giving up transmutation, I guess you are not interested in Combusting Wounds + Clear Out with AoE weapon (like WotEP or Citzal's Lance). It's a quickly self-buffing, single-target, melee damage dealer who spams Penetrating Strike while he has discipline and starts auto-attacking afterwards. I guess there are two routes then: v1. battle axes, as their modal will prove useful during boss fights; while vs regular enemies you will be able to crit more often and get some returns from extra onCrit damage coefficients. v4. blunderbusses, as they generally have more base damage and also provide some AoE option with mortars in off-set. P.S. But be warned: there are not that many active abilities here, so it might get somewhat repetitive. Also: wizard seem to provide only self buffs and fireball. Do these self buffs really out-weight what a paladin, rogue, or monk could bring to such a character?