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Everything posted by MaxQuest
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Damn. Stacking is so... inconsistent. Was expecting dragon-thrashed like behavior. Btw, what about the dot from wounding? Yeap. I was testing this specifically. It wasn't generating focus in 2.0, 2.03 and 3.0 for sure.
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That raw dot from Envenomed Strike started to generate focus? P.S. Strange that no one have mentioned here about blunderbuss on a rogue. It benefits tremendously from Deathblows. Also each pellet seems to proc Deep Wounds.
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A Frustrated Review From A Long Term Fan
MaxQuest replied to Argus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Hmm, you've got a point. -
A Frustrated Review From A Long Term Fan
MaxQuest replied to Argus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It was quite understandable that some agent could try to slip in and re-activate it. The perceived risk was that it could affect some unfortunate wanderer who was not informed by city guards, or looters who heard but ignored the warning. While the surprising part was that people will decide/be allowed to settle there again, before Watcher could come back and safely destroy the machine. Is that subtle obviosity or obvious subtlety? Anyway, you know what you did there, as we eventually did. -
Well, lets think. Cloudpiercer is a War Bow, so you get the highest base damage there is for a ranged, non-reloading weapon. It also has Rending. When compared to Rain of Goddagh + Pen.Shot it basically is 5 DR bypass vs 3 DR + a free talent. Pretty good. And finally it has Jolting Touch proc. So I would say it is definitely above the Rain; when you achieve zero-recovery, that's for sure. But I would still rate it below Sabra Marie. Statistics show that my cipher has crited 2637 times out of 3913 hits. Getting +0.5 damage mod. on 67% of hits is huge. The only things I don't like about Cloudpiercer are: - you have to join with the dozens - the proc only happens once per encounter. But, if it generates focus, huh, that's a big plus.
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A Frustrated Review From A Long Term Fan
MaxQuest replied to Argus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
You already knew that this machine had been extensively studied with little success. What did you expect? Anyway, I find this point unfair, because you HAVE the option to destroy it, you just didn't take it. Actually that surprised me too. I have chosen the option to stop that machine, because: - I was not sure what would happen if I would choose to destroy it. Maybe it would blow all the city up. Maybe just the party. Maybe it would fail somehow and would just halt in an even worse state. It felt like some extra research is required. Maybe even I would get some info from Thaos. - Informing the guards/knights/assembly about the machine should be enough to prevent them from letting people to settle there, until our Watcher deals with Thaos, comes back and finds a safe way to destroy the machine (maybe with a preventive announcement, asking the populace to leave the city gates for a day) -
Update 3.02 Beta is Live
MaxQuest replied to BAdler's topic in Pillars of Eternity: Announcements & News
Hmm, so what are the differences between 3.02 beta and 3.02 release? -
Torments Reach - high int AOE
MaxQuest replied to Reent's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Up! What is the current stance on this? Will ability be changed to fit description, or description changed to fit the ability? -
[3.02] -Infinity bug is still active
MaxQuest replied to Kregan's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I have the same thing on damage taken. (it was a normal value, and only around level 14 it has changed to -infinity) -
Attack speed question
MaxQuest replied to dunehunter's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Arrgh Andrea this is killing me. And thanks Obsidian for this... I mean we still have to use two "vocabularies". One being in context from tooltips. And another one internal (with attack and recovery phase durations). Pedant mode: Damage coefficients from Might, were intended to stack additively, as seen from this presentation slides. The idea behind this was to leave more room for the stat analysis and fiddling around. And tbh this goal was achieved. The more I played the more I was re-evaluating the ways of how to optimize/adjust it for my build. Also it reflects nicely the relation between rogue and a fighter. While the first will hit for lower values with regular attacks, he will hit like a truck with deathblows and the quota of Might can be negligible. I.e. maxing it outright is not a no-brainer like in many of DnD cases. Damage coefficients from Crits, perhaps were intended to be applied multiplicatively. At least when asked by Andrea, Josh answered just that. Tbh I find this quite hilarious. But... it seems that at some point, devs decided to just make all damage coefficients to stack additively and probably Josh has forgotten about this. But in the end... consistency is actually a good thing. Now, why is attack speed stacking multiplicatively? Don't even get me started on that. It's a mess. Officially undocumented mess. It looks like they had several different ideas of implementation. In the alpha they have picked one approach. And than they ditched it for another. Not to mention all the confusion caused by interchangeable use of 'attack' and 'recovery'. -
^ My guess would be to aggregate all suggestions, pick the most important ones, structure them for readability and post as a new thread in the General Discussion forum, with a poll attached (of "do want / do not want" sort), link back to this thread and wait. Aarik and Sking do actually check the threads quite often. But you could also PM them.
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Just finished my first playthrough. I think there are two ways to weight the difficulty of fights. One on the 'absolute' scale, were probably Llengrath, Alpine and Radiant Spore would take the prize. And another related to the perceived difficulty upon first stumbling. For example I still remember that bear in the cave. On level 1, it took me 6 attempts to realize that it is nigh-impossible to beat him. For me it was as follows (from hardest to easiest): 1. Bear in the cave (lvl 1) 2. Warchief Iklak (stumbled upon on lvl 4; gave up after 7 attempts; only on level 5 could finally kill him) 3. Zolla + ogre + ogre druid (lvl 4; it took 4 attempts) 4. Adra Dragon on lvl 11 (lvl 11; took 3 attempts) (it feels like both breath and wing slam range is way bigger than that of other dragons) 5. Felisa and her gang (lvl 8; 3 attempts) 6. Llengrath (lvl 16, 2 attempts) 7. Final battle at white forge (with dwarf spirits and guardians) (lvl 10; 2 attempts) (the first Shadowflame hit all party, and was spammed again and again) 8. Radiant Spore (lvl 14, 2 attempts) 9. Alpine Dragon (lvl 15, 2 attempts) 10. Eyeless ambush (lvl 12, from first attempt, but my frontliners ran out of health) 11. Ondrite monks (that fight at Reliquary) (lvl 14, from first attempt, but it was brutal) 12. Colcelhaut (lvl 15, first attempt) The first try on Llengrath was quite hilarious tbh. I summoned all figurines and I suppose that's what triggered both the dragons to start the fight with dual Breath attack, annihilating my backline. And the second breath followed instantly after the Second Chance kicked in. While the next try (without figurines) sealed the deal.
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Exactly! Playing with extended AI options from DA:O was great fun, and it let you pass through regular encounters like a knife through butter, without pausing at all. And it wasn't like AI is playing instead of you. The feeling was closer to being a leader of a good team; and the pleasure you could get was similar to what a powerbuilder feels when he finally comes up with a good idea.
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Damn, and I always thought that wounding deals 25% from the final, post-DR damage...Just checked ingame, and the results show that it takes x0.25 of pre-DR damage, and moreover, it also multiplies that value again with your might modifier. (as for int, it only increases duration without affecting total damage) If only it would generate bonus focus...
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I've got a question regarding content scaling, dragon stats and bestiary entries: Playing with unscaled WM1, scaled Act3 and scaled WM2 I have noticed that: - Adra Dragon real stats match those in the bestiary - Alpine Dragon real stats match those in bestiary too - Sky Dragon real stats do NOT match those in bestiary. Defenses are higher (by 17-31), and I though that it is due to the content scaling. - But Llengrath dragons didn't have higher stats than those from bestiary, like I expected. So: do the dragons scale-up or not?