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MaxQuest

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Everything posted by MaxQuest

  1. ^ This is strange. Just checked ingame, and can confirm Doppelschwert's experience. Unarmed and bash attacks do not generate carnage hits. Also, would like to note, that no carnage on bash was acknowledged, by Sking, as being a bug here: http://forums.obsidian.net/topic/84278-wm-ii-items/?p=1778945
  2. With one exception: AttributeScore was persistent prior to 3.0. While "Skill" wasn't even than.
  3. Their description doesn't state that they should be procing only from melee attacks. But at the moment, they do not proc: - from ranged attacks - aoes (ex: sacred immolation) - chants (ex: dragon thrashed) So: - is the description wrong? - or, the gloves are bugged?
  4. Note: don't even think of lowering might, if you want to focus on dragon chant. I.e. doing this this will dramatically decrease dot's damage against anything with respectable DR: 10 might: Against 0 DR: 10 tick dmg (10..10.4) Against 10 DR: 8 dmg Against 20 DR: 5 dmg 2 might (-24%): Against 0 DR: 8 dmg (7.6..7.9) (20% relative loss in damage) Against 10 DR: 5 dmg (37.5% rel. loss in damage) Against 20 DR: 3 dmg (40% rel. loss in damage) 20 might (+30%): Against 0 DR: 13 dmg (13..13.5) (30% gain in damage) Against 10 DR: 11 dmg (37.5% rel. gain in damage) Against 20 DR: 8 dmg (60% rel. gain in damage) P.S. Have checked (just in case) if Scion of Flame suddenly didn't start to affect the dots in 3.0+. It didn't... P.P.S. Also ticks don't proc the Dazzling property from Glittering Gauntlets. Neither do even the initial hit appliances..
  5. No You are concluding it wrong. 10..10.4 is the damage value that a tick against 0 DR would do. (provided that chanter has 10 might) (and excluding closing ticks) Against 10 DR: dot is ticking for 8 dmg. Against 20 DR: dot is ticking for 5 dmg. As you can see 20 DR practically halved the damage dealt. But than again, that's with 10 mig. Besides those you mentioned: reducing enemy DR and debuffing their reflex. But than again: higher int, and higher hit quality (crit/hit/graze), only matter if the enemy will live longer than chant's base duration.
  6. I have frapsed it. And yeap, it does stack. No ticks are lost. Also few, known or not quite things: - dot does damage every 3s (90-91 frames) - when phrases are stacked, ticks occur more often (duh) - ticks deal constant damage, with the exception of closing tick (which usually hits for less, and depends on how much dmg there is left to deal) - first tick always does it's damage instantly, at the moment of dot appliance - intellect does NOT affect per-tick damage - hit quality (crit/hit/graze) does NOT affect per-tick damage - hit quality (crit/hit/graze) influences only the linger phase (x1.5/x1/x0.5) - at 10 might, every tick deals 10..10.4 slash and burn damage; which is then reduced by 1/4 of enemy's respective DR.
  7. Actually that's a good thing. Better get the full patch notes, than be surprised by some shadow changes.
  8. I have just checked it. Chant area of [20 int + that medallion] is definitely bigger than that of just 22 int, and just slightly less than that of 23 int. For the record +20% chant area should correspond to +3.33 INT. P.S. Just would like to clarify: radius of inner (base) circle is not increased. The radius of outer one is. By a percentage of the base value.
  9. Haven't tested with a Wayfarer Paladin. But when it procs on Pallegina, allies get +20% speed buff from Vielo Vidorio
  10. There is also an option to go for Vent Pick. 15% of FoD on hit/crit and thus "sword and shepard" proc. Now also chant that +100% healing phrase, and suddenly your party doesn't have endurance limit, only health pool
  11. But then again, imagine that godlikes do get racials equal in value to regular_racial + wm2_helmet_bonus. This would mean that they will start with quite a head start ^^
  12. The point of melee support, is that while you are busy with buffing/dispelling/casting scrolls, you could also hold a shield, and receive less damage from attacks that target def and reflex. Also it's always better to let enemies hit your paladin (if they got through frontline) than your ranged rogue/cipher/etc. That said, ranged paladin can play the role of dedicated dps, in short-medium encounters. While in longer ones, switch to melee supporting, after their ranged alpha-strike phase is over. Regarding damage,.. funny thing Pallegina was ahead of Sagani (by total damage dealt), till around 10; and only recently the ranger has slightly surpassed her. As for kill-stealing Wayfarer.. it's also a good way to play your pala, but you will probably need a specific party composition; in my case, ciphers were stealing 80% of the kills...
  13. First of all: thank you for your effort! I often was thinking, that at least Nature Godlikes deserves some buffs. Second: I hate to be that guy, but... "God-Like Fair and Even Racials" doesn't quite go along with: Fire: "gain 30 (20 with weaker Fire Godlike file) DR, burn attackers (higher acc on burning); +5 CON" Death: "Being Nigh Unstoppable, unkillable and EXTREMELY fast and deadly for 15 seconds" Nature: "all defenses +10; acc + 10; high-resistances to poison and disease" Because: - you know that even 20DR is.. A LOT. - being unkillable and unstoppable is.. well unfair. The concept is great. But maybe add a variant with something more moderate and per-encounter basis? - some take wood elves, just because of the conditional +6 acc... You propose unconditional +10, and more, enough to compensate for two pieces of headgear
  14. Well it sort of is That's the way I play with Pallegina, placed in second row and holding Aedrin's Wrecker. FoD greatly benefits from slow hard-hitting weapons, while also providing bonus acc. Majority of FoD shots are resulting in a stun or a prone. Coupled with apprentice sneak attack it's a great alpha strike, which also gives +20% attack speed to everyone. And since she stands in the mid-line, it's guaranteed to cover all party members. Following with SE/Wrath of the five suns, deals the next portion of damage, and again higher acc helps to land the next stun/prone. Then use second FoD or Runner's Wounding Shot. And only then, if for some reason the fight is not already over, she can switch to 1h+Outworn Buckler, offtank, and heal/support the party. Another bonus is that when she is not in the front she can easily move around and cast lay on Hands without getting disengagement attacks.
  15. It wasn't nerfed It was just a bit broken 3.0+. Should be fixed in 3.02. Source: link1, link2
  16. ^ Copper and Silver Lover's Rings are from some stronghold quest. Boeroer posted their stats here. P.S. It seems no one has tested yet if they do generate wounds, and also the interaction with Pain Link?
  17. ^ Hehe, but have you joined the ranks of grammar communists yet? We need you comrade!
  18. ^ Hmm, OP did ask about both of them, in the starting post. Also you wrote "dragons" in plural form.
  19. Adra dragon's base attack targets deflection. But yeah, you are right you can get away with less deflection, as in comparison to breath and wing-slam attacks, it's melee damage is negligible (60-80 grazes before DR). I've killed adra dragon at level 11, with story companions. Without killing the adds first, charming/confusing/dominating the dragon. But I have paralized her twice, when needed time to revive and heal-up my companions. But with custom companions, and good execution, I suppose she could be slain as early as level 9 or even 8. (Without cc'ing her completely/pre-killing the adds)
  20. Well... it behaves similarly to Kalakoth's Blights. Everyone who is hit also generates a Blast wave around themselves. (although for Blunting Wisdom the hit aoe has twice the radius) P.S. Are there any items (non-shield or weapons), that have on-hit/-on-crit properties; besides Glittering Gloves?
  21. px2_grimoire_llengrath? I see there are some interesting spells..
  22. I have definitely seen a few enemies trying to disengage from Eder and go for my backline. But due to Overbearing Guard and stunning CladhalĂ­ath none has succeeded so far. (in combat log you see when there is a roll for OG)
  23. Have tested now it too. Confirming the attack-recovery-attack-recovery-reload pattern. The values are btw: attack: 51-52 frames recovery: 75 frames reload: 100 frames As for the "magazine counter" it looks like it works as follows: - it has a value of 2; each shot decreases it by one; when it is zero, the reload will occurs. - if you leave combat when the counter is 0 (even if before the reloading animation could finish) it will automatically reset the counter back to 2. - if you leave combat when the counter is 1; it will not be automatically reset. (feels a bit strange) Btw, that raw damage dot it leaves on hit.. made me think of possible interactions with Stasis Shell. And this what I've found: - dot effects applied prior to shell, still do their damage. Sting's raw damage, Disintegrate, Soul Ignition... - you can cast it on dominated party members. Than dispel the dominate. And have the best meat shield ever.
  24. @gkathellar, thanks for the reply. I enjoy getting an interesting view from a different angle. This indeed explains why you do dispute my previous post. As we seem to use different definitions as starting points. You use the D&D context. While I was reffering exclusively to the linked article, borrowing definions from it and it's forking links. (For Happiness, CG, NG, LG) -------------- I must confess, that there are moments in your reply which I strugle to comprehend. Although it might, or even is likely to, be due to my lack of language knowledge. The thing is, I cannot really comment on them, unless you elaborate further. For example: Common... this should be complemented with a headache painkiller As I see it: there are two main approaches to judging an action. One is judging based on what consequences it has, hence Consequentialism. And another one is judging it based on it's adherence to a rule or set of rules; i.e. Deontology. The problem is I can't understand what does "consequentialist-deontological set of motives" mean. And also, hmm, why did you write "LG characters". What I was trying to present, was that trope into a more briefly association chain: Bob - for happiness - utilitarianist - chaotic good. -------------- Perhaps instead of using LG vs CG Bob pair, I should mark them down as deontological vs utilitarian? As for LG vs CG alignments themselves, I will write down a set of points, which are in accordance to my current view/understanding, for you to dispute/agree on: - Law - is related to the aforementioned external strictures/prescriptions. It is heavily interwined with the principle of Justice/Rightneousness. And unless corrupted/twisted/or missthought, seeking for "people to be treated justly, be it justly rewarded for their services or justly punished for their ill deeds". - Order - is related to behaviour consistency, that results from mass obidience to the above laws/restrictions. - Chaos - opposes Order. It denies it's rigid strictures. It looks for freedom and change. I never felt that Order vs Chaos, is the same as life vs death (or "the infinite possibility of nonexistence" how do you call it). When thinking of a chaotic person, I can hardly imagine a guy plotting to bring an end to everyone. I might be wrong, but I think neither anarchy, nor nihilism are in the kernel of a chaotic character. But rather freedom and wild spirit. Which for a Chaotic Good one, would translate into: - Freedom in doing good: intuitive caring about other people's feelings and needs without having to calcify it into specific rules. It's not that the laws are always bad. They just believe that their own consciences are their best guides, and that tying themselves to any given code of conduct would be limiting their own ability to do good. - and Goodwill: it's not that they feel pressed/obligated to do good (be it by some rules or regime), it just happens that they want to do good. They are driven by internal, rather than external code of morality. You have a point here. Yet, I didn't even consider them lying to my highly perceptive cipher, reader of people minds and souls. If there would be any hitch in that conversation, it would be another story. But the dialog was short, and none were found. It might sound bold, but looking at that hanging tree, and the way they prefer to deal with problems in Gilded Vale, I had a feeling that there were only two qualified individuals for that sort of job. My MC and Eder (who could actually say something about his co-settlers). Hey! That's exactly what an animancer would say.
  25. Till this very moment, I was absolutely sure that a good Warbow is the best weapon for a ranged cipher. Reason being: it has the highest base damage, between non-reloading stuff, and it's easy to reduce it's action time to just the attacking phase. Simple calculations indicate that a superb warbow has potential to out-dps a blunderbuss when hitting low-DR targets, and be on par with arquebuses when hitting a 30DR 'wall'. To resume it, top weapons would be: - against 0 DR: fast-recovery Persistence, blunderbuses | (fast as in "close to zero") - against 10 DR: fast-recovery warbows and Stormcaller - against 20 DR: fast-recovery warbows reign supreme - against 30 DR: fast-recovery warbows, Dulcanale and a good dps arquebus if there were any. (well, maybe Pliambo per CasitĂ s, but disorienting is weak effect for it) Overall: it's Sabra Marie at zero recovery and high enough acc (enough to eliminate grazes). Or The Rain of Godagh Field if you could not bring Sabra Marie below 20% rec. Other worth mentioning choice is Borresaine if you are ok with sacrificing ~5%-10% of damage for it's stuns on crits. ------- But now that it was mentioned that Twin Stings fires two shots... it can be the next best thing.
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