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MaxQuest

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Everything posted by MaxQuest

  1. ^ Torment's Reach for sure doesn't act conform to it's description. Maybe this will also be of help. The expected behavior is for TR to act somewhat similarly to a FoE version of Fan of Flames. But instead of burning damage, each enemy to be hit with monk's main and off hands/weapons, plus 50% of that amount (after DR) to be dealt as crush, akin to paladin's FoD. Turning Wheel's bonus damage, Dazzling and weakened status effect from Enervating Blows being applied to everyone hit.
  2. At first this bug was quite annoying. But hey, it can be actually quite useful, if you want to reset per-encounter abilities
  3. Should it work with Carnage, Flagellant's Path and Torment's Reach?
  4. On the other hand, if retaliation is made to go through standard attack resolution, it can also crit now? And btw, does it benefit from Soul/Bitting whip bonus damage coefficient?
  5. Also it might be a good idea, to grab a shield with bash. Since most of rogue 'strike' abilities are full-attacks, bash should add to the total damage.
  6. From this very thread?
  7. That codex is.. the best pet I ever seen. If Eder won't agree on this, I know who is going to slip next.
  8. Hmm. It depends... No one is asking for the list of messages from the commit history/log, but for the task titles from the bug list itself, which in my experience usually do have 'human-readable' titles. In case of PoE, I would expect entry titles like: "Check/Fix anihilation enchant property", "Yenwood battle: Remove crowd infront of Caed Nua after the battle itself", and so on. (each entry besides title, also having task_id, priority, status, assignees, description and so on.) Just filter by status completed, export then proof-read/rephrase/beautify. Rephrasing can be somewhat time-consuming. But since Obsidian has also to translate the notes, I imagine this one to be the longest phase.
  9. It seems to be good with dual weapons as well, if they have some effect on them (like stunning). --------------- I decided to test how good Torment's Reach can actually be. And: - Made a test lvl 16 monk. With 40 int / 200 per / 15 mig. - Took Turning Wheel, Apprentice Sneak Attack and Enervating Blows. - Equipped Glittering Gloves, We Toki with freeze lash, and stunning Cladhaliath with corrode lash. - Issued the monk to hit with Torment Reach a swamp spore (with two spores behind it) Here is the combat log (from that 1 hit): Notes: - Both the stun and prone were applied to everyone screenshot 1 - If you expand all those closures, the total damage is actually higher: screenshot 2 (all those add up to 613.4 dmg) - Dazzling (from the gloves) was applied only to the main target - Weakened (from Enervating Blows) was applied only to main target - Because Weakened is applied first, it's easier to stun the main target - When you activate the ability, it does two cone attacks. Offhand first. Then using main hand. What I don't understand through, is: why each weapon makes 4+1 attack... Looks like two back oozes are hit twice.
  10. Yeap. Especially for 2h ones. Since the number of enemies, and hence the number of times this talent has potential to get triggered, is limited.
  11. For real-time rendering looks nice P.S. ytplayer plugin seems to be a bit broken. It parses your youtube link into: http://youtube.com/embed/44M7JsKqwow?html5=1&fs=1 And it's being blocked because it's not over https.
  12. Btw, what opinion do you have of Barbarian's "Blood Thirst" talent: "After killing an enemy, the barbarian's Recovery is waived, allowing them to attack again immediately."? Barbarian builds opt for zero (or almost zero) recovery anyway. And waiving 5-10 frames after killing an enemy, doesn't sound like a good deal. P.S. At first I missread it as: "starts next attack immediately". How do you think balanced that be? With a weird barbarian with firearms in mind?
  13. Yeah, classes seem to be quite balanced atm. The difference in opinions is mostly caused by different playstyles, party compositions, resting frequency, and trying to fit a class into specific niche.
  14. It seems that all weapon and shield enchants do stack without suppression.
  15. It would be great if she would also side with you, if she is the last one standing...
  16. Hmm, joining the party. I will disagree on cipher This is a monster of both dps and utility. - Treason/Puppetmaster on ogre druids and adragans. - Echo and Mind Lance against hordes of enemies standing in a line - Detonate and Silent Scream aoe damage. - Amplified Wave. With two ciphers, you can often keep all enemies chain-proned. And it deals solid damage - Hell even Soul Shock is great. Depending on enemies DR and if you don't need Wave at the moment, you can cast 6 Shocks one after another. That's massive. - And then there is Disintegration. Cast two of them on the dragon. And just keep healing your party. It won't take long. - Add the new Mindweb and Going Between. - And my favorite: ciphers do not scale linearly. The more damage they are able to deal with their weapons, the less starved from focus they are, spiraling out of control. (and hitting a petrified target, while being affected by lash chant, and gazilion of buffs, nicely help at that)
  17. That is bulls... How would you reload? This would require: v1. Sheathing the sabre. Reload. v2. Puting pistol_1 in it's holster. And taking pistol_2 v3. Using revolvers Most likely for balance purpose. Or lack of time. But yeah, I agree, it should be one-handed. And either: - make it possible to wield only one wand at a time. - or allow them to be dual-wielded, but when two of them are equipped, reduce their base damage by 30-50%. (they are supposed to channel your magical energy, aren't they? And if you use two at a time, the flow going to each hand could be halved) P.S. Also wand projectiles could be like 1s beam... P.P.S. If wand would be 1-handed, there would arise another question: should it be allowed to wield wand+shield?
  18. Probably you should start with checking the modders subforum. P.S. If during your journey you will stumble upon "how to remove class restrictions from soulbound items" I would be grateful to hear it out. Ryona's Breastplate could be great on a barbarian... and Dragon's Maw Shield could have it's use on a monk.
  19. 50% increased xp gain, making it 150%? You would get a bit overleveled. Although, ye, I doubt you meant that
  20. ^ 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
  21. With one exception: AttributeScore was persistent prior to 3.0. While "Skill" wasn't even than.
  22. 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?
  23. 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..
  24. 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.
  25. 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.
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