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Everything posted by MaxQuest
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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)
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Why is wand "two-handed"
MaxQuest replied to adikKt's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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? -
Modifying Soulbound Weapons
MaxQuest replied to Chesschamp09's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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.- 3 replies
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Challenging
MaxQuest replied to Panda Baby's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
50% increased xp gain, making it 150%? You would get a bit overleveled. Although, ye, I doubt you meant that -
I cant cheat :(
MaxQuest replied to NoobersCheesyBear's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
With one exception: AttributeScore was persistent prior to 3.0. While "Skill" wasn't even than. -
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..
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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.
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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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Update 3.02 Beta is Live
MaxQuest replied to BAdler's topic in Pillars of Eternity: Announcements & News
Actually that's a good thing. Better get the full patch notes, than be surprised by some shadow changes. -
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.
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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...
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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
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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.
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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)