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MaxQuest

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Everything posted by MaxQuest

  1. It would be great if she would also side with you, if she is the last one standing...
  2. 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)
  3. 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?
  4. 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.
  5. 50% increased xp gain, making it 150%? You would get a bit overleveled. Although, ye, I doubt you meant that
  6. ^ 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
  7. With one exception: AttributeScore was persistent prior to 3.0. While "Skill" wasn't even than.
  8. 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?
  9. 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..
  10. 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.
  11. 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.
  12. Actually that's a good thing. Better get the full patch notes, than be surprised by some shadow changes.
  13. 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.
  14. Haven't tested with a Wayfarer Paladin. But when it procs on Pallegina, allies get +20% speed buff from Vielo Vidorio
  15. 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
  16. 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 ^^
  17. 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...
  18. 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
  19. 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.
  20. It wasn't nerfed It was just a bit broken 3.0+. Should be fixed in 3.02. Source: link1, link2
  21. ^ 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?
  22. ^ Hehe, but have you joined the ranks of grammar communists yet? We need you comrade!
  23. ^ Hmm, OP did ask about both of them, in the starting post. Also you wrote "dragons" in plural form.
  24. 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)
  25. 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?
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