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Everything posted by MaxQuest
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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.
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@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.
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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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Well, nice to meet you ) I am a Chaotic Good at heart (of [2 * freedom before goodness + 1 * balance seeker] / 3 flavor). And passively Neutral Good in life, just because it's less of hassle. The interesting thing about Law, is that I see it more like a codex of good (but not always) advices, invented by good and wise (but not always) people. I take the law "prescription" into account, but if I find it stupid, or it lacks the common sense, I discard it. And as for morality: I believe all people are slightly different. They went through different situations in their lives, and have developed different behavior and decision patterns. This leads to the fact that different people have different morality. Now... Your morality tells you to put them to jail. And I understand you. But... I can 'borrow' their morality. And see a different view. Hell, I can have even few of them at a time, try to compare them, and decide which I like better. (not for me personally, but overall, from a bigger picture) Yeap. I agree. And from lawful point of view, the taking of decision ends here, resulting in the choice of jail. But... there are guys like Bob And Bob has decided to spent a few more moments at trying to rationalize and... feel the situation. And he gets quite a few of following strange thoughts: "hmm, they were at the same beast level when they killed him. But are they now?", "Are they actually rotten to the core? or.. maybe just too weak to handle the situation and the wrath of Pelry in direct, straight manner by having a talk in 6 eyes?" and finally "I can handle their resistance and put them to jail, but.. to what end? They already know they have done a bad thing. They don't seem to repeat it. And there is no Pelry. Ok. f**k it, let them start from a clean page. But if I will hear them causing trouble I will Jack Reacher the s**t out of them". By the way... will it sound weird, if I will tell that I compare different outcomes by color? For example: Killing them is dark-red for me. Putting them to jail is gray. The lead (plumbum) shade. Letting them go, and if they kill someone more is dark-poisony-green. And finnaly letting them go, and they leave a happy, peaceful life together is bright-yellow, sunny tint. And that's the one I do opt for. For happiness
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^ It's not a big loss for your barb through. As there are many good alternatives available for him. Including unlabored blade. And firebug proc is uber good as long as there are just two targets for it to bounce. Also, I should note that you don't really "lose damage". You slightly lose dps. As those applications are still ticking there. Just over greater span of time.
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Yes. And same goes for Wounding Shot. You can deal the same x damage over 6s (with 10 int), 9s (with 20 int) or 63s (with 200 int). Despite the "fixed duration". At least it deals raw damage now, so DR doesn't reduce already diluted damage further. Have to note through, that usually increasing INT, keeps the dps of dots the same (and only increases duration and thus total damage). This applies for example to dots like Soul Ignition and Disintegration. Also it applies to healings over time, like Lay on Hands.
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Depends on how you will build your wizard, druid and cipher. Tanky - CC - DPS. Pick two (Before getting stormcaller) They are ok as steady dps, in longer but not hard fights, where your casters might want to conserve their spells, and thus giving the ranger a lead. Prior to getting that bow + twin arrows, ranger's overall dps will be on par with an alpha-striking ranged paladin. In single target dps: rogue In "throw everything you have" and sum the aoe damage: druid and wizard But overall the whole game, most likely cipher. Followed by a dps barbarian.
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Cipher! On a serious note: I has been difficult to determine for me too. 'Superlash' is very good. But, I had two ciphers to benefit from it, and for them +25% (even if it sounds strange) feels more than just +25%. Because it translates in 25% more damage from spells which surpasses that of their weapons. That's 25% more Amplified Waves. 25% more Dominates. And 25% less being hit by the enemies. The no-rest parade. For you... chanter might be slightly less of use because you have two priests. And chanter doesn't really benefit from them. And same for viceversa. While ranger just loves being buffed. High acc, dire blessing, stormcaller. That's a pleasant sight to see. And fits better your "cc based on attack" motto. Final verdict: Ranger (if your druid and one wizard/priest are tanky enough), Chanter off-tank if they are not.
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^ Np Thanks for ideas themselves. Yeah, a bleak-walker paladin with sacred immolation, retaliation and all those items, is like a monument to "Thou shalt not flip your alliances!" As for console... save/reloading in case the tests provided some unexpected results usually helps. Although it's double-time...
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That quest,.. taking that decision got me stuck for quite awhile, thinking about happiness and retribution; and morality in general. And in the end, I let them go. --- The benevolence as I see it is a quite relative thing. The benevolency being in the eye of beholder. A hunter slaying a deer, can be cruel for it's pup; but benevolent to a strayed and starving traveler with whom he shares the meal at the bonfire. --- Sparing that couple is cruel and unfair to memory of Pearly. Yet it is a benevolent act to his wife and Nonton. Giving them a chance for a new and hopefully better life. --- But how do we actually aggregate such different views together? And how will other people see us, during the posterior interactions? As partner in crime? Benevolent weakling? Or maybe compassionate and emphatic good fellow? I believe that it depends on their own morale compass. Their own set or rules and behavior templates. A lawful-good one, the one who is adept of "For Great Justice" paradigm, will seak to avenge every missdead with a punishment, equal in modulus, or even greater (as for edification and admonition). And that's the common way of building a better world. Reducing crime, misery, the negative that happens, by threatening with imminent penalty infliction. And then there are guys like Bob. Who really likes happiness. Not only for himself. For everybody. And wants the world to have as much happiness as possible. Killing a happy-together couple will dim the world. So it's not a good option in instant perspective. It's not a good choice in long perspective either. As those two are not like some killers set on rampage. And if left be, will most likely settle down somewhere, quietly, peacefully and happily. Just like Bob wants it to be. And that is a chaotic-good approach. Btw, really good (short but interesting) read can be found here: http://tvtropes.org/pmwiki/pmwiki.php/Main/ForHappiness P.S. Damn, I really can't MC as paladin...
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^ Yeah, party variety leads to team versatility. Although doubling ciphers is always sweet. Be it due to cross tactical-meld and focus fire. Or in case, when one of them is melee, it solves the problem of Pain Block and Going Between not being castable on self. Also that's the only way for a cipher to wield Reaping Knives, if for some reason there appears such need)
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My bad. After game restart, Harbinger finally started to work. It finally appears in combat log, as debuff on enemiy mouseover, and yeap, it works in regards to dispelling charms and dominate. ---- Also checked if self-damage from Sacred Immolation will lead to dispelling. Nope, unfortunately it doesn't.
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^ I believe it's purpose was in finishing-off an enemy who got into your backline and engaged a squishy. You can start attacking or casting another power, while thrust is still mid-air. Pretty much the same thing as with echo, you don't have to wait for the effect to finish. ----- Anyway,... Thrust generating focus feels so wrong...
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Yes. And there are many. With the exception of animated weapons (which are susceptible only to petrify), almost any enemy has a weak spot, i.e. a CC he can be affected by. "Unconscious" is a status effect. It has the same effect as "paralyzed" (i.e. minus 40 to def and reflex. Dex is set to zero). As example: wizard's "Call to Slumber" causes this effect. "Ground" is not a status effect. It is an attack category. For example spell "Slicken" causes "Prone", but is marked as "Ground" because it targets the ground itself. Specific creatures (mainly flying monsters and spirits) are immune to such attacks. E.g. a shade or phantom will not be affected by Slicken, but can still be proned by your fighter's knockdown.
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Checked. You indeed can cast as many times as you want (before the timer runs out). Awesome (with dex set to 100, have casted 50+ times) While I was at it, also checked what would happen if a dominated character (with this morning star) will spell steal from party members. So, dominated Eder was hitting: - Aloth. Eder stole 3 spells and could use them. Aloth did NOT lose those spells (nor usages). - Hiravias. Eder stole 3 spells and could use them. Hiravias did NOT lose those spells (nor usages). - Kana. Eder stole 3 invocations, but could NOT use them. Kana did NOT lose those invocations. - Pallegina. No 'spells' were stolen. - Sagani. No 'spells' were stolen. - Grieving Mother. No 'spells' were stolen.
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Just tested the interaction with The Wind's Arm. (If you have Aegis of Loyalty) Zephyr will dispel charm/dominate from affected teammates! Few notes through: - Zephyr has relatively small radius (base 2m) - Dispel is not instant. Zephyr pulses once in 3s - It has to pass the check vs will first. I have failed to un'dominate Eder 5 times in a row (until I figured that it would be faster if I had reduced his will saves first) It is probably bugged. Redfield's Harbinger passive, doesn't help in dispelling the aforementioned afflictions. And unlike Zephyr it doesn't leave a debuff on enemies at all. (Update note: it works now. If it doesn't for you: save and restart the game) -- update -- Aegis of Loyalty also works with Retaliation! Tested with Coat of III Payment. And the other test with Sura's Supper Plate. Both work. Once a dominated team member hits the paladin, domination is dispelled.
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Yeap, it doesn't work with spells. It writes: "+15% melee damage, +15% ranged damage". But just in case have tested it with cipher powers (for example Mind Lance, could be considered "ranged", who knows). Results: it doesn't add to cipher powers, except for Amplified Thrust and crush damage from Detonate. Who would have thought otherwise.
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Everyone? Probably not. But it's good on damage dealers. Especially those who rely on medium-fast weapons, and hit a high-DR enemy. Spherical example: 40 dmg hit vs 28 DR. 10 Might, no other bonuses. With extra 0.15, it's 46 dmg, so your effective damage goes up from 12 to 18. (But usually it provides less than 10% in damage increase)
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At least it's marked as a bug. That's already a step forward. ---------------- Interesting, what could that be, that made it difficult... Even if AttributeScore from console has transient effect, it shouldn't be hard to add a call to a persistent method that commits the change to database. Something like .saveCharacterAttributeScore() should already be there, or all companions would have their stats being the same defaults after a save load, when their attributes are initialized.
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