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MaxQuest

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Everything posted by MaxQuest

  1. I have expressed myself wrong. I am trying to figure out on which class it is that good, as to be considered best in slot; and if it is worth to make a build around it. - barbarians and monks are out of question - wizard would be better with implements or summoned weapons if he would go for auto-attacking Who else? - priest? No. Priest usually spends quite a lot of time just buffing. Also there is no priest +10acc talent for hunting bow. - paladin? No. To make best use of FoD and Runner's Wounding Shot, he'd better be with a slower weapon, like Dulcanale or at least Wendgär. Also it's the nature of the class which almost screams: utility! So Aedrin's Wrecker would also be a great option. Pala feeks just right as alpha-strike dps'er in fast fights, which transitions into half-support role the longer fight's duration gets. - chanter? No. because this means placing him in backline. Giving up a big part of Dragon Thrashed aoe. And I suppose the bow will show itself poorly against high DR, provided chanter doesn't have damage increasing talents/abilities. - ranger? Maybe. It actually could be good on him. But than again: you can't enable Vicious Aim simultaneously with Twin Arrows. And lack of extra damage coefficients will be quite felt on tougher enemies. Although yes, it's still a decent choice for a second ranger. (the first one will get Stormcaller anyway) - cipher? Yes. +0.4 from soul whips plus DR reducing powers if need-be, synergies quite well with this bow. The only thing that saddens me is that wounding doesn't generate focus. Also.. borresaine procs way too often for me to pass it's utility. - fighter? actually Yes. This class has so many damage/acc increasing abilities. And he can get away with almost dumped res&con due to other defensive talents he can pick. - rogue? Yes. With sneak attacks and higher hit to crit conversion, you have enough dmg coefficients to bypass high DR even with hunting bow's low base damage. And.. wounding deals x0.25 from the final damage. Best scaling ever.
  2. ^ And the best thing is that those x0.25 do actually scale with your final damage. Btw, two questions: - does wounding stack with itself? It deals damage over 5s, and you attack usually way faster than that. - is Persistence good on anyone except ranged rogue? Regarding other items, I suppose everything except aforementioned Little Saviour (which is a must) is somewhat situational, and depends on your party composition. (i.e. if you have someone to make use of them, or not) Anyway I find worthwhile the following: - Cladhalíath - because you get two enchants, and you have the ability to chose them yourself. For example could be great on a pure tank with maxed perception, if you go for stuns on crits and conditional acc. Not to mention that as a spear it inherently has +5 acc bonus. - Badgradr's Barricade - can be awesome once bash will get fixed and will start procing carnage. Imagine this shield with Cladhalíath on a barbarian - Wē Toki - for a crit-oriented dps barbarian - Tall Grass - for a midline barbarian - Spelltongue - if you have a good use for it's shenanigans - Borresaine - I love perma-stunning enemy wizards and archers. And if one alternates targets, he can keep stunned even 2 or 3 targets at a time. - Sabra Marie - if it has enough enchanting slots left is a no-brainer as well. - Rod of Pale Shades / Golden Haze - if you have a control wizard with maxed dex, per and int. Stunning/debuffing everyone in aoe just from auto-attacking is pretty nice. - Old Gerun's Wall - for a high DR tank being grazed is almost like being missed. So it's like instant +10% to survivability. - Aedrin's Wrecker - great paladin weapon. FoDs almost guarantee a stun. - Strike Hard/The Vile Loner's Lance - are good tank weapons, if their bearer doesn't have a stellar acc to go for weapons with on-crit procs. - Resolution/Purgatory - top choices for a dw rogue/dps fighter. - Vengiatta Rugia - has some good potential for a melee cipher. - Argwes Adra - decent on a tank with Revival scrolls. Even if the whole party was whipped you have a chance for round two.
  3. I think that applies to any stat, except maybe DEX after you reach the point everything is pratically instant anyway. To any stat except PER Once you have acc >= enemy_def + 100; or acc >= enemy_def + 50 plus 100% hit to crit conversion; getting more acc no longer increases dps. It's not like it's feasible to achieve those numbers through.
  4. And then give the wizard Spelltongue, and also let the priest cast few 'Salvation of Time', to make it last and last and last
  5. ^ It's a psychical trauma from low-level. I know now that priests are good. But I wasn't fond of my lvl 4 Durance and Aloth constantly dying from Ogre Druids, when I was just learning the game. So... here I am, running a [cipher + Sagani] ranged dps + [Pallegina + GM] ranged sup-dps + [Eder + Kana] tanks. I've decided to revise my party composition once I'll arrive to an un-passable enemy/situation. And, was expecting the Adra Dragon to be one of those choke points. But nope... party did fine at lvl 11. (Double Puppet Master on adragans + double Disintegration on dragon is OP)
  6. And then there is also dex. But I suppose there is a possible high-dps build which is actually fine with non-maxed might. Something like 10/10/12/21/18/7 crit-oriented hearth orlan with battle axes. (for example: Rimecutter and We Toki) The idea is to max the crit chance and thus dilute the effect which mig has on your damage. And things like high acc, Minor Threat, Dire Blessing, Critical Focus, Potion of Merciless Gaze greatly help at that. Worth mentioning is that priest and cipher make great team members for such a barbarian. They not only fix his survivability but can also greatly debuff enemies fortitude and deflection, leading to more crits, more damage, more prones, and thus again to more survivability. Win-win situation. Hah, and I just yesterday was testing Spelltongue + Starcaller combo for a potential barb tank (hearth orlan with maxed per/int/dex and completely dumped might) With permanently prolonging Dire Blessing and Frenzy, it stuns often, and it was also stunning Forest Lurkers who are usually immune to stuns.
  7. That's... gonna be painful. Huh, Paladin could be a choice because of built-in tankiness plus Lay on Hands. Cipher, because of Tenuous Grasp and Whispers of Treason. Maybe chanter? running around with winds of death, and engaging once he has enough phrases to summon the skellies. Ranger, because of pet tanking. You might get to Defiance Bay. But won't pass Maerwald, Raedric...
  8. Yes, and since it will do nothing to enemies that were brought down to less than 10%, and only affects those that already were less than 10%, you will have to cast an extra AoE spell anyway. So yeah, Scion of Flame, Secrets of Rime and probably Spirit of Decay (if you are into Conhelhaut's draining spells) will prove more useful.
  9. Solo wiz? That snake reflex might be useful for tanking dragons breath... While bloody slaughter... it's more for kill-stealing from team-members. And you are solo anyway.
  10. Depends on what kind of wizard you are building. On one you can have low might, on another dex. One some you can get away with just 12 int. For classic wizard it's wood elf. For citzal wizard hmm, probably fire godlike, pale elf or coastal aumaua. For control freak it's wild orlan.
  11. There are a couple of threads referencing Bloody Slaughter talent. https://forums.obsidian.net/topic/73572-bloody-slaughter-talent-few-questions-and-doubts/ http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-beta-discussion-game-released-go-to-new-thread.93694/page-403 https://forums.obsidian.net/topic/78432-103bloody-slaughter-how-low-is-low-endurance/ To sum it up: - when you deal damage against a target that has less than 10% of endurance left, you get an extra 20% hit to crit conversion. - this works for weapon attacks and spells alike - all crits against such targets (i.e. those that have < 10% endurance left) get extra 0.5 added to their damage coefficient. (i.e. not only those which were converted by BS itself) Seems like a really good talent for a DPS Kind Wayfarer paladin for triggering Strange Mercy with Sacred Immolation. Also has some synergies with Bloodlust, Blood Thirst and that helm that has some procs on kills. (can't recall it's name atm) For other classes/situations... it feels somewhat lackluster, since a 10% endurance enemy is as good as dead anyway.
  12. Why not) Just ran a few experiments, and base speed value seems to be 4. What exactly I did: - set the character to run from point A (near team member 1) to point B (near team member 2) half across the map. - set slow motion and unpaused. - checked this with/and without boots of speed. In and out of combat (another character was tanking; so no stops from disengagement) - checked recorded videos Results: - naked, out-of-combat: 580 frames - naked, in-combat: 580 frames - boots, out-of-combat: 578 frames - boots, in-combat: 334 frames 580 * x = 334 * (x + 3) x = 3 * 334 / (580 - 334) x = 1002 / 246 = 4.07 So equipping boots_of_speed (+3) speed's you up by 75% in combat. -- update -- Since it will probably be asked anyway: it stacks arithmetically with Fast Runner talent. (I've got 294 frames; which corresponds to 8.02 speed coefficient)
  13. Well, in NWN2 for instance, you also get a stronghold (Crossroad Keep), which you have to rebuild and manage. And it's not just for cosmetics. It generates really solid income. And yes, there is a full, long siege. And Josh Sawyer happened to be lead designer of NWN2 too, so.. My guess would be they had high plans for Caed Nua as well, just didn't have the time.
  14. I like arenas. I remember the one in TES:Oblivion, with all those ranks, it was a lot of fun. So yeah, voted accordingly.
  15. AddTalent - automatically adds it to your main character. AddAbility - requires a name through. Also "player" can be used as placeholder. You are right. I've accidentally copied the wrong duplicates without tln_ from here. Updated the previous post.
  16. Well, iroll20s will unlock the console commands.Then just type AddTalent <name_of_talent>, and use one of the following: tln_effigys_resentment_aloth_talent tln_effigys_resentment_eder_talent tln_effigys_resentment_ggp_talent tln_effigys_resentment_gm_talent tln_effigys_resentment_hiravias_talent tln_effigys_resentment_kana_talent tln_effigys_resentment_maneha_talent tln_effigys_resentment_pallegina_talent tln_effigys_resentment_sagani_talent tln_effigys_resentment_zahua_talent P.S. iroll20s will disable achievements. Achievements will be reactivated and cheats disabled when you reload the game.
  17. A 2H dps frontliner (that engages after your tanks, and occasionally is offtanking a single enemy) is fine. And I mean 2H paladin, barb, monk, wizard or rogue. But if you want a 2H dps'er that would continuously offtank, the one which will be hitted by more than one enemy at a time, you are basically limited to a sturdy 2H fighter as your best option. P.S. Usually you have to decide what do you want: to offtank well, or to deal real, substantial damage. And on PotD, in any non-trash fight, expect three of your characters to be always subject to melee attacks.
  18. damage done = (base damage * ( 1 + modifier1 + modifier2 + . . . + modifierXXX)) - DR +0.5 on crit -0.5 on grazeYes, that is correct. Not "before DR". DR can eat up to 80% from your damage, but not more. For example 30 damage hit against 28 DR, will deal 6 damage. It will be displayed in combat log with a MIN afix/note.
  19. I like that idea. Also regarding tanking: it feels natural when the tough guys in plate do tank against waves of trash mobs. But against a dragon.. it would be quite fitting to swap that canned breakfast for an evasive rogue. Thematically keeping attention of a 10-20 tonned enemy and dodging his attacks looks like a more sane approach than trying to block his hits. That's... undeniable. Yet it reminds me of:
  20. Hmm, do you expect something to change? But yeah, I could test that. -- update -- Have tried the following setup: 1h Sword of Daenerys (rapier with speed enchant) + Swift Aim + Gauntlets of Swift Action + Time Parasite + Del. Potion. 10 dex: 46 hit, 72 hit, 98 hit, 124 hit, 150 hit, 176 hit: media = 26 frames 20 dex: 28 hit, 49 hit, 70 hit, 91 hit, 112 hit, 133 hit: media = 21 frames (/1.23) I don't know why the coefficient is not x1.3. Previously I was thinking it is due to 4s delay between actions (which is supposedly not affected by dex). d + (26 - d)/1.3 = 21 20 + d - 10d/13 = 21 20 + d * (3/13) = 21 d = 4.333 (not precisely 4, but somewhat close) Bur when I have tried +2000% action speed (from 675 dex) on an arbalest (it's more precise with reloading weapons), I have noticed that standing still animation (which is played right after reload finish and before attack animation start of rising weapon) has duration of two frames. So that delay was actually reduced by dex. (although not by 2000% but only by 100%)
  21. To each one it's own. I for instance find ciphers and wizards most versatile and fun. Druid, rogue and probably monk would be ok too, if I would main them. (cose micro-ing your main is not boring ) Again, everyone has his own preferences. But, I feel like Sagani, Grieving Mother, Aloth and Devil of Caroc have quite original, non-standard personal quests. And add Eder. Cose he's a buddy.
  22. If you swap Dex and Perception there, you get it right. (I mean benefit from dex is a somewhat linear increase. While perception/acc is an increase with few down-bumps (on 15,35,50), and then a flat wall once you achieve acc - enemy_def>= 100.) But tbh there are too many variables/scenarios to take into account. For example: - on grazes. might is most important - on crits, might is less important - enemy has high DR? might again becomes more important - for cipher and rogue physical attacks, might will provide less benefit in comparison to other classes. (whips/sneak attack) - but if you miss non-stop, might and dex are irellevant. Get perception - got too much acc such that you crit 100%? getting more per will not increase your damage any further - dex provides the most flat benefit of those three. Although just stacking it, is also subject to relative diminishing returns - might (like dex) is also subject to relative diminishing returns, but enemies with high DR somewhat nivelate that and so on.
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