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MaxQuest

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Everything posted by MaxQuest

  1. Overall looks really nice) And here's more in detail: Whips: good, and quite suggestive Penetrating Visions: great Lingering Echoes: awesome) Iron Will: is suggestive, but feels a bit odd Psychic and Brutal Backlashes: good Hammering Thoughts: good Greater Focus and Keen Mind: give an uncomfortable vibe, but are somewhat suggestive Empty Soul: good Complete Self: good Echoing Horrors: good Souls Echo: great Shared Nightmare: great Protective Soul: looks great, but gives an impressions that it gives bonus defenses onCrit. That 25pt barrier it gives reminds me more of "Seven Men onto the Deck" chant icon. P.S. That spiral looks nice for focus symbol.
  2. ^ Yes: > Beguiler's Draining Whip - Biting_Whip_Beguiler_SE_DamageMult: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 0, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (only applied vs flanked, or mind or body affected enemies) "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c", "13d9f275-8a57-4f99-9ead-ef798ce7c53a", "ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f" ], "KeywordLogic": "Or", } - Draining_Whip_Beguiler_SE_DamageMultReduced: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 1.1, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (i.e. applied vs everyone) "KeywordsIDs": [], }
  3. I have took a look at beguiler's status effects, and: > Beguiler's Soul Whip is actually separated in two effects: - Soul_Whip_Beguiler_SE_DamageMult: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 1.2, // (this is used for tooltip) "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (only applied vs flanked, or mind or body affected enemies) "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c", "13d9f275-8a57-4f99-9ead-ef798ce7c53a", "ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f" ], "KeywordLogic": "Or", } - Soul_Whip_Beguiler_SE_DamageMultReduced: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 0, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (i.e. applied vs everyone) "KeywordsIDs": [], } ----------- > Beguiler's Biting Whip is also separated in two: - Biting_Whip_Beguiler_SE_DamageMult: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 0, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (only applied vs flanked, or mind or body affected enemies) "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c", "13d9f275-8a57-4f99-9ead-ef798ce7c53a", "ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f" ], "KeywordLogic": "Or", } - Biting_Whip_Beguiler_SE_DamageMultReduced: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.2, "ExtraValue": 1.2, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (i.e. applied vs everyone) "KeywordsIDs": [], } ----------- TL.DR: Beguiler's Soul Whip gives +0.1 damage coefficient with weapon attacks. And an additional +0.1 if the targeted enemy is flanked or affected by body affliction or affected by mind affliction. Beguiler's Biting Whip gives +0.2 damage coefficient with weapon attacks. And an additional +0.1 if the targeted enemy is flanked or affected by body affliction or affected by mind affliction. Both tooltips are vague and partially incorrect. ----------- P.S. Also, in case someone doesn't know beguiler's bonus focus restoration values: he gets (5 + 1 per PL) when casting a power on an enemy that is flanked or affected by body affliction or affected by mind affliction. So it actually does something... but tooltip doesn't reflect that. Still I think +0.1 weapon damage coef, is laughable in comparison to +100% focus gained from Draining Whip) Even with the 20% raw lash (from the poll results) instead of the current +0.1 coef, I wonder if I'll ever take it.
  4. It is actually still true. Here how it looks in the current v4.1.2: screenshot. (obligatory: 'wow, such upgrade, amazing' doge.jpg) Those beguiler related fixes that were added in v4.1.0 were fixing other problems:
  5. I have taken cat form because: - I was thinking that Bear Form only gives +1 AR over it - with Gilded Enmity, Pale Elf passive, Blunting Belt, Pearlescent head item and Tears of Saint Makawo I already had a lot of AR. I've swapped the belt later, because it was overkill. - cat paws have 3s recovery compared to 4s of bear. So if druid happened to make a melee attack, he would respond faster to my command - I just like Cat Flurry) Switching to cat (and getting armor recovery penalty reduced to 0) and using Cat Flurry enables some turbo healing mode. For majority of encounters I was using the following auto-behaviour: switch to cat, enable flurry, use Golden Enmity, drop moonwells + aoe robust + aoe form of delemgam. And with flurry, druid could do all this quite before the form expiration. - I had 3 fights that resulted in a close wipe, and this druid was the last standing, bringing the last enemy down with his abysmal auto-attack damage and accuracy. So I guess his sturdiness was not a problem) And that's why I am thinking about shifting to more damage-capable healers for my next run (e.g. wayfarers).
  6. Lifegiver/goldpact pale elf (cat form, dumped PER, plate, 1h+heavy shield) is a sturdy as hell healer that can tank, heal and buff a lot. But am not sure if you need one. As it depends on how sturdy is the rest of your party, and how many source of terrify and mass daze/stun/paralyze you have. Not to mention that lifegiver/goldpact partially clashes with your shieldbearer/troubadour, whose healing might be enough if you have a wizard or trickster with Repulsive Vissage. As for ranger used for ranged-dps, here are a few sketches: - stalker/wayfarer with dual blunderbusses (or sceptres) - bleakwalker/arcane archer with Spearcaster/Frostseeker - bleakwalker/sharpshooter or devoted/sharpshooter with Saint's Omaku / Veilpiercer (and 50% chance to recover immediately on scoring Crit enchant) - rogue/gunhawk or tactician/gunhawk with arquebuses (and Quick Switch; Dragon's Dowry -> Dragon's Dowry -> Red Hand -> Red Hand -> Fleetbreaker -> Red Hand) P.S. That said I usually try to make sure that my party has access to Repulsive Vissage, Zealous Endurance (unless there are many sources of Hardy/Robust), Shared Flames (unless all damage comes from DoTs), DW White Flames, Confounding Blind, some way to circumvent the resource limit (because of bosses hp-bloat), and enough sturdiness/sustain that would allow to stabilize in any combat situation.
  7. Faith related: do like both) Divine Purpose: good Inspired Defense: quite suggestive Inspiring Triumph: very good Aegis of Loyalty: it's ok. But not suggestive. Btw, I have tested last weekend, and weapon attacks already were removing stuff like confusion. Not just unarmed attacks. Perhaps this was a stealthy change and I shouldn't even put it in the poll Mental Fortress: very good Retribution: first though: ouch; second thought: getting arrow to the back makes one sad... well, I guess. Retribution kinda associates for me with this image Inspired Path, Clear Head , Righteous Soul, Providence: good Iron Gut: metal weight in the belly. Weird. But at the same time I don't have alternative ideas. Stoic Steel and Virtuous Triumph: it's passable, but they look of lower quality compared to the others. Divine Retribution: looks like disco party^^ How about taking that "flower" from Inspired Path and the cross from Providence?
  8. The fight gets much easier, once you understand what makes the fight hard: - AoE CONE breath - Terrify aura - Adragans dominating party members So: - let Eder solo tank the dragon. And either place the party 120 degrees to the side from were dragon is facing. Or keep the dragon perma-disabled. - let ciphers switch to Adragans when they come in range. Because building focus on lower-DR enemies is faster than when hitting the high-DR dragon. - buff party vs Terrify (so Prayer against Fear) - buff party vs Dominate (Prayer vs Treachery) - buff party accuracy - use Scale Breaker - let cipher paralyze the dragon (Mental Binding + Backlash) and let Aloth help with cc as well - choose your source of damage. For me it was: Disintegrations + Dragon Trashed + Shining Beacons + Cleansing Flames (to double the tick rate) You can see an example: here
  9. It depends how it is implemented. For example at the moment there is one full action per turn right? Going from 1 action to 1.3 action at 20 DEX,.. how would this even work? On the other hand there could be no "hard turns" but rather "milestone turns" with ability to move along the order queue (like in HOMM). So think of something like: 6s RTwP = 1 TB milestone ~= 100 milestone points, e.g: - when you cast a 6s/2s cast/recovery spell at 10 DEX, it will consume 100 + 33 milestone points - when you cast a 6s/2s cast/recovery spell at 20 DEX, it will consume 77 + 25 milestone points and so on Now imagine: it's your warlock's turn and you issue him to cast a 3s/4s spell. Because he has 20 DEX, 3s/4s would be 2.3s/3.0s; or 38/51 milestone points. So the warlock is now shown in "casting animation", and there are two entries in the order queue: - passive turn @ 38 milestone points (i.e. when the spell goes off, unless interrupted) - active turn @ 89 milestone points (i.e. when the player will be able to issue to warlock a new command) * additionally during the passive turn, the game recalculates the recovery duration. For example if the spell triggered Blood Thirst: recovery gets waived, and the active turn gets dragged to current position in the queue, and you can issue a new command right away. P.S. Heh. After writing this down, have realized that this is almost RTwP, but just with auto-pause for action issuing, and a visual order queue.
  10. Constant and Rapid Recovery: good Confident Aim: small hand is trying to flatwise hit the arrows) The concept is good though Sneak Attack: am neutral on this. First thought was of a tailor adjusting someones unfinished dressing (this someone is out of icon). But on a second sight it's ok. Transcendent Suffering: fitting) Wounds and Lesser Wounds: had a good chuckle here) Do like them) Crucible of Suffering: took a long time to notice the face; otherwise it's fine Soul Mirror, Parting Sorrow, Empowered Strikes, Imagined Pain, Unrelenting/Unbreakable: are suggestive and good enough imo Will also note again that I love the new Persistent Distraction and Wall of Flashing Steel As for icons I like least.. there are not so many: Enervating Blows (kinda unsettling), Riposte (still a violin for me), Deathblows (something is off.. maybe the axe behind the executioner; maybe the executioner icon itself... how about some death scythe strike instead?).
  11. The HP bloat indeed is a strong one here. It downright kills a solid segment of character builds / party compositions that can't sustain for that long. Meanwhile majority of non-megaboss fights can be ended in under 1 minute. So there is some sort of dissonance in what direction to optimize. Could be. Also here's some extra info on Dorudugan. Yes he has 16825 HP on PotD. But his base stats are: "BaseDeflection": 5, "BaseFortitude": -20, "BaseReflexes": -45, "BaseWill": -25, "MeleeAccuracyBonus": 35, "RangedAccuracyBonus": 25, "MaxHealth": 2000, "HealthPerLevel": 142 He just happens to be of lvl 30 with 34 CON Indeed. Immunities used wisely can be awesome. And by that I mean, that they can help with tactics variety. If a player would come up with a single very strong strategy and was applying it 1:1 in every single encounter... it would become repetitive and boring. But if there are 4 hard cc's (stun, paralyze, dominate, terrify), and one enemy type is immune to a subset of 2-3 of these, another enemy type to another, the player would have to adapt. Plus there is an additional layer of thinking involved: how much do I want to askew my party to have these disables in it's arsenal, or those ones. Meanwhile an enemy is immune to everything it's boring. If it's a boss, I'd rather see him being immune to no more than 75% of existing hard disables. And if designer is afraid that there is a possibility of hard-locking this boss, just design some sort of time windows when he is susceptible/not; or some abilities/obelisks/minions that would provide the boss with necessary inspirations.
  12. Besides of multiplicative and additive, devs could also implement it as: v3. mixed: 60 * (1 + 0.05 * 20) / (1 + 0.03 * 25) = 68s v4. with double inversion (as Kaylon already mentioned): coef_1 = 1 + 0.05 * 20 = 2 coef_2 = 1 - 0.03 * 25 = 0.25 step_sum: (coef_1 - 1) + (1 - 1/coef_2) = 1 + -3 = -2 coef = 1 / (1 - step_sum) = 1/3 = 0.333 duration = 60 * coef = 20s I haven't tested in the game which variant is the right one. But judging by Obs love towards double inversion, and Kaylon's post above, would expect it to be v4... Yes. That's part of the reason why I don't really like double inversion; beside being complicated enough...
  13. It is. And I realize it It's kinda an irrational thing. For example I love Galactic Civilizations series which is a space strategy. And I remember playing starcraft like 15 years ago just fine. But as for space/fallout RPGs... I am aware only of Fallout and Mass Effect series. And was trying to get into them at some point, but when watching gameplay streams on Twitch.. I felt an unusual for me aversion when seeing that tomboy mascot, green interface of fallout, facial expressions of ME, and shooting combat (which gave an impression that targeting is more important than whatever character building was previously done). That said I would probably give them a try, if someone told me that my weird inner resistance is completely unbased, and that these series have deep character build customization, interesting and balanced combat (were talents matter a lot, but are not broken/op), and an engaging story were protagonist has the ability to shape/change the world (and is not railroaded to a single ending). <- and that's why I am eager to try Outer Space Worlds, because so far I hope it fits these erm ~requirements~.
  14. The main selling point in wizard for me would be Llengrath's safeguard and DAoM. Can monk compensate for those with Iron Wheel/Blade Turning and Swift Flurry? Then just go for the Chromostaff) But I would advice to plan the strategy vs mega-bosses in advance.
  15. ^ Afaik -1AR from flanked is already considered as passive no? For example I remember it stacking with Rust Armor or Rending Smash (mace modal). In either case, I think it would make sense to make -10 deflection from flanked a passive as well... because it's not a modal, and... passive. Duh. As for Confounding Blind progression, I would probably prefer ability to stack up to -24/-25 deflection malus with it. Because of Divine Mark which can provide -25 deflection. So... 3x8 or 2x12...
  16. I really hope there will be PoE3 in not so distant future. And I'd also love to play some other RPGs from Obsidian IN ADDITION to PoE3 (and hopefully not space or fallout related - just not my thing when it comes to rpgs, even through I'm eager to try Outer Space Worlds). NWN3 would be also great! But the future seems to be quite unclear. As there have been a quite sensible lack of communication from Obsidian devs.
  17. ApplyOnTick with 10% every 3s for 6s means: 10% (on 0s) + 10% (on 3s) + 10% (on 6s) = 30% And with 20 INT that would be: 10% every 3s for 9s: 10% (on 0s) + 10% (on 3s) + 10% (on 6s) + 10% (on 9s) = 40% Add here high MIG... and Deep Wounds become really strong, because that's effectively a multiplicative bonus. --------- As for Wounding Shot... - first of all it causes confusion. A player doesn't know if it's an ApplyOnTick or ApplyOverTime. For example from tooltip, I was initially thinking that there will be 3 ticks for 20% each. At least in case of Disintegration you know, that a DoT won't be ticking for 240 raw damage every 3s, but in case of Wounding Shot? How do you know without testing and diving into mechanics and gamedatabundles? - and second: unlike in PoE1... the DoT from Wounding Shot doesn't stack with itself. Why? And there is not even a mentioning of this in tooltip. Would stacking make it OP? There are Deep Wounds that deal same damage and do stack. Not to mention that DW is much more powerful since you can trigger them more times.
  18. ^ I was checking Disintegration yesterday. At 10MIG/10INT it was ticking for x raw damage. I have consoled the INT to 30, and casted it again. It was ticking for the same x amount. But there were almost twice as much ticks. After that I have also checked Combusting Wounds. And yes, increasing INT, was increasing amount of ticks, while the tick damage was the same. So yes: at the moment total damage of DoTs of ApplyOverTime does indeed benefit from longer duration. Also, I have made a few searches on this topic right now, and here's a bit of history: - on release: ApplyOverTime had higher dps on grazes and on lower INT. This was first mentioned: here (on August 17 2018) - later it was reported: here (on September 10 2018) - it was quickly "fixed", and rolled out in the patch v2.1.0 (on September 12 2018). It was mentioned as: "Having higher intellect no longer penalizes effects that apply over time." Now the thing is... it could be a wrong fix. Why?: - because "total damage" displayed in tooltip for such ApplyOverTime was not synchronized with this change. - because what becomes the point of ApplyOverTime, if we have ApplyOnTick? It would make more sense to just switch those 8 ApplyOverTime effects listed by Phenomenum to ApplyOnTick. This would result in correct tooltips, and better consistency. - and because the [total damage dealt] part of initial bug report could be solved by fixing the ratio. Look: As I said previously, the problem with ratio is that it doesn't take into account 0-tick. So, how much damage would Disintegration above deal, if there was no this 0-tick? graze: 175 + 65 = 240 crit: 70 + 70 + 70 + 31 = 241 hit: 87 + 87 + 65 = 239 And that makes sense, no? I mean I was speculating above that ApplyOverTime is probably for DoTs whose total damage is not affected by change in duration (i.e. INT, PL, graze/crit). Although, this still leaves the problem of higher dps, on graze/lower INT. And this could only be solved by having a completely fixed duration. TL.DR. What gives? Fix ApplyOverTime ratio and make it's duration fixed (i.e. not affectable by INT/PL/Graze/Crit/Anything)? Or get rid of ApplyOverTime completely and migrate to ApplyOnTick?
  19. Meteor Shower and Storm of Holy Fire can't be spell shaped. Just checked it. Ooh, thank you for bringing this up. I was under impression that each "projectile" hits 1 target every 3s. So if there are 2 rotghasts, there will be 8 main hits over 9s duration. Turns out it was just a concidence))) Have payed attention this time, and indeed SoHF projectiles are random. Also have made an experiment: - casted SoHF with 1 rotghast being on just the edge of main AoE: he was usually hit 2-3 times, over 11s. - casted SoHF with 1 rotghast being in the center of main AoE: and he was hit 14 times. I've meant the second as I've thought that to be the case at the time of posting... but it is actually random (although projectiles have a much higher chance to hit a target near the center of main AoE, rather than on edge)
  20. Exactly! Although the damage of Deep Wounds might need to be a bit toned down. Since they deal same amount as Wounding Shot DoT, but are triggered by a much larger variety of attacks. P.S. Just realized that Unbending is ApplyOverTime. And it means that it benefits from INT (despite of what tooltip tells you). Oh my...
  21. These ones: link The current idea is to make two versions: Conservative and Extended. Rawly speaking, the first one will include suggestions with 66+% votes pro; and the second: those with 50+% votes pro. Additionally we'll try to organize each change as a separate file. So if a player doesn't like that new backstab, he'll be able to delete cl.rogue.backstab.gamedatabundle, or something like that. P.S. Also am really interested in the upcoming patch by Obsidian, in order to not implement redundant points, and also see what fixes have been made.
  22. Busy week. Irl stuff, plus Easter tomorrow I have ~20 class suggestions done by now. But these were the simplest. Hopefully will have some time on Monday to see what else I can do.
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