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Everything posted by MaxQuest
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Well, 1H-Style is definitely good enough now, in my book :thumbs-up: 2H-Style is also an improvement over the previous version. Weapon Mastery and Specialization: you nailed it) Brute Force, One Stands Alone, Unflinching: are also great. Improved Critical: the skull is somewhat ok. But that drop reminds me of raw damage icon; and sets a wrong expectation. Blooded: the raw damage icon here is also misleading. How about a flexing arm (like on Body Control) to denote the damage increase? Blood Thirst: skull is reserved for criticals no? I understand that there is a different kind of skull, but, hmm. What if it had same icon as Bloodlust but with a flash instead of hourglass? P.S. Looking at that "explosion" on Overbearing Guard. What if it was used for critical hits, and the skull for onKill effects? Or naa?
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Afaik Blood Sacrifice restores differently from Brilliant. There are 3 tiers. And if you have access to rank 9 spells, these tiers would be: 1..3, 4..6, 7..9. When you use BS, the game rolls the tier at random. After that it deals corresponding damage, and restores 1 spell usage in the limits of that tier's range. So if the player has casted only 1 rank-6 spell during combat so far, and wants to get that spellusage back, he has only 33% chance to get it. And it's usually better to use one spell from each tier first, before using BS. ----------- As for charm ending prematurely... I have experienced this in PoE1 (where it was a bug, and which I've fixed in the UPMod). But I haven't experienced this in Deadfire. That said, here it can break: - from friendly fire (starting from v1.2 patch iirc) - if someone has landed an INT inspiration on it. Or took away 5s via Minor Intercession. - if it's a rogue with Slippery Mind, who got Bloodied or Near Death. - if there was some enemy paladin with bare fists and Aegis of Loyalty (although haven't seen such enemies) Also, if an enemy warrior was dominated (not charmed), he could theoretically get rid of it via Tactical Barrage depending on his AI. And lastly there could theoretically be some unexpected interactions with hostile periodic effects. Let's say enemy B casts Chill Fog. And you charm enemy A, and after that enemy B. And I wonder if it counts as friendly-fire towards charm end, if A gets hit by B's Chill Fog.
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I like the majority of those icons) Especially the empower related ones. That pseudo-star background really groups them together. Improvement on Tumbling is also noted. And how it is kinda related to Hold the Line, but it's clear that it's different. And do like also the new Quick Switch. As for criticism, what do you think about adjusting combat focus? Atm it looks a little bit like headshot / suggests a higher accuracy. What if instead of those circles, there were these ones: example. Hmm. Naa.. still headshot. Also some style icons still seem a little of. - The first thought that came to mind was: you are firing the battle axe the wrong way! But it's actually ok. - Now regarding 1h-style... that hand looks strange. - And two-weapon style gives an impression that the character has to wield two different weapons. Tbh, dunno what do here. Maybe: - two-weapon: just have two swords crossed instead of sword-and-pistol - 1h-style: just have that dagger ?
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1). Yes, an enemy who hits an ally affected by Pain Link, would take 25% of dealt damage back as raw damage. And from what I can tell from statuseffects.gamedatabundle it doesn't go through attack resolution. The enemy just instantly gets damaged back. Btw: - I wouldn't be surprised if those 25% are further affected by Cipher's MIG. And also by whatever damage amplification is on the enemy. - The damage is not 'reflected'. It is rather 'shared'. As the buffed ally still takes same amount of damage while under Pain Link, as if he would otherwise. - Only the damage that goes through attack resolution can be 'shared'. - Iirc, Pain Link worked differently in PoE1. It was: whenever you take damage, deal 25% of it to each nearby enemy. So it was much stronger when having multiple enemies in melee; but weaker vs a single enemy that is at range. 2). It should be the a). Just like paladin's stats/gear affect his Greater Lay on Hands effectiveness, same thing goes with Pain Block. P.S. That said, I still haven't found optimal uses for those two powers. 1). Pain Link requires you to take a lot of damage, in order for Pain Link to be worth it. Ideally your hp + healing taken should be x4 higher than enemy hp + healing taken. 2). Pain Block asks for high MIG and INT, but doesn't care for cipher's accuracy/perception. So it would be nice on a lifegiver/psion or psion of eothas/wael offtank. But only if psion focus generation wasn't paused by incoming damage.
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Godlike changes don't use the scaling we are opting for. And we also going to buff Exalted Focus in a different way. Although these are easy, and would take like 5 minutes max. Turning wheel change might be handy. In rest I don't see what we could take from there 1:1. Nice icons Especially like the "Hold the Line" and "Uncanny Luck". Regarding Weapon Styles: - 1H - associates with rapier and finesse for me - 2H - with a two-handed battle-axe. But as Pheno has mentioned, it would be nice to suggest that it works with ranged 2H too. So something like your "Arms Bearer" but with 2H BattleAxe / Bow (or arrow) perhaps? P.S. The current "Snake's Reflex" looks more related to poison appliance)
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Hmm, let's try that approach to all of his values: current_hp: (72 + 15) * (1 / 0.75) - 15 = 87 * 1.(3) - 15 = 101 max_hp: (104 - 15) * (1 / 0.75) + 15 = 89 * 1.(3) + 15 = 133 current_hp: (44 + 15) * (1 / 0.75) - 15 = 59 * 1.(3) - 15 = 63.(6) max_hp: (104 - 15) * (1 / 0.75) + 15 = 89 * 1.(3) + 15 = 133 current_hp: (123 + 15) * (1.5 / 1.25) - 15 = 138 * 1.2 - 15 = 150.6 max_hp: (163 - 15) * (1.5 / 1.25) + 15 = 148 * 1.2 + 15 = 192.6 current_hp: (87 + 15) * (1.5 / 1.25) - 15 = 102 * 1.2 - 15 = 107.4 max_hp: (163 - 15) * (1.5 / 1.25) + 15 = 148 * 1.2 + 15 = 192.6 current_hp: (49 + 15) * (1.5 / 1.25) - 15 = 64 * 1.2 - 15 = 61.8 max_hp: (163 - 15) * (1.5 / 1.25) + 15 = 148 * 1.2 + 15 = 192.6 P.S. I wonder if we can consider those as approximation errors or not. And if these are indeed the formula used by Deadfire, that sign swap (for flat bonus on current_hp) is a really funny thing. As if some dev got a negative number once, and thought oh, the error must be in the sign, so I'll just change it.
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Yeap, that cipher was my only melee 2H-user, so all such stuff was going to her) The problem with Justice is that you can't get another +25% elemental lash on top of that +25% crush lash. So you effectively end up with +10% mini-lash as the sole benefit. And prior to level 12, Tidefall gives +15% damage bonus and +4 accuracy, just because of being Superb; with wounding just being a small collateral bonus. Meanwhile draining was helping a tiny bit with Sanguine Plate's squishiness. Btw, I've just loaded an older save, to check what I actually was using. So here's my lvl 8 melee cc-oriented hireling: screenshot I actually had Tidefall in offset (enchanted vs spirits), while the main weapon was Drake's Bell. And that's because of +5 DR Bypass from Estoc type and +3 extra DR Bypass from weapon itself. And I've enchanted it against beasts, because around those levels there were many spiders, wolves, lions, etc. P.S. And for stronger fights I had those Forgemaster's Gloves for the already mentioned (3-per-rest) Firebrand. The belt was added to the game, after my last playthrough. But I would 99% expect them to "stack".
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He probably meant Fugue Spores poison which we can craft. P.S. I've tried that poison on Giant Cave Grub right now. In my case Confusion effect gets upgraded (as intended) (see screenshot). But the Grub doesn't get charmed. Although that's most likely due to Charm being removed by friendly fire damage now. And perhaps the DoT ticks qualify as such? P.P.S. Just in case: here's the save file. (v4.1.2.0047)
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Yeah, I was expecting it to be proportional. With the only exception of +flat modifiers. There is definitely some +15hp in his case, if he has 133 hp at 10 CON and 192 at 20 CON. For some reason I was thinking your character is lvl 10, and the numbers didn't match. With new info: Fighter has 42hp + 12 per level. Chanter has 40hp + 10 per level. And a fighter/chanter would have 41hp + 11 per level. So he's level 8, right? 41 + 7 * 11 + 15 = 118 + 15 = 133. Anyway, regarding those numbers: --> 72/104 (@5 CON) enfeebled expires --> 101/133 (@10 CON) max_hp: (104 - 15) * (1 / 0.75) + 15 = 89 * 1.(3) + 15 = 133 But for current hp change, I can come only with the following numbers: current_hp: (72 + 15) * (1 / 0.75) - 15 = 87 * 1.(3) - 15 = 101 Which is odd, but ¯\_(ツ)_/¯
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If you go for 2H route, then get Tidefall asap. It comes in superb quality and until lvl 11 is your best choice, only rivaled by Firebrand from the gloves you can buy from the Knights of the Crucible. As for powers to use: it depends. The common advice although would be again the same: Whisper of Treason on threats that you want to deal later with. Mind Binding on the threat in your melee range (and make sure to be hitting the paralyzed enemies mostly; as it will generate more focus due to lower defences). Also toss an occasional Echo. But mostly dump focus into Amplified Wave spam.
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Imagine a monk tank with 3 CON, and 130hp. With +10 CON from Duality, that's 13 CON and 230hp. He takes 115 damage and is at 115/230. He switches Duality, and is now at 65/130. Now he can heal-up for 65 and switch Duality again to get to 230/230. TL.DR. It's better to take damage while having CON inspiration/bonus. And vice-versa: it's better to deal damage while enemy is affected by CON affliction/malus.
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^ DoT damage from Bleeding Cuts was not decreased by underpenetration iirc. That's how I killed Neryscirlas last playthrough for example. Basically said: screw it, I will underpen all the way, but the raw damage will still go through. (Although now I am thinking it would be better to re-check it...) As for Wounding Shot and Deep Wounds I don't know tbh. From the gamedatabundles it looks to behave the same. Althought that's not what someone would expect in practice.
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Deep Wounds, Wounding Shot and Bleeding Cuts have 3 parent status effects that are of [ApplyStatusEffectToEnemyByDamageDealt] type. I can't check atm what it does. But would expect them to use the weapon damage that was actually dealt. Not just base damage. Although I have some doubts about lash damage being included. P.S. Oh yes, Bleeding Cuts might be slow, but are definitely strong. If you made a hit for 50 damage, an extra 100 raw will be dealt over 60s. Even if those 50 were decreased by -75% from underpenetration. And bonus points if you can keep the enemy under Cleansing Flames for the double tick rate. And extra points if you have high MIG, and enemy is affected by +40% damage taken from beacon, and +25% from that mace.
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Good question. Unfortunately I can give only a partial answer. First, here's some data from gamedatabundles: 1). As you can see there are two application types: ApplyOnTick and ApplyOverTime. The first one applies it's BaseValue (which is also shown in tooltip) every x seconds. While the last one uses BaseValue as base Total damage, and for each tick it divides that value on number of ticks. I don't know what's the point of this separation yet. Maybe the idea was for ApplyOverTime to have fixed duration? But afaik they still scale with PL and INT. Or maybe the idea was to keep Total Damage unaffected by INT? But have to test it. 2). Disintegration and Wounding Shot (and perhaps even other "ApplyOverTime" effects as well) where quite bugged on release and for quite awhile. The total damage on grazes was often higher than that on hit. It was fixed later, at least in v4.0 I could no longer replicate that. Although Wounding Shot is still very subpar. 3). Few notes on examined DoTs: Disintegration [ApplyOverTime]: - deals 240 damage over 15s. Unlike in later version of PoE1 it no longer stacks with itself. Deep Wounds [ApplyOverTime]: - deals 20% of dealt weapon damage over 6s. It stacks with itself. Wounding Shot [ApplyOverTime]: - deals 20% of dealt weapon damage over 6s. It doesn't stack with itself (if the new DoT instance has higher duration, it substitutes the older instance). - one could think that each tick deals 20%, by reading the description, but nope. Bleeding Cuts [ApplyOnTick]: - ticks for 10% of dealt weapon damage / per 3s, for 60s. It stacks with itself. Death of 1000 Cuts [ApplyOnTick]: - ticks for 19 dmg / per 3s, for 30s. It doesn't stack with itself, but new instance adds it's duration to the current instance.
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Aha! so someone actually likes them We meant multi-classes characters, like Universalists) Beastmaster idea/name sounds good) But heh) the first thing that came to mind (regarding whisperer) was:
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Good point) Just need to find something which would bring insects and beasts together thematically. Although it's kinda hard, if it also has to "rule out" plants stuff (or rejuvenation). Partially share this feeling. As I often prefer specialization. But also like slight flexibility. I would rather see, Shifter having a shifting on modal which he can use unlimited amount of times. But, he: - either has access to 1 form only. And can change it on level-up... or maybe even on rest. - or have access to 1 constant form. And unlock an additional form later in the game.
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It feels a bit askew that it's possible to lower enemy fortitude by 45. While reflex can be lowered by 55; deflection by ~80; and will by 88. Provided that fortitude is usually the highest defense. P.S. Those values are not counting general maluses, like -10 from Shining Beacon, and ~-10 from Hunter of Hunters (Ngati's Tusk) that apply to more than one defense.
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> Do like "Shrunken Head of the Pŵgra" idea. But what do you think of alternative name of something like "Pŵgra's Withered Talon"? Just askin' > Wooden Grub: the insects theme is ok. But I don't think that beast spells (Charm Beasts / Hold Beasts) fit here. I would rather drop them, provided bonus spell-usages from Lord of the Bugs are already strong enough of a boost. > The Changeling's Fleece: this one feels wonky. That PL exception is doable via -5PL debuff, new keyword added to Taste of the Hunt, and +5PL passive buff to that keyword. But it requires some fuss; and also clones for Taste of the Hunt (if we wan't Ability Ranks to be 1, 2, 3). It also rises the already mentioned: what about Shifter? And additionally it leads to a bit spamy gameplay, when you just shift and use 6 Taste of the Hunt in a row. It will be fun and powerful in the beginning. But after awhile can get boring.
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Those that "add" spells are based on grimoires, and are switchable by default. I've never tried to switch non-grimoire trinkets... so don't even know if it is not possible)
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Yeap. That's why I would prefer to avoid giving trinkets a power level bonus to: - restoration - beast, plant and rejuvenation - and more than 1 elemenetal keyword at a time (we already have Greater Maelstrom and Chromoprismatic Quarterstaff...) Also it's worth to keep in mind that priest/druid will be able to wear either of the trinkets we are coming with. Just a random thought: is it worth to separate Condemnation from Punishment a bit? v1. Condemnation being hostile effects that don't deal damage (they just condemn). While Punishment being hostile effects that deal damage. v2. Condemnation being hostile effects that don't deal damage and affect only Mind. While Punishment being hostile effects that deal damage or affect Body. That keyword would have to be included in KeywordsIDs array property of each Prayer and Litany. If some mod overwrites that... the changes will be overriden. The solution would be to place trinkets most at the end of the list. P.S. Regarding icons, BMac had a guide for that. There is some fuss with some "atlases". But yeah, it's possible.
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Not a complete copy-paste.. but sort off) And there is also Blackened Plate as inspiration, with it's Death in Life and Life in Death. Uhm, not quite. There are two situations in this case: 1). Existing prayers and litanies get +3PL. Trinket contains references to these existing prayers and litanies. - priest with that trinket: will benefit from those +3PL - priest without that trinket: will also benefit from those +3PL (if he learns the spells) 2). Existing prayers and litanies are kept as is. For each one there is a copy created, with +3PL. Trinket contains references to these copies. - priest with that trinket: will benefit from those +3PL. And if he also learns any of these, he will have duplicates in his action bar (one prayer with +3PL, one without) - priest without that trinket: is unaffected In either case there are problems; and in order to avoid them, I think it's easier: - either to go for new keywords (Prayer, Litany) and let the trinket provide +3PL with those keywords. But that's a fuss with translation, and potential compatibility with keyword mods that also edit those prayers/litanies. - or, just give +1 PL with all inspirations, as you have alternatively suggested. And I don't think there will be balance related problems due to +PL stacking (with Xoti's lantern, and so on), because it's just inspirations and not DoTs or some evoker stuff.
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That's cool) So there actually is a "checkbox". At least for AttackGameDatas
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^ The v4.1 has added the Turn Base mode. And we are still waiting for v4.2 that would bring TB out of beta and fix the newly introduced bugs; and hopefully even some of more lasting ones.