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MaxQuest

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Everything posted by MaxQuest

  1. Oh... don't even remember when last time I've played from 1st person. I think it was TES4, but even than I was switching 1st and 3rd person view a lot. Quite curious how it will turn out. That's nice. Interesting... do they feel that it's better to release before Cyberpunk 2077?)
  2. When you engage an enemy: - you will get a free full attack (with bonus acc and damage) on enemy, if he decides to move away from you (unless he uses an ability that break engagement). - also you decrease the chance that he will go for another target in the first place (unless he uses an ability that break engagement). Having n engagement slots, means you can engage n enemies at the same time. Additionally there are some engagement related items, whose effect increases proportionally to number of outcoming or incoming engagements. Also, if I am not mistaken (so correct me if I am), there are 4 sources of Flanked: - sandwich flanking: when 1 enemy is in front and 1 in the back - front flanking: when you have n engagement slots, but face n+1 enemies - perception afflictions - direct debuff: like Phantom Foes In this case, engagement slots also help vs getting flanked from the front. So to answer your question... engagement slots are not really important, unless you make a specific build, or have a tactician that often gets front-flanked. Or it could actually be your intention... to have a melee tactician who switches between Squid's Grasp and a ranged weapon, back and forth...
  3. ^ It doesn't include chanter chants, with the exception of Many Lives Pass By, Each Leaving Footprints. That skeleton's attacks will trigger Combusting Wounds P.S. Wall spells, beams and recursive AoE attacks are at the moment along the strongest triggers for CW.
  4. My bet goes to "every damage instance that goes through attack resolution", just like in PoE1. So it rules out all DoTs, but includes periodic damage.
  5. I still don't understand... why are Bounding Boots 2-per-rest and not 1-per-encounter... As per topic: - Survivor's Tusks: Boar's Endurance (and maybe Boar's Charge). - The Mask of the Weyc: Veiling Hood Also need to check Hunter's Pounce from Ngati's Tusk
  6. Because: - he wanted all of them being paladins - there is a need for Phantom Foes - to help the tacticians. - Bleak Walker will deal more physical damage than a Wayfarer, and ciphers like that. Plus you get a cheap source of Sicken. And having healing from a 5th Wayfarer will likely result in overheal anyway. P.S. ... and because I didn't notice that he wanted them all to be of the same order...
  7. You use my mod? Otherwise 3x10 from Silver Tide is quite far from exciting) I would recommend: 1 Bleakwalker/Beguiler and 4 Kind Wayfarers/Tacticians. Go infinite.
  8. "for kithity" (somehow am reading this in Quagmire voice)
  9. Combusting Wounds were broken during v3.02, but fixed in v3.03. Also: CW doesn't deal damage by itself. But everytime you deal damage (that goes through attack resolution) to the target, it is also affected by a stackable mini-DoT. And yeap, it doesn't appear in the combat log. Here are the related threads/posts: - one - two
  10. Pyromant Gloves? Ha! Gauntlets of Swift Action! As for pet... Abraham/Cutthroat (on MC) + Nalvi (on Eder) is one of the best speed options, unless you really need that reflex (from DEX). But yeah, I understand) The existing Pensiavi mes Rei even if provides +3 attr, at least has no other bonuses.
  11. I think multi-classers benefit the most, especially: martial/martial and caster/caster, since they will get +1/+1 resource. Although have to note: - casters, will get +1 random spell usage; so it's not as reliable as getting +1 to the resource pool. - on the other hand... all spells cost just 1 usage. While some martial abilities can cost more points, let's say 4 discipline. Also, monks get +1 mortification and +1 wound, no? While the obvious loser here is cipher. Getting +10 focus once in 6s - is a joke.
  12. Collector's Mantle - is fairly balanced, so, sure I'll add it) Regarding druid_ring: uhm, I understand that druid would like it; but no, adding completely custom stuff - is outside of this mod's scope. So there could be a separate mod for this... or perhaps Obsidian will do something for 5.0.0. Btw, regarding Ring of Thorns. You find it OP? I feel some doubts in both directions. From one point of view, prone is much shorter in Deadfire than in PoE1. Also I don't really remember getting stunned. On the other hand, yeah, for a solo player it might heavily decrease some specific combat difficulty, if there actually is such stunning encounter.
  13. Oh my Thank you, it will definitely save me some time, even if I intent to transfer only a part of them to Deadfire) If it's not a secret, how much time did it take to do?) Edit: There should be one more file with itemmods, no? I am looking at Back_Tax_Collectors_Mantle, and can't find the referenced itemmods: - "b6d34c19-9e7c-4ec8-aee7-d005f1690cf0", - "8400d6b0-6d65-40e2-ae62-5b4c28b95eaf", - "05856625-a9ff-4935-b48d-cedc52fec6b9"
  14. It looks to me that the first bug is related to having more than 1 tactician in party. For example I have added one more, and now have 3 tacticians: see screenshot The first two got, for some reason, the Brilliant_Tactician buff (even though the Rotghast is not flanked), while the last one didn't. Also I have taken a look at the related abilities: Brilliant_Tactician and Brilliant_Tactician_Hidden. If I understood correctly, here's what they do: Brilliant_Tactician (ability): If ((combat_time_elapsed > 1s) && (there_is_at_least_one_enemy_in_30ft_radius) && (has not Brilliant_Tactician_Hidden_SE_Trigger)] Then give Brilliant_Tactician_SE_Brilliant Brilliant_Tactician_Hidden (ability): - has a 150ft aura that checks: (IsCharacterInCombat && is IsFriendly && !IsDestructible && IsFlanked) || (IsCharacterInCombat && is !IsFriendly && !IsDestructible && !IsFlanked) - this aura gives [Brilliant_Tactician_Hidden_SE_Transfer] which gives [Brilliant_Tactician_Hidden_SE_Trigger](StackIfAlreadyApplied) Since there is AuraAbilityComponent at hand... could it happen that auras from multiple tacticians mess with each other?Also it's unclear if that aura gives Brilliant_Tactician_Hidden_SE_Trigger to everyone matching, or only to tactician. And lastly: could the bug #2 be caused by StackIfAlreadyApplied on Brilliant_Tactician_Hidden_SE_Trigger? I.e. tactician gets multiple instances of Brilliant_Tactician_Hidden_SE_Trigger (which prevent Brilliance), but only one instance/layer is removed on unflanking himself.
  15. I have completed two playthroughs during 1.08. - one with full party, Disfavored path - one solo, Independent path Tbh, I don't remember encountering any gamebreaking bugs. There were some minor, but it was easy enough to play around them. In my opinion Tyranny had problems of mechanics kind... Quirky attack resolution, ability to one-shot bosses, and limited amount of optimal builds. After only one playthrough you could spot the strongest build, and everything else would just be subpar to it, so there was little incentive to experiment further.
  16. I have taken a look at Iron_Wheel_Presence_A_SE_ArmorRating: MultiplyBy: 0.25 - this is the real value ExtraValue: 0.25 - is the value used for description It looks like ExtraValue is getting rounded to one decimal precision: 0.3. So the bug is that description does not reflect the real value. Tbh I would prefer both values being increased to 0.3. Until your post, I was thinking that this +0.3 per wound is the actual, real value...
  17. Thank Berath for the confusion The gods don't tell you right away that there is such a machine; and just tell "Eothas wants to destroy THE WHEEL. PLS STAHP! Or at least spy." Btw, you might want to check these two posts for my understanding about THE WHEEL: one, two Yes, the example with dam was given several times by now As for Berath... nope, she doesn't tell you that. I was checking the game files/dialogues, and unless I've missed something (although I was trying my best not to), she only compares the process with [rain]. Not with [dam]. Also I'd like to note that something puzzles me. Something that I can't put a finger on right now... But it is related to the watcher walking in [THE BETWEEN] at start of the game, Berath telling you "Welcome to the Beyond", and these two rain/dam examples. Same here. Kith does require some enlightenment on the matter. Lack of knowledge on how to work with the Ukaizo machine can lead to disastrous consequences. Yeap. And this shows how a god can have wrong expectations about kith. I don't think they trust you) They just ignore your pranking, because what else they can do? Kill you? Ok, but what it gives them? They rather utilize you now, and kill you later. Only Rymrgand doesn't care Additionally if you insult him, he feels free to disregard your "protection" from Berath.
  18. In the most common endings, he "breaks" THE MACHINE. There is a dialog option where you ask him to "destroy" THE MACHINE. And if he agrees, it leads to the gradual ceasing of all life on Eora. Interestingly enough, if you've completed The Beast of Winter, he might deny your request, and tell you that it's all Rymrgand influence It's not that they need you. Afterall, Berath just rebirths you to animal, if you deny her request. But they want one more pair of eyes on what Eothas is doing. Additionally, you already know a lot, and might see what others cannot. Not to mention that you have a history of putting your nose into the gods affairs, and coming out alive. And lastly there is a chance that if you gain at least some minor influence on Eothas, they could bribe or intimidate you into slightly altering the direction of his actions. They are not sure. But think that there might be such a chance. Afterall Eothas is doing this "for mortals". And you so far are the only one who is brave, somewhat able and insistent enough to follow him so close. And if he kills you - so what? I think they already "talked" to Eothas, and he told them of his intention to "divulge the secret". They didn't agree with him, and he decided to show the Engwithan Machines to the people, because just explaining it using words turned to be ineffective, as such speeches were quickly marked as heresy. Majority of such machines were located in Dyrwood. And tbh I don't quite understand why Eothas failed to posses Aevar Wolf-Grin. But there was something about Dyrwood being under Magran's and Woedica influence/protection. So he used Waidwen, and started a war by coming from Readceras. So as you see, others gods worked together and by having enough time, they succeeded at stopping him. But this time, after possessing the statue, the situation was different. I recall Eothas mentioning something about it being a surprise move and other gods not having enough time/force to stop him even if they wanted to. And as we saw, Magran and Ondra indeed couldn't with their volcano/tsunami. While Woedica and Skaen not being able to do even that. As for Rymrgand he was just happy with where it's all going, and especially with potential accidental destruction of all and everything. As for Berath, Galawain, Abydon and Wael - I think they partially did agree with Eothas, but were afraid to do the move; and wary of becoming dependant on mortals. Although... I think there was a chance to stop Eothas. If only other gods could destroy the adra pillars on Maje, Hasongo and Ashen Maw before Eothas would arrive there, plus kill all inhabitants in Deadfire... he might lack the essence to propel his statue body to Ukaizo. Yeap. The gods look quite incompetent, and some of them even realize it. Rymrgand, if asked why he is such ****, replies that it's his nature. Gods, were created to embodiment and portfolio-cover majority of imagined deities from various cultures of those times. And they have a strong affinity to the direction they were half-programmed to follow. Eothas have understood that there is little chance in reasoning with the rest of gods. But he was kinda naive as well. Oh, let's break things up, and hope that under-the-fear-of-mass-extinction kith and gods will build a perfect world. And ofc forgetting to take into account, that kith might lack the required knowledge and experience; while gods can continue their schemes and even force the old order back. Afterall they are masters at manipulation and making people forget stuff.
  19. Grimoire and Infamous Cap fix that's something. And FF got much closer to playable. Now to wait for AoE weapon afflictions and Tacticians fix and can finally build the party and start playing
  20. Ha! So it used to!) No wonder, transformation effects often lead to unexpected results. A famous rider of bugapokalypse, along with skyrocketing formulas, integer overflow, negative damage and first of all recursion.
  21. So a cipher who can get rank 8 and 9 powers/talents, and can also multi-class? Ouch, that gonna hurt. The first thing that comes to mind is Ascendant/Berserker. Shared Nightmare (up to +220% AoE) + Bloodthirst + Amplified Wave/Heart of Fury/Driving Roar/Instrument of Boundless Rage will turn groups of enemies to shreds really quick. Although on a second thought, if you face a group, than Bloodthirst is a bit redundant because multi-hit from Time Parasite can make you super-fast already. Also there is a nice synergy between Shared Nightmare and aoe weapons, clear out, whirling strikes. But these would suit more a beguiler or normal cipher, i.e. someone who can sit at high focus, without dipping to zero. All in all, such character already has enough means to deal with groups of enemies; and what he needs is something that makes it easier to deal with megabosses. So my bet goes to monk (no subclass, nalpazka or helwalker). Alternatively you could go for a more prolonged fights, and multi-class with tactician or paladin for sustainance. Although that's only if you can reliably trigger Brilliant Tactician, or have a summoner-chanter in party (for Divine Retribution).
  22. Personally I really like narrator's voice/tone per se, in both PoE1 and Deadfire. The only problem I have with narrator in Deadfire is that I am usually reading way faster than her; and thus the narration lagging behind is slightly distracting my inner voice. But on the other hand if she was reading faster, she would probably lose part of that tension / dramatic effect. Tbh I don't know what is the solution here.
  23. Aah, stronger afflictions - I like it There is a thing I enjoyed a lot about PoE1, which I was internally referring to as "the waves": - first wave: let a defense debuffer lower enemy will and fort defenses in AoE - second wave: let hard crowd-controllers charm enemy backline and paralyze enemy frontline. This way you get a hammer and anvil of some sort. Plus you severely decrease deflection and reflex of enemy frontliners. - third wave: damage dealing CARNAGE. Phys damage dealers go down to town. And chanters (whose Dragon Trashed targets reflex) rejoice as well. The enemy just melts. It was especially great if second wave was landing just less than 0.5s after the first one, so the enemy just couldn't react: example. So yeah, I definitely miss the larger deference penalties. Btw I have taken a look at statuseffects_afflictions.gamedatabundle: Also I'll definitely try the Backstab and Increased Knockdown mods. Just wanted to clarify: intellect does not affect the knockdown duration?
  24. You want to check items.gamedatabundle and find all 4 of these armors. After then change the AppearancePiece.ModelVisualDataPath of those 3 uniques to match the asset from Mail_Armor_Superb. P.S. Check the attachment for a working mod. SuperbMailArmor.zip
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