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Ring of Changing Hearth and Wyrwood Ring are ok. Iron Circle is one leg on the must-have side. While Glittering Gauntlets and Gwyn's Band of Union are completely there. Including such items is a bit risky. > I mean, if they are obtainable early, they become must-have and immediately throw out of the window the competition. This also limits builds creativity, because "why should I take these items that under conditions x y and z makes a nice combo; when I can just take these two strong options, which will outperform that combo most of the time." > If they are obtainable too late (like Acuan Giamas): the player will feel unsatisfactorily, because he couldn't make a build around them. It's usually the best to include them as some boss-dropping rewards around 75% into the game. But still they should not be of the quality that would trivialize 90% of remaining non-boss encounters. And the thing is that such a cheap source of Daze... has the potential to do it, because -4 PEN is a lot. Also between PoE1 and Deadfire, Obsidian have changed their stance towards item attributes. In PoE1 they didn't stack, but were going up to +4 attribute per item. In Deadfire they stack, but usually provide less. So if I had to add Gwyn's Band of Union to Deadfire, it would need to have: - +3 INT - Blessing - manually castable once per encounter - Instill Doubt - dazes in aoe, when reaching 80% health for 5s (down from 20s) and drop from Concelhaut or Menzaggo. Iron Circle would have: - +3 CON - -5% Attack Speed - +1 AR when near death and drop from Seel Preecher. or - +2 AR when near death and drop from Lava Dragon. And as for Glittering Gauntlets... it's such a temptation, ouf, but dazing on hit and hit-taken... is just too strong, in addition to the best deflection bonus (from an accessory) in the game. So here am I thinking, do these items have to go through such a downgrade, or they deserve to be kept in PoE1 hall of fame and left alone
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True that) It just happened (build-wise) that I have often taken Captain's Banquet over Shark Soup, and had no slots left for those items. But otherwise... yeap. +3 PL, usually means +3 accuracy, +15% base damage, +15% base duration, +0.75 penetration, with a few minor exceptions: - Slicken and Repulsing Seal will get +6 accuracy according to PL-thread. - Soul Annihilation will get +30% base damage So... - for a cc-oriented BDD'ed character Fighting Spirit will be a better choice compared to Pallid Fate. Provided that human can also equip Acina's Tricorn (for +5 ranged acc, which works with spells too), or Helm of the White Void (+10 acc with afflictions), or Thaos' Headdress (if the target is flanked). - for a non-dot damage dealer, I would still go for human - but for a dot-damage dealer... yes, Death Godlike can be nice here.
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^ Does it remove flanked even if it was applied via Phantom Foes? But hey, it's a great tip even if it works with just sandwich flanking)) 4 tacticians, each use Mule Kick in a sequence, and every time all of them get +1 to resources. Nice) P.S. But it doesn't work vs all enemies right? I've never seen Rathun being launched in the sky.
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You are considered in Stealth, while there is: no circle, yellow circle, non-full red circle Once the red circle is full - you lose the Stealth. Additionally: - the rate at which the circle fills up, depends on your stealth and distance to enemy. - once the circle turned from yellow to red, the enemy will go to investigate, so he will start approaching that spot. - if he turns around and you get into his vision cone, the circle fills much much faster. P.S. Actually I like Boeroer's suggestion at the same level as linger. What does backstab currently provide? +100% to base damage on weapon attack from stealth? And a dagger has (10-14) * (1 + 0.05 * PL), While Arquebus has (20-26) * (1 + 0.05 * PL), And Blunderbuss has 4 * (3-6) * (1 + 0.05 * PL). So if Backstab was just like a second instance of damage for let's say 18 * (1 + 0.05 * PL) raw or pierce (with high penetration), it would fix: - the blunderbuss problem (where only the first pellet was benefiting from backstab) - the dagger vs arquebus problem (where it was better to switch to arquebus for higher bonus).
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Thank you) There is indeed a heavy deficit of top and even medium tier rings in Deadfire) I will add a few more from PoE1 for sure. Although I want to note that my intention with this mod was not to add all or even most of accessories from PoE1. The idea is to add stuff that has some twist about it and can complement some builds really well; but! without being OP. For example adding Fulvano's Boots (that add just +1 CON) would be a waste of time (both to implement, and to read the diluted change log). At the same time, I'm also wary when thinking about stuff like Gwyn's Band of Union, because it's too powerful when compared to existing options. That said, the suggested Crossed Patch will make a great addition to this mod; while Footpads Hood is somewhere in the low tier; and Executioner's Hood is in OP tier, because passive AoE frightning is just too good to have in Deadfire. Atm I am thinking of adding: - Collector's Mantle - Belt of Resourcefulness - Crossed Patch - Ring of the Selonan, Telda's Ring, Seal of Faith - although these might get toned down, in order to accomodate 4-spells-per rank in PoE1 versus 2-spells-per-rank in Deadfire. - The Ring of Wonder - Ring of Thorns (if there won't be problems with Preservation) P.S. Regarding recreation of bonuses for some 'unique' Deadfire items that don't have any bonuses: this doesn't fit the scope of this mod, and will have to be a separate one. Btw, I've already seen 2 mods that add some effects to Serafen's and Xoti's armors. A minute of nostalgia: video + list
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Perhaps. Because math shows us that is should. A dagger has 0.5s attack time and 3.0s recovery time. A rogue with 15 DEX dual-wielding daggers with TWS, while in stealth should have: attack_time: 0.43s recovery effects: -85% rec time (stealth), -30% rec time (dw), -15% rec time (TWS), +15% action speed (from 15 DEX) step_sum = 5.66 + 0.42 + 0.17 + 0.15 = 6.4 rec_coef = 7.4 => recovery_time = 3.0/7.4 = 0.40s P.S. I'm curious what will your tests show at 1.2 and 1.3 window thresholds. Personally I was suggesting to change them from from +1/-5 to +2/-4 or at least +2/-5. You can read more about it: here
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That's interesting... I can't check ingame atm, nor have gamedatabundles from 4.1.0. But do have those from 4.0.0 beta. And both Bomb_Sparkcrackers_Ability and Skillful_Dodger_Ability (from Rokowa's Fingers) point to the same Bomb_Sparkcrackers_Ability_AoEPrimary, which has 1s PulseIntervalRate and 1s Duration: So in 4.0.0 beta they were the same, and both had 1s duration... And tbh 1s - looks kinda weird for a "periodic" effect. P.S. Here's the full pastebin for them (in 4.0.0 beta): - rokowa's fingers: link - sparkcrackers: link
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Depends for whom, and in what game. For MC in Deadfire, it's important both the looks and the racial for me. So first I choose the best racial that would suit my build. And after that choose from: human, pale/wood elf, fire/moon godlike. If they have that racial - good. If not - I console swap it, and somehow "roleplay" the change. For example I had a human in PoE1 once, with Hunter's Instincts because "he was rised by boreal dwarves". For non-MC hirelings, the pool of (visually) suitable races is bigger. I like having an orlan or dwarf around. Power-level wise, I do like: - humans (if I can guarantee the triggering of Fighting Spirit) (it's also good if the build is focused around having high number of engagements) - wood elves (dex aff resistance is nice) - pale elves (don't give a damn about fire and frost damage) - hearth orlans (if the build is in dire need of high crit-chance) - moon godlikes (with mod) - fire godlikes (with mod; and if I can guarantee the triggering of Battle Forged and keeping it) - death godlikes (if the party is build around Barring Deaths Door and there are Shieldbearers in party) P.S. Not saying that other races have worse racials... but they are more situational. Additionally I had a feeling that status resistances are a bit asymmetric, e.g: - Enemies do use paralyze more often than enfeeble. They hobble more often than sicken. - Plus getting paralyze downgraded to immobilized is more important than enfeebled to weakened for majority of ranged characters.
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Tbh, yes, I would like a longer prone. But not 3-4s, because that would be too much. As it's not only about Slicken. There is also Amplified Wave spam while ascended, and perhaps some other stuff too. Personally I would prefer a 2s prone duration. And Slicken interval set to 4.5s. Regarding Backstab: iirc I was suggesting a similar thing. I.e. having a small time window when the weapon attacks do get the backstab bonus. I think 0.9s linger is enough (with the -85% recovery bonus while stealthed). This way you backstab with both light weapons for sure. But if you want to backstab with two heavy weapons (especially pistols), you will have to work for it and increase your DEX/action speed.
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^ I think the variant with blunderbuss could be partially automated. E.g. you noticed that everyone got Brilliant inspiration. And if team has enough resources, you do nothing. But if they are low on guile/zeal/etc, you turn the blunderbuss modal on. Just set a behavior: that when disoriented use Discipline Strikes. So there are 3 questions: 1). how often will you need this? 2). how fast can you shoot with blunderbuss? 3). when will this bug get fixed? (because atm the blunderbusser doesn't receive Brilliant back, and thus this turbo-mode is limited by his discipline' and benefits his team mates but not himself). Regarding 1): I'd say there are 3 types of fightes in terms of duration: - under 30s - that's like 60% of fights for a well-built party. So starting resources + 3-4 from "basic" Brilliant will be enough. - around 1 minute - that's bounties, steel clads and fights that you take while underleveled because your want some specific item to drop. If you use 1 resource every 3s, you would want to have 20+ guile/discipline/etc, or prepare for conservating and auto-attacking. - attrition fights - e.g. Neryscirlas, megabosses. These are the fights where "turbo" Brilliant could be most useful. And these fights are tedious any way.
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Soulblade mod request
MaxQuest replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Hey guys, I have two questions, maybe someone has any ideas?: 1). Soul Annihilation cannot be cast if you have less than 10 focus. But this is set as UsageValue. So if you have 40 current focus, it will first consume 10 and actually use 30 for calculations. The question is: how to make an ability have a minimum requirement of 10 focus, but keep it's UsageValue at 0? 2). Soul Annihilation is a primary attack that has a damage dealing Status Effect attached. This SE is not dealing physical damage, but somehow does benefit from physical damage coefficients like: Sneak Attack, Weapon Quality Enchant, TwoHandedStyle talent, GreatSwordProfficiency modal. How can I change this, without substituting Primary WeaponAttackAbilityComponent with a melee spell? P.S. Here's the unedited json for reference: -
Let's think: Moonfire build has base: 18MIG and 20INT, and up to: 36MIG and 31INT with gear + Minor Avatar GM has base: 11MIG and 17INT. This will go up to: 28MIG and 28INT Now we can compare Shinning Beacon damage: - Moonfire: 80 x 1.78 x 2.05 = 292 - GM: 80 x 1.54 x 1.90 = 234 Well... this is still decent. And will work including on PotD. But there will definitely be less impact if used without Minor Avatar, especially early on because of less healing. Btw, after several runs, my favorite variation is: - moon godlike with Shod-in-Faith + Swaddling Sheet + Gyrd Háewanes Sténes/Abydon's Hammer + Raiment of Wael's Eyes.
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Definitely, Phantom Foes is a must if you have a party with tacticians. Otherwise enemy could have immunity vs perception afflictions and what ya gonna do? And there is one more thing about tacticians. It's common sense, but not necessary obvious: - Brilliant provides resources on: 0s, 6s, 12s, 18s, and so on. - i.e. the interval is kinda big - so, once you qualify for Brilliant, you can try to self inflict the Flanked status and get rid of it immediately. And if you can repeat it faster than once in 6s - then you will get resources faster as well. > My first idea was to use Sparkcrackers on yourself, since it's a DoT that ticks once per second. Unfortunately it has a fixed duration of 1s. > Another idea is to use Blunderbuss modal. For example you have 5 tacticians/x, and 1 of them is using blunderbuss and Disciplined Strikes after every shot. So if he performs a shot every 3s, theoretically your party will have Brilliant effectively ticking every 3s. In practice though there is a bug currently (more about it: here), and blunderbusser won't get Brilliant. But the others, yes, indeed are getting resources every 3s in this scenario. > Another idea would be to use a monk (with a lot of duration decreasing effects) that stands in Chillfog. It could even be a Forbidden Fist (but that's not the point). The idea is to self-inflict flanked every 3s or even more often if possible, and immediately get rid of it, in order to make Brilliant tick from the start again.
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Please check the video: link I have: - orlan tactician/trickster - pale elf tactician/ghostheart - human streetfighter/ascendant (for phantom foes) and do summon 2 rotghasts. The encountered bugs are: 1). at the start of combat (0:23) orlan gets the Brilliant buff, even through rotghasts are not yet flanked. 2). after my orlan self-inflicts flanked (via blunderbuss modal) (0:44), and removes it via Disciplined Strikes, she doesn't get Brilliant back. 3). after my orlan gets physically flanked between the rotghasts (1:10) and runs away to get rid of flanked, she doesn't get Brilliant neither.
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Portraits IV
MaxQuest replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That's a nice looking barb/spellcaster Not that I am aware of... But have been pinning various unedited portraits (that are somewhat lore-friendly with Deadfire): here Additionally you can look for edited portraits on nexus -
Priest weak?
MaxQuest replied to tedmann12's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Speaking of Xoti.. she has Blessing Harvest spell which is obscenely strong for a rank 1 ability. And while do agree with you that having just 3 casts per encounter is too low, let's take a look at Eder. If built as swashbuckler he has 4 guile and 4 discipline at lvl 4. And what can he do?: 4 crippling strikes and 4 knockdowns. Xoti actually might out-dps him on that level It's not that they are weak... Priests in Deadfire are actually arguably stronger than PoE1 priests: - easier countering of enemy hard-cc - 2 beacons and 2 cleansing flames per encounter if they like - more combos with Barring Deaths Door and Salvation of Time - no endurance/health limit, so their healing is more important now But imo they suffer from three problems: 1). they no longer auto-learn their spells when reaching new rank. And this is quite limiting. And they don't have grimoires like wizards, to partially circumvent this. The thing is: this is severely limiting their flexibility. The player might think: naa, I won't pick that Prayer for the Body, I'd rather cast twice the already learnt Iconic Projection, and better learn a spell of another rank or take a passive instead. 2). lack of enemy defense debuffing comparable to Painful Interdiction. And it was giving: -28 fortitude, -24 will, -8 reflex, -10 accuracy, 15% attack speed penalty, -2 move speed, -6% damage, 10% lower hp, -10% effects duration, and enabling sneak attacks; in a 5m AoE... 3). encounter design. Deadfire combat style is quite different from PoE1: > there are less enemies with hard-cc, like shades/gwlas (with paralyze), adragans/vithraacks (with dominate), spores (with charm). While there are more passive means to combat such effects, like resistances and immunities from racials, talents and food. In my Deadfire playthroughs it looked like I could handle most cc situations without ever learning prayers and lithanies. And at the same times these weren't strong enough if used just as mere buffs. > there are more enemies either immune to burn, or with quite high AR; which is quite limiting priest's offensive potential. Additionally there are enemies with bloated health pools, which make relying on limited spell damage kinda odd. All in all, priests could have some of their weak spots ameliorated in the following way: - priests learn litanies and prayers for free. - priests (and possibly druids and wizards too) get a few new passive talents of "Bonus Spell" type. E.g: at rank 4 priest can learn Bonus Spell (of rank 1) and thus cast 3 rank 1 spells per encounter. At rank 5 priest can learn Bonus Spell (of rank 2). And so on. -
Tehehe, I'm not Russian ^^ eowyn_takes_her_helmet_off.jpg But it's my native language) and I know it far better than English. On the other hand though, in English (or Latin alphabet in general) I do type thrice faster. Because of this I often prefer English for written, online communication. Regarding translation: quite a few terms look weird in Russian. But yeah consistency is very important, so it's usually better to keep the established translation. Btw, Obsidian if you are reading this: - one of the best Russian localizations were done in Warcraft 3 and Witcher series, to the point were it was perceived to be of even higher quality than in English. - DA:O, DA:I and Oblivion had translations of slightly lower quality than original, but still decent. So you might want to check the localization studios behind these... Regarding Lavender Wreath/Hat description suggestion: hey! that's a great and really fitting idea) Here's my take at translating it to English: Is this ok?
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Aha! So that's how you do it... I've tried setting an Override Description,... but was losing the Consecrated Ground ability link. It didn't occur to me that it is possible to rectify this via changing the HideFromUI. Btw, using Protective Eothasian Charm as point of reference is pretty clever. I started with The Mask of the Weyc. But it suffers from the same problem: screenshot. In any case: thanks for the pointers! I have updated the mod. P.S. Just took a look how Deadfire looks in Russian. Oh my... Берас - так режет слух) It's kinda strange that translators have chosen "Берас" over {"Берат", "Бератх", "Бераф"}.
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^ Helwax mold is out of reach unfortunately... At least I am not aware of an existing script that would let you duplicate items, and somehow provide UI for that. I can add those rings in further updates if you want. Not so sure about weapons and armor for now, as the mod was intended to replicate some of accessories only. That's sweet I have uploaded the new v1.0.1 version that includes your translation. Thank you) Nexus is currently updating the files. Russian localization fix? Sure)
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Nalvi bugged unless unseen + deck of endless possibilities AI bug.
MaxQuest replied to lalolalo9's question in Patch Beta Bugs and Support
Just wanted to chime in: Nalvi works fine for me on v4.1.0.0023 And in case someone didn't know: - Nalvi aura decreases armor speed penalty by -0.08 - Abraham and Cutthroat Cosmo decrease armor speed penalty by -0.10 (for their wearer) - and Armored Grace decrease armor speed penalty by -0.10 (for their wearer)- 2 replies
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Not everything was lost during Caed Nua destruction. Some accessories were recovered and made their way to Deadfire! Have made a mod, that adds several accessories from PoE1 to vendors in Deadfire. In v1.0.0 the following 8 items are added:Shod-in-Faith (boots) Gauntlets of Swift Action (gloves) Lavender Hat (ex. Lavender Wreath) (headgear) Binding Rope (belt) Talisman of the Unconquerable (amulet) Fulvano's Amulet (amulet) Bartender's Ring (ring) Pensiavi mes Rèi (ring) In v1.1.0 the following 10 items are added:Coil of Resourcefulness (belt) Crossed Patch (headgear) Tax Collector's Mantle (cloak) Telda's Ring (ring) Ring of Selonan (ring) Seal of Faith (ring) The Ring of Wonder (ring) Girdle of Maegfolc Might (belt) Girdle of Driving Wave (belt) Cloak of Tireless Defender (cloak): For more information check the mod page: here
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