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MaxQuest

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Everything posted by MaxQuest

  1. Agreed. This double scaling is not really fair to other Spiritual Weapons, nor to regular non-scaling weapons. Imho there are two ways: v1. remove scaling with char level from Spiritual Weapon "Fist" completely. So the fists will benefit only from Transcendent Suffering or Monastic Unarmed Training. The later could be auto-learned (if the character is not a monk) as part of subclass bonuses. v2. change Spiritual Weapon "Fist", to... let's say Spiritual Weapon "Gauntlet", and remove synergy with fist passives.
  2. Dex increases your action speed. While the tooltip displays action time decrease. 1 - 1 / 1.30 = 0.23
  3. That's due to two reasons: > I remember there were complains during PoE1 that there is not enough time to play with abilities and spells of the highest rank. You get that awesome spell and in half of hour finish the game. It made making a build around high level stuff kinda moot. > Players need enough experience to reach lvl 20 with just vanilla game. But than there are expansions that for some unknown reason, and unlike in PoE1, do not increase the lvl cap, but still give xp. So there is that. I've written that the reason is unknown, but could speculate that it's either related to selling figures or to single-class vs multiclass balance. Good idea. It could give something that doesn't affect combat directly (otherwise it will get grinded). But what there is besides gold?
  4. It's also interesting if Cowardice is considered hostile effect for Forbidden's Fist wound/hp generation...
  5. There was a curse stack indicator on mouseover. But can't provide screenshot now. I'll dig this next weekend most likely. Initially I expected the Blood Sacrifice cost to be related to total hp or CL * health_per_level coefficient. But after checking gamedatabundles, it looks like there are three self raw damage tiers: 5, 10 and 15. Since my level 1 blood mage (with 10 MIG) was consistently taking 6 and 18 dmg from BS, I'd say that self damage is increased by 10% per PL. And PL bonus from Blood Sacrifice is applied before the self damage.
  6. I haven't saved that blood mage, so can't check it now. But yes you should be able to get back spellusage of any rank. Although because of random it may take multiple tries to get of specific one. I have checked it very briefly yesterday, so better retest to be sure.Iirc new curse adds to the duration of existing one. DoT damage is increased. And you do not get the wound or hp unless the curse has naturally expired.
  7. It looks like 4m to me. ~20% less than max blunderbuss range (of 5m). Had the following values with single class Forbidden Fist: lvl1: get +1 wound and +5 health when hostile effect expire lvl5: get +1 wound and +8 health when hostile effect expire lvl10: get +1 wound and +11 health when hostile effect expire
  8. Useful list. Just gonna add a few details: Soul Mind focus regeneration is scaling with power level (thx to Takkik for correction): PL1: 1 focus / s PL3: 2 focus / s PL6: 3 focus / s PL9: 4 focus / s And is worth to mention again, that focus generation stops for 4-5s when taking damage. This includes taking damage from allies. But doesn't include for example Blood Sacrifice. Tactician penalty for attacking a target that is not attacked by an ally is: > -5 accuracy > -1 penetration note: currently, ally has to be attacking the target from melee. Also the penalty is affecting spells, including AoEs without main target. Steel Garrote gets the following passive: 15% of weapon damage dealt against afflicted targets is returned as Healing. Blood mage hp regeneration seems to be based of character level: lvl 1: 1 hp / 6s lvl 5: 2 hp / 6s lvl 10: 3 hp / 6s lvl 15: 4 hp / 6s lvl 20: 5 hp / 6s for reference a lvl 15 single-class wizard with 10 CON has 150 hp. Blood Sacrifice: - no cooldown. no use limit. 0.8s cast time and 0s recovery. - self damage seems to be random between: 5, 10, 15. Increased by 10% per your Power Level (including PL bonus from BS itself). And, haven't checked yet, but most likely it is affected by MIG too. Edit: self_damage is a random of: tier1_dmg = [5 + 1 per CL] * dmg_bonuses tier2_dmg = [10 + 2 per CL] * dmg_bonuses tier3_dmg = [15 + 3 per CL] * dmg_bonuses - self damage is potentially lethal - but currently you can use it as many times as you want while under death prevention effects (like Barring Deaths Door). And yes it will grant you spell resources back. Ancient: > gets +1 PL with beast and plant spells > has -10 to all defenses vs veil piercing attacks (this includes all firearms) > takes +15% damage from vessels > sporelings have the following stats: Belower: > chants area is reduced by 50%... > invocations grant PL bonus based on phrases consumed for 6s. I have casted "Killers Froze Still" for 3 phrases, and got... +1.5PL (rounded down). The duration of belower buff seems to scale with INT. > if you have Sasha's Singing Scimitar and cast two invocations back to back... belower buffs don't stack; the second instance only refreshes the duration.
  9. Tactician passive has a penalty that reduces penetration and accuracy when attacking a target that is not being attacked by ally. In this screenshot - my paladin was auto-attacking the dummy from range. But when my tactician engaged - she was still getting -5 acc and -1 pen penalty. The penalty was waved only if paladin was switching to attacking from melee. Also, there are spells that have no main target at all. AoEs like Arkemyr's Dazzling Lights, Touch of Rot, Repulsive Vissage, etc. Is it intended that such spells are penalized as well? Or the original intent was to apply penalties to WeaponAttacks or TargetedAttacks only?
  10. You read my mind Just had somewhat similar idea in the morning, in two flavours: - passive: Concentration increases your focus generation by +1 / second; and prevents incoming damage from disabling Soul Mind. - modal: While it is on, gain 1 concentration every 9s (stacks up to 3). But any incoming damage above 10 removes 1 concentration layer. > if the modal is disabled: Soul Mind regeneration is briefly paused from any damage. > if the modal is enabled: Soul Mind regeneration is briefly paused from damage only if you have no concentration. The intent was clear And there indeed is a niche for cipher that doesn't get focus from weapon damage, and specifically for a cipher who can cast buffing powers without feeling sorry for the suboptimal stat spread; or can play nicely when multi-classes with spellcasting classes (because he gets something useful to do while his focus is building up). But this is where I'd like to elaborate a bit on stat affinity. A character can usually do only one thing at a time. And different stats reinforce different actions. E.g: - damage dealing: MIG, DEX, PER - damage dealing via DoTs, AoE and Cone attacks: MIG, DEX, PER, INT - buffing: DEX, INT - debuffing: DEX, PER, INT - offtanking: CON, ~RES Because of the plethora of stats needed for optimal damage dealing: it is hard to increase survivability of damage dealers without hurting their effectiveness. That's why buffers and debuffers, unless they have really strong and really spammable buffs and debuffs, are usually also employed as offtankers. Because you need that wall of frontliners on upscalled PotD. Now lets take a look at psion. He can't be put on frontline, because focus generation stops when hit. That's already limiting. Also lets take a look at focus thresholds: - lvl 1 cipher has 7/30 focus, and his highest power costs 10 focus - lvl 20 cipher has 55/220 focus, and his highest power costs 90 focus For a psion it is hard to keep up, when his focus regeneration only progresses from 1f/s -> 4f/s. Provided that Mind Stalkers can get to max focus under 6s, on per-encounter basis. And any other cipher can get to max focus in 3s on per-rest basis with some specific weapon-related actives. That said, I will try and see how it feels with current values. But atm it looks to me that Soul Mind asks for concentration related suggestions above, and perhaps a slight tweak: P.S. Also there is a question: is it ok to consider Psion only in multi-classing context or not. P.P.S. There could also be new passive talent. Something to strengthen single-class psions, beguilers and a better incentive for sc soul blades to use higher level powers. E.g: Psychic supremacy [rank 8]: After reaching max focus, your powers that cost more than 70 focus, cost 70.
  11. Indeed I did create that psion via console command OpenCharacterCreationNewCompanion. I also guesstimate that it was showing 48/38 because of PotD hp bonus. In earlier patches for instance, I was occasionally seeing +15 PotD accuracy on some of my characters; but can't replicate that now) It's a level 1 Psion with created via console, naked, and with 10 in all stats. No rank 2+ talents taken, including no "Empty Soul". Plus the difference in that screenshot is 8 acc, while Empty Soul would give +10 acc if taken. Similar thing happens with my MC cipher: screenshot. Popup tooltips show 79 acc. While mouseover tooltips show 79 and 83 acc respectively. No "Empty Soul" is taken. 3. We are looking into this, the values are variable based on character level. We want to be sure not to make the stat block unreadable or difficult to parse by adding too much bloat. That being said, it may be possible we can trim this down. Thanks for the bug report! Thumbs up!) Just wanting for the description to be clear without resulting in more questions than answers Have also to note that rank of restored spellusage is proportional to that random damage value, but not to damage actually taken. For example if you have 1 hp left but are under the effects of Barring Deaths Door you can refresh spell resources even of higher rank than 1. Which is nice, but the player has no way to tell, unless he tries it. Also he might question if ability to spam BS during death prevention effect is intended. But in either case imo BS shouldn't have it's cooldown nerfed. Btw, unless the 'Blood Sacrifice' mechanics are set in stone: That's neat It was distracting)
  12. 1. Inaccurate health values (48/38): screenshot 2. Inconsistent accuracy value: screenshot. Character's accuracy is 52. But for some reason it shows 60 for Telekinetic Burst on mouseover. 3. Blood Sacrifice ability description is quite vague: "Variable Raw Damage to self to restore a proportional level wizard spell resources". Could it be more specific? How much damage, how many spell usages and of what rank? Is that damage a random flat value? Or proportional to current hp? Or to max hp? 4. Psion's current focus is "dancing" outside of combat. Let's say you have 7 starting focus on level 1. Due to Soul Mind's passive focus generation, you will see: 7/30 -> 8/30 -> 7/30 -> 8/30 -> 7/30 focus, changing every second. 5. Soul Mind ability info popup, doesn't show or mention that the effect is scaling with (character's level) edit: power level. For single class character it is: lvl 1+: +1 focus / second lvl 5+: +2 focus / second lvl 11+: +3 focus / second lvl 19+: +4 focus / second And it would be nice to check if these aren't temp values (because they are quite low).
  13. Players can edit gamedatabundles directly. So if someone wanted god mode - he could get it no matter if mods are allowed or not. These are psion's abilities: screenshotSoul Mind generation scales. And for single class Psion is: lvl 1: +1 focus per second lvl 5: +2 focus per second lvl 11: +3 focus per second lvl 19: +4 focus per second P.S. That's kinda low tbh.
  14. Using Forbidden Fist should pay the cost BEFORE being affected by Forbidden Curse. The current problem is: if you are not affected by Forbidden Curse, and Forbidden Fist cost is 0 wounds... it will still deduct 1 wound after you use the Fist.
  15. Dunno) I remember there was something, but don't remember what exactly neither. Might check during weekend Atm, I see 4 directions to explore with Forbidden Fist: v1. reduce effect duration to zero (if possible), via: > Strand of Favor (amulet): -15% hostile effect duration. > Ring of the Solitary Wanderer: When there are no allies nearby, gain Self: -35% Hostile effect duration. > Clarity of Agony: -5s and -50% hostile effects duration, for 20s. > Mohora Wraps: -30% > Svef: -25% > Resolve This way monk will be able to spam FF non-stop. Although dps-wise, that's not even that great. But it has a nice synergy with Rooting Pain. v2. reduce raw damage taken, via: > Voidward (ring): -35% Raw Damage taken > Copperhead's Helm: -20% Damage taken from spells > Protective Eothasian Charm: At <25% Health, restores +5 Health per 3 sec over 15 sec and reduces damage taken by -??% for 12 sec > and is there anything else? The idea is that monk won't die from the curse dot. But still, unless monk gets affected by some other hostile effects, he'll be able to use only 1 FF every 10-12s. v3. maximize dot damage taken, and use Pain Link. Although: - the problem might be staying alive (unless you have lots of heals, or perhaps equip the monk with Deltro's plate and let a Fury hit him?) - and I don't know if Pain Link will be damaging enemies, if monk is under effect of Barring Deaths Door. v4. reduce effect duration to almost zero, and let some team member affect the monk with a periodic affliction. First thing that comes to mind is chillfog or a berserker/wizard with repulsive vissage. But I'm sure there could be even better variants. I would also add that starting with v1.2.0 Charm is breaking from any damage from the new allies. So it can be quite unreliable. Especially if an AI-controlled companion used an AoE DoT before charming, or non-FoE AoE after charming. And because of charm breaking, that "significant Hit to Crit against Charmed targets." better be... significant.
  16. Have installed beta before work), and very briefly checked the new subclasses. Bloodmage is really interesting. But: > +1 PL bonus is not stackable (which is fine I guess) > it looks like you lose 10-30% of max hp, and get only 1 spellusage. Not to mention that this self-damage can knock you down. The good thing though is that Blood Sacrifice has no use limit, and has 0.8s/0s cast/recovery. Furyshaper: > wards are nice, and Boeroer has wrote that +Action Speed from Frenzy Ward stacks with other speed bonuses. Which is very important. Otherwise it would be... underwhelming to say the least. > I am wary of long cast/recovery (3s/4s) time though. Is +10% action speed to whole party really worth 7s of doing nothing? Psion: > Telekinetic Burst is nice. Although it's mostly useful vs kith spellcasters. Afaik non-kith don't have limited spell-usages, and have a cooldown instead. > And Soul Mind is a passive that regenerates your focus (if you haven't been hit for awhile). Do note: it scalled with level (although tooltip doesn't show it): lvl 1: +1 focus / second lvl 5: +2 focus / second lvl 11: +3 focus / second lvl 19: +4 focus / second But you lose Soul Whip. From some point of view, it's an interesting subclass, since it allows to make a cipher independent from dealing damage. Someone ranged with dumped might, exclusively focused on buffing or debuffing. And here come a few caveats: > It's a suboptimal subclass for single-class characters. Since psion can't sustain the spam of higher-costed powers. > It's also a suboptimal subclass for characters multi-classed with phys damage dealers, since they would have a way better focus generation via Soul Whip. > It's also a suboptimal subclass for characters multi-classed with spell damage dealers, unless you are ok with using Soul Shock only. > It's also a suboptimal subclass for frontliner, because passive focus generation stops when hit. If not for that, a melee psion/illusionist with 1h+shield, focused on crowd-control would make a lot of sense... I would also want to point at focus generation speed itself. At level 1, psion has 7 starting and 30 max focus. That's 21s to reach max focus and 30s to refill it. At level 20, psion has 55 starting and 220 max focus. That's 41s to reach max focus and 55s to refill it. So at max level it takes twice longer to reach max focus with Soul Mind, not to mention the increased power cost of the higher powers (10 -> 90) And also not to mention that a well built ascendant/streetfighter can get to max focus under 6 seconds for comparison. That said, I like Psion concept, but find it weak. Very weak. Forbidden Fist is an attack with your fist that damages and Enfeebles the target. It doesn't matter what weapons you have currently equipped, as it's not a primary of full attack, but it looks like it uses your fist damage. Initial cost is: 0 wounds. But when you attack, you are affected by a stackable Forbidden Curse which: - increases the FF cost by 1 wound - increases next FF damage by adding +25% additive damage bonus - places a small raw dot on you, which also refreshes duration on previous dot stacks on you And lastly: you get 1 wound when a negative effect expires on you (including Forbidden Curse) They are kinda inconsistent. In my game, Frenzy Ward has -3 in all defenses and 100hp: screenshot
  17. It's really OP. Guess this interaction is just an oversight.
  18. I would even add: first successful pellet triggers the spell. It would be a pity to miss with Imbued Spell, just because the first pellet out of 4 missed the target.
  19. It's either b or both Heart of Fury is very special in this regard)
  20. Aha! Life Tap! Can't wait to make a concelhaut-themed warlock) Am also curious to see how good that regen/scaling is, if BS is instant and how does it interact with death-prevention effects, wounds generation (+ rooting pain), take the hit, bonus elemental damage and deltro's cage helm.
  21. So, I have checked this right now, and when in melee range Flames of Devotion only deal damage with melee weapon. I've tested with: - scepter [mh], stiletto [oh] - stiletto [mh], scepter [oh] - pistol [mh], battle axe [oh] - battle axe [mh], pistol [oh] And all give the same result. Btw, I was testing yesterday on v3.1.0, and today have updated to v3.1.1.0023 and retested again. All tests still hold, but v3.1.1 has fixed two related bugs: in v3.1.0: b1. if you dual-wield ranged and melee weapons, lets say scepter + stiletto and issue run_to_target->attack queue command (i.e. right click on enemy, shift + left click in quick succession): the character would run into melee, and surprise! would be auto-attacking with ranged weapon. And without this queue, he would be auto-attacking with melee weapon (as expected). b2. if you have [1h-firearm MH] and [1h-melee OH] (lets say pistol + battle axe), AI turned off, and issue run_to_target->attack queue command : the character would run into melee, and would start auto-attacking with firearm without recovery/reload at all. in v3.1.1.0023: b1. he will run into melee, and will be auto-attacking with melee weapon only. (in both cases) b2. he will run into melee, and will be auto-attacking with melee weapon only. (and will be going through recovery phase as expected) So there is that. There is no related checkbox or setting. But you can achieve this indirectly: v1. Start combat with melee-only primary attack (like Knockdown). This will force your character to run into melee range. You can also use melee-only Full Attack - but you will lose some damage, since ranged weapon won't be used in melee range. v2. Issue run_to_target->attack queue command. Right click on enemy -> shift left click on same enemy. The character will run towards that target and will start auto-attacking it in melee range, with melee weapon. Auto-attack (also called as 'normal' attack) - is a simple non-ability attack with your weapon. It has no cost. And if you dual-wield, the attacks are alternated: - MH_attack->MH_recovery->OH_attack->OH_recovery->repeat. Primary attack - is an ability attack (e.g: Knockdown, Concussive Shot) that uses your main_hand weapon only, and disregards current hand order. No. Accuracy and damage of attack are not affected by having the weapon in main or off hand. Unlike in NWN2 there is no penalty for attacking from offhand. But... it is still important to consider which weapon to put in which hand for primary and full attacks. Primary attack will use only main hand. So if you want more damage, you might want to put slower damage there. And if all you want is to spam knockdowns with a 2-MIG fighter, than you'd better put a dagger or rapier, because you'll have a shorter recovery, plus these weapon types have bonus accuracy. As for full attacks: if your weapons are both melee, or are both ranged, recovery of the main hand will be waved. That's why Flames of Devotions with [battle Axe in MH + Dagger in OH] will have higher dps than [Dagger in MH + Battle Axe in OH]; especially if you turn the axe modal on.
  22. ^ Tested today: Penetrating Strike (which is not limited to melee range) was only using stiletto when in melee range, and scepter was ignored. But I'll double check when will have time. And perhaps will check with firearms too.
  23. I was testing a similar thing, but with scepter and stiletto. I guess there should be no difference from pistol plus axe. So, these were the results: v1. You have scepter in main-hand and stiletto in off-hand: - if you auto-attack from range: the character will stay in place and only use scepter - if you auto-attack from melee: the character will stay in place and only use stiletto - if you use primary-attack from range: the character will stay in place and only use scepter (his main-hand) - if you use primary-attack from melee: the character will stay in place and only use scepter (his main-hand) - if you use full-attack from range: the character will stay in place and only use scepter - if you use full-attack from melee: the character will stay in place and only use stiletto Note: if you use any full or primary attack that is melee-only, then your character will first run in melee range. v2. You have stiletto in main-hand and scepter in off-hand: - if you auto-attack from range: the character will stay in place and only use scepter - if you auto-attack from melee: the character will stay in place and only use stiletto - if you use primary-attack from range: the character will run in melee and will only use stiletto (his main-hand) - if you use primary-attack from melee: the character will stay in place and only use stiletto (his main-hand) - if you use full-attack from range: the character will stay in place and only use scepter - if you use full-attack from melee: the character will stay in place and only use stiletto P.S. Do note that having two weapons (even if one is melee and another one ranged) is considered as dual-wielding. So instead of lets say dual-wielding a good wand and a crappy wand, you could wield only the good wand and a dagger or bashing-shield in offhand. That is if you don't have full-attacks (because otherwise you'd be losing some damage potential). A special mention goes to Tuotilo's Palm shield for monk builds that auto-attack from range and emphasis on auto and primary attacking (since this way you can benefit from dw, dw-style, 1h+shield style, shield deflection bonus, and balanced shield enchant: +1 def and +1 reflex per wound) Am not aware of such command. What is the behavior you want to achieve?
  24. FTFY Aye, barbeque wizard with ketchup missiles and flaming rolls.
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