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You do have a point here. Rangers have lots of abilities and talents tied to their animal companion. But don't have enough of marksman stuff. They get access to Wounding Shot and Gunner in the early game. Plus Driving Flight and Twinned Shot in the late game. Although I find Wounding Shot and Driving Flight amazing, do still wonder if ranger can achieve 75% of dps of monk or rogue. Not to mention that the last two also inflict a range of various afflictions on the enemies, which additionally benefits the party. Edit: I think adding a few forked abilities focused on ranged combat and party utility would ameliorate the situation. Dunno, something like the following sketch ideas: > Marksman: +5 acc with ranged weapons; with 3 mutually exclusive upgrades: Marskman aura: +5 acc with ranged weapons to all party members in 4m radius Denting shots: +5 acc with ranged weapons; consecutive ranged critical hits on the same target, lower enemy crush and pierce AR by 1 (stacks up to 5 times) Steady shots: +5 acc vs hobbled targets with ranged weapons; +20 acc vs immobilized, stunned or paralyzed > Aspect modals (like fighter's stances):Aspect of the Viper: +25% taken and inflicted damage with raw dots from talents and weapons. Getting hit with melee weapons has 33% chance to sicken the attacker. Aspect of the Fox: +10 dexterity, -30% damage coefficient Aspect of the Wolverine: continuously alternate two states: "Rabid" and "Apathetic". Each has a 10s fixed duration. Rabid gives +33% action speed with weapon attacks. Apathetic gives -25% action speed with weapon attacks. Can't switch the aspect while rabid and in combat. > Which could be furthermore upgraded (like the already mentioned fighter's stances):Improved Aspect of the Viper: raw dots from talents and weapons also heal the ranger for 25% of damage dealt Improved Aspect of the Fox: evade the first weapon attack from every enemy, if not being affected by any body affliction. Improved Aspect of the Wolverine: critical hits while Rabid prolong Rabid duration by 1s and apply a stackable debuff on target that increases damage taken by 10% for 8s.
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Patch 1.2.0 Updates Thread
MaxQuest replied to David Benefield's question in Patch Beta Bugs and Support
Nice balance changes. Do like most of class related ones, especially fighter, trickster, druid and cipher. There are a few questionable updates through: Ryngrim's Enervating Terror - cast time (average->slow) and aoe nerf (2.5 -> 1.5)- this is a plain overnerf Triumph of the Crusaders - healing nerfed by x2.5- is also a bit too harsh. It belongs to tier 4 which contains the beacon and devotions. It was already hard to justify taking and using triumph over them. And Their Fear Followed 6s Paralyze -> 4s- this also feels like a little bit overnerf. It's hard to justify taking cc with such low durations unless they have a decent bonus to accuracy. Whisper of Treason - range nerf.- tbh I'd prefer it to keep it's original range, get it's duration nerfed even more (down to 12s), (optionally) move it to tier 2 powers, but (!) have a +10 bonus to accuracy or make it benefit twice from character perception bonus. Greater Lay on Hands Zeal Cost 1 -> 2.- I find that it was very good at 1 zeal. While at 2 it is too costly. The upgrade bonus needs to be buffed slightly to compensate for the practically doubled cost. P.S. It would be also nice to see the Draining Whip nerfed from +100% focus gain -> +80% or +70%, but have the base damage of cipher powers buffed by ~20%.At the moment, you have plenty of focus as cipher, but the damaging powers are not worthy enough. The idea is to shift the situation a bit towards what we had in PoE1: if you have figured out how to optimize the focus gain, you are rewarded with ability to cast powerful stuff. P.P.S. I also echo Dr. Hieronymous Alloy remark about the need of keywords on ciphers powers (fire on Soul Ignition, acid/corrode on Anti.Field, etc). -
It gets capped at 1.00) Armor penalty reduction effects can only reduce the penalty up to 0.
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The first party was: - Eder (fighter) - Pallegina (herald) - Aloth (battlemage) swaped with Xoti (priest) - Maia (scout) - MC (devout/ascendant) Now I am thinking about going for: - unbroken/illusionist - shieldbearer/troubadour - wayfarer/skald - helwalker of wael or berath - mc: streetfighter/ascendant
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Yeap) Just as kmbogd already mentioned. And it can be visualised like this: The effects whose tooltips mention +/-% Action Speed do affect all phases. And if there was some effect that would affect only Attack phase, it's tooltip would likely write +/-% Attack Speed. Have to note though that under the hood notations may be a little different compared to the tooltips. For example [Food_captains_banquet_SE_ActionSpeed] effect has the StatusEffectType set to AttackSpeedMultiplier. And internally AttackSpeedMultiplier affects attack animation duration and recovery/reload time. None that I'm aware of) P.S. Have tested Cutthroat Cosmo pet. It's effect is the same as Armored Grace, and they do stack additively. Updated the calculator. The top post. And added weapon base values list.
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Only for achievement Judging by stats - yes. Sloop and Voyager are faster, more maneuverable and take less money to maintain, while galleon and junk are slower, sturdier and with superior fire power. And Dhow being somewhere in the middle: In previous patch junk was in my opinion the strongest option, because of it's sturdiness combined with amount of cannons. You could fire-jibe-hold-fire and annihilate most of enemy ships in just 4 actions. Now through, turn and jibe seem to be fixed. I mean junk jibe takes 3 consecutive actions (as shown in table), not just 1 as I recall it was in v1.0.2. Also, there is one more thing to consider when buying a ship: defeating enemy ships via cannons nets around twice more crew and sailor experience than via boarding, e.g: - via boarding: 600 crew xp + 3 sailor xp + extra loot - via cannons: 1200 crew xp + 6 sailor xp Btw, many know, but just in case someone doesn't: you can arrive to Ukaizo with the starting Sloop. All you need is: Blackwood Hull and Dragonwing Sails. When you enter the Storm, there are 4 textual-script checks made: 1. hull 2. helmsman rank 3. sails 4. deckhand rank 1. (Important) Blackwood Hull passes. Default Hull, Warship Reinforcement and even The Red Dream fail, resulting in your ship sinking. 2. (Not Important) Helmsman rank should be equal or greater than 3. If it's less the interaction results in: -10 morale and 2 crew member injuries. 3. (Important) Dragonwing Sails passes. Default Sails, Sails of Berath, the new Palm Sails and even Stormwind Sails fail, resulting in your ship sinking. 4. (Not Important) At lease one Deckhand should have rank equal or greater than 3. If it's less, the interaction results in: -10 morale and 3 crew member injuries. Note: tried these scenarios with a Junk and with a Sloop. No difference. It's not like if you have Sloop than you need the best hull/sails, while if you have Junk you will get through with weaker upgrades.
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Yeap, he did say that. Here's an excerpt from transcript #7: (source) Iirc the idea was that one godlike racial will be on par with other non-godlike racials. While their second racial will be scalling, and will be compensating for the locked headslot; and have a similar impact to the hats you can find, mediocre at the early-mid game, and stronger in the late game. P.S. But.. Moon Godlikes have only one racial atm. And btw Silver Tide is still not scalling, right?
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His first plan involved avataring the Waidwen and telling people the truth. After it didn't prove itself as effective strategy, he switched to plan B and marched to Ukaizo. Destroying the Wheel makes it unfixable. That's what Rymrgand wanted. Souls no longer can go from In Between to The Beyond and get reborn. If the Wheel was broken (not destroyed), it can be fixed. But in order to restore it to the state how Engwithans made it, would require gods to provide a fine blueprint to kith animancers. I suppose those soon would notice that the scheme involves a soul-tax for the gods to feed on, and that will rise questions. On the other hand through, do agree, that if the gods find a way to incorporate their agents into the rebuilders-team, or simply intimidate the builders, there is a decent chance that they will rebuild the Wheel and restore things to work just as Engwithans did, without revealing any sensitive info about themselves. P.S. I have a feeling that Eothas's plan was quite idealistic, rather than well-thought.
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In v1.0.2 charge was amaaazing. Especially for mc ascendants who could get max focus in 1 charge. In v1.1.0 charge is no longer an ability a tank or dps fighter will use. It looks to me that it's more suiting a cc-inclined multi-class build. Think of 3-MIG illusionist-unbroken, who charges around and inflicts stun (from charge) and terrified+sickened (via repulsive vissage). It was doing quite decent damage in v1.0.2. Imagine charging with Scordeo Trophy + Thundercrack. And let's say you charge 4 times through 4 enemies. That's 32 pistol shots for around 30-60 damage each. Or ~1440 damage. Plus 16 Opening Barrage stacks (16 x -15% recovery time), so you'll have ~20s acting like on steroids with recovery reduced by x3.72. Plus most of the enemies will be paralyzed due to Thundercrack. And all it takes is around 10s. And could be repeated per-encounter.
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Advantages of importing?
MaxQuest replied to a topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
I was expecting that importing a save, will have the advantage of: 1. reward talents from non-critical path (Mental Prowess, Flick of the Wrist, Blooded Hunter and Song of the Heaven are the ones I was the most interested in) (and tbh that's the main point I am interested in) 2. tempered Eyeless/Abydon 3. fragments of unique weapons from PoE1. Presumably BoteP/WoY/Abydon Hammer/Bittercut/Rain/Sabra/maybe_something_else, depending on what you had equiped in the imported save. 4. maybe start with fine equipment, or more money. With those funds I had at the end of PoE1 I would surely deposit something at Defiance Bay. But it seems that those talents aren't granted either way. #2 has no reactivity / importance in Deadfire. And #3 you can get the fragments of WoY/BotEP even without importing (which is not bad per-se, but indeed what's the advantage of importing then?). -
Do have mixed feelings. > I do find scrolls/arcana a sleeper OP. Being able to cast Shining Beacons or Cleansing Flames at effectively power level 22... is really strong. At the same time, using it would be usually an overkill since boss fights are not hard enough, so why invest the points, crafting materials, money and time? Not to mention that there are quite many enemies immune to fire. It looks to me that the main use of scrolls/arcana is if you want to get some specific unique item through combat as early as possible. Tbh I'd prefer it PL for scrolls was halved, i.e. equal to arcana/2. But when crafting you would get twice the scrolls. > Do have a mixed feeling about alchemy. The main appeal was the speed bonuses. But with the heavy nerf of Potion of Deftness and Potion of Relentless Striking, alchemy has transformed from must-have on all dps characters to "well, I can live without it". The potions that provide +stats are still great though, if you have a dotter that is not a Helwalker. Also poisons. Some of them look weak, others tick like a truck. So it feels either meh, or cheesy. > Food. Food that gives immunity to afflictions makes taking all those counter-affliction chants and invocations kinda questionable. Not to mention priest inspirations; which are still to slow to cast for their effect. > Traps. It takes time to put a trap and lure the enemies into it. But at the moment it's faster just to plainly jump and kill them.
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Pellagina and Aeldys ending
MaxQuest replied to taumix's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
^ Is she... less tied to VTC if she starts as Kind Wayfarer? In my playthrough she was pardoned. And there was quite a lot of zealot-like loyalty to Vailian Republics on her part. -
1H provides a [+12 accuracy] bonus. DW provides a [-30% recovery time] bonus. (or that's the same as +42.8% recovery speed; but it doesn't affect attack phase) 2H provides a [+31% on average higher base damage]. Just wanted to point that all styles get something free. Yeah, those were for a character at 10MIG/10DEX, unenchanted mundane weapons. And the same character but under the effect of streetfighters "-50% recovery time" buff. The point was to show that there are situations when DW is not exceeding other styles from auto-attack dps perspective. It depends if you crit due to high hit-to-crit conversion or due to high acc-def difference. (because in the first case +12 acc from 1H when shifting your attack resolution will be trading misses for crits, while in the second case grazes for crits) Plus depending on how many speed increasing effects you already have, dual-wielding might provide far less than +50% attack rate. You can post your: mig, dex, all damage modifiers, all speed modifiers, accuracy, hit-to-x-quality-conversions and enemy deflection, and I'll be able to compute the dps for that exact scenario, DW vs 1H. I do keep that in mind. And in case of dual-wielding two weapons with let's say +x MIG, or some other effect that applies to characterStats and thus essentially to both of weapons, it's a valid remark. Monk fists are not really a good example in this context though. For the following reasons: - it's not like each fist gets 40% damage bonus, and when you "equip" both, you get 80% damage bonus to each of them. - also, since we compare DW vs 1H vs 2H style dps, we would have to compare [DW Fists] vs [1H Fist] vs [2H GreatFist].
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Attacking 47% faster does not necessary mean dealing 47% more damage. And I can expand the previous table to include auto-attack dps to show it: As you can see, the dps of different styles at very basic scenario is within 10%. Ofc the scenario varies with equipment, stats and effects. And it is quite hard to take into account all possible variants. But the general rule is: - the more damage bonuses you have, the less relative gain you get from Two-Handed Style talent. - the more speed bonuses you have, the less relative gain you get from Two-Weapon Fighting Style talent. Also it's hard to estimate the dps increase from One-Handed Style (talent 20% hit-to-crit). Skalds, overpenetration, weapons and abilities with on crit effects will benefit more from it. But for the table I've considered it a just 5% auto-dps gain as the worst case scenario. P.S. I still think that the main offender that skews dpsers in favor of dual-wielding is the interaction between DW and Full Attacks. Not DW speed per-se. But yes, would welcome the buff of intrinsic +12 acc of attacking with one-handed weapon to +15 acc.
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Hmm, if we put Full Attacks aside, how do you get DW setup attacking almost twice faster than a single weapon? My math shows lower values. Also because speed modifiers are handled in additive manner, you see how it goes when you stack them... I think that "Harpooning" effect from Mohora Tanga affecting both weapons is a bug. The general rule so far was: if a weapon effect buffs damage/speed/pen or any other property related to weapons - then it affects attacks made with that weapon only. And if it buffs a stat that doesn't make sense if applied to weapon itself (like mig/dex/con/.../skill_bonus/etc) it gets attached to character instead.
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Imho the problem is not dual-wielding per-se but it's interaction with Full Attacks that allows to skip mainhand recovery/reload completely. Before running any numbers, I think that it would be enough to make Full Attacks with a single weapon always roll max damage. That will likely be enough to balance it out; and if not, they (FAs with single weapons) could also get a minor accuracy boost.