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Everything posted by MaxQuest
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Hard to tell. Here are two tooltips. The top one displays that drug duration is affected by alchemy level (+1% per 1 alchemy). And it was affected (multiplicatively) by INT change. The bottom one displays a wooping 815s @ 20 alchemy, and this value was unnafected by INT. P.S. Here's the related bug report.
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I've noticed in some of tweets (if I remember correctly?) Josh mentioned that lashes won't be affecting spell damage in the next update. Wondering if this change would affect Aefyllath too. As for Firebrand... in it's current state, I wouldn't use it even if it was instant cast, when compared to the rank 2 spells you can cast instead.
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This one?
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You can take a look at this thread. Also have to mention that strongest build perception changed with each beta update. Personally, I would put it like this: - during beta1: (god-tier) devoted/helwalker - because of being dps-powerhouse with high AR/PEN/HP - during beta2: (god-tier) wayfarer/berserker - because of being dps-powerhouse with high AR/PEN/HP and self-sustain - during beta3: (tier-1) wayfarer_or_bleakwalker_or_goldpact/stalker - because of two sturdy bodies, and many full-attack abilities Also there are currently few op things because of being brokenly good: - Recursive Swift Flury with Kalakoth's Minor Blights/Citzal Spirit Lance/Blunderbuss - Recursive Mob Stance with Citzal Spirit Lance - Taste of the Hunt - a lvl 9 pure-druid with 20 RES/INT can make it tick for ~80 raw damage every 3s for 17s+. This spell should be strong (because it competes for spellusage with Firebrand and with probably the best AoE healing spell in the current beta), but not to the point where I just roll 5 druids)
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Missing String is for Whiteleaf) I wonder if it will increase the number of spellusages for spellcasters. As for crash penalties... they are currently not listed. Maybe bonuses do transform in maluses? I had no patience yet to wait for drugs to expire)
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Paladin's ability Inspired Beacon does not increase damage of DoTs on affected target, neither if cast prior to DoT appliance, nor if used when DoT is already in effect.
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1. Drug tooltip and effect tooltip (near character portrait) show different duration (example). Also the first one shows that drug duration is influenced by INT, is it really so? 2. Drug tooltip effect values are not updated until you actually consume the drug. How to reproduce check drug values. Increase your alchemy, and check again. The values are the same, and updated only when you actually use the drug.
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Looking at the bonuses, it looks like drugs will be of much higher importance than in current iteration of PoE1. Here are the 7 found drugs in beta3 @alchemy = 0 And here are their effects @alchemy = 20 Notes: - Nalpazca's bonus increases drugs duration by x1.5 - It is unclear if INT influences drug duration. Conform to drug popup it is. While conform to effect tooltip (near character portrait) it isn't. - You can have them all active at the same time
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1. At the moment, Spiritshift Hide get's +1 AR bonus on character levels 5 and 9. Maybe it should be on the same level when you can enchant your armor by 1 tier up, i.e: 4,8,12,16? 2. Elemental Corpus doesn't get extra AR bonus, i.e. it doesn't scale at all. 3. Elemental Claws are currently marked as two-handed. Maybe that's an oversight? As the plural form and the model itself point for dual-wielding. 4. Claws' damage does not scale. Or at least it's not displayed in their tooltips. 5. Boar regeneration and shifter healing (on spiritshift end) scale a bit poorly. And will be of x3-x4 less usefulness for a druid at max level (unless there are some really strong +healing modifiers in the game). 6. If a druid while spiritshifted tries to cast Scroll of Kalakoth's Minor Blights he usually gets stuck with the cast animation, and the scroll casting never finishes. But in rare cases when he succeeds (example) he can't auto-attack after that at all. 7. Animalistic spiritshift forms are still to large in inventory screen 8. Storm Blight form could use a female model for female characters 9. Spiritshift Stag form can deal only 1 carnage attack, during which main target takes normal damage, while adjacent ones just 1-5 slash dmg. 10. Spiritshift Cat form description mentions: "the cat spiritshift has a naturally fast attack and can burst into even faster attacks". This was correct for beta1, but is not longer true in beta3, because cat claws are now as slow as the others. P.S. Here is the cross-link to aggregated/tested info on spiritshift.
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Had a few questions about spiritshift in Deadfire, but couldn't find the answers. So made a few tests myself and here is the aggregated info (for beta3): (note: all screenshots are made at lvl 1 and 10 str/int/res) Spiritshift Bear (Shifter): - ability/armor/claws: - active ability: Terrifying Roar: Spiritshift Boar (Shifter): - ability/armor/claws: - note: although it shows 0 raw damage every 3s, it actually damages for [4 + 10% per power level] per tick; (e.g. each tick deals 4 dmg at power level 1; 6 dmg at power level 5) - note: this raw dot does not stack with itself - note: boar regeneration equals [4 + 10% per power level]. I.e. it heals for 4.4 / 40 = 11% of max hp at ch.lvl 1 / power.lvl 1. And 7.6 / 230 = 3.3% of max hp at ch.lvl 20 / power.lvl 9. (* these values are for 10 mig/res) Spiritshift Cat (Shifter): - ability/armor/claws: - active ability: Cat Flurry Attack: - note: cancelling or changing form does not clear Flurry Attack buff. Spiritshift Stag (Shifter): - ability/armor/claws: - active ability: Druid Stag Carnage (yes for some reason it is an active, not passive atm): - note: druid does not have passive carnage. He can make only 1 such attack and it deals really low damage at the moment. Spiritshift Wolf (Shifter): - ability/armor/claws: - active ability: Knock Down: Spiritshift Storm Blight (Fury): - ability/armor/claws: - active abilities: Shifting Storm (Teleport) and Storm's Rage (single target dmg+stun): Spiritshift duration: - base duration is 15s. It gets a bonus +5% per power level; and this bonus stacks multiplicatively with INT. - shifter has a longer base spiritshift duration. It is equal to 22s. - fury gets it's spiritshift duration increased by 4s when dealing a killing blow. While shifted you do not benefit of your items (they are unequipped). But you can still benefit from your racials. Shifter gets healed for 20 + 5 per power level health at the spiritshift end. He can end his form prematurely. Or switch to another one. While shifted, shifter cannot cast druid/priest/wizard spells, use powers or invocations. But he can use active martial abilities and scrolls. Lifegiver gets: +2 power level with rejuvenation spells +5 power level while spiritshifted (so the bonus is +7) -5 power level after spiritshift has ended (so the malus is -3) What's possibly wrong with spiritshift: - At the moment, Spiritshift Hide get's +1 AR bonus on character level 5 and 9. Personally I would expect it to be on the same level when you can enchant your armor by 1 tier up, i.e: 4,8,12,16 - Elemental Corpus doesn't get such an AR bonus, i.e. it doesn't scale at all. - Elemental Claws are currently marked as two-handed. Maybe that's an oversight? As the plural form and the model itself point for dual-wielding. - Claws' damage does not scale. Or at least it's not displayed in their tooltips. - Boar regeneration and shifter healing (on spiritshift end) scale a bit poorly. And will be of x3-x4 less usefulness for a druid at max level (unless there are some really strong +healing modifiers in the game). - If a druid while spiritshifted tries to cast Scroll of Kalakoth's Minor Blights he usually gets stuck with the cast animation, and the scroll casting never finishes. But in rare cases when he succeeds (example) he can't auto-attack at all. - Animalistic spiritshift forms are still to large in inventory screen - Storm Blight form could use a female model for female characters - Spiritshift Stag form can deal only 1 carnage attack, during which main target takes normal damage, while adjacent ones just 1-5 slash dmg. - Spiritshift Cat form description mentions: "the cat spiritshift has a naturally fast attack and can burst into even faster attacks". This was correct for beta1, but is not longer true in beta3, because cat claws are now as slow as others.
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Invocations, along with cipher powers and druid/wizard/priest spells are disabled during Shifter's spiritshift. But you can still: - chant - use potions - use active martial abilities (like Flames of Devotions) - use scrolls (yeap, including stuff like Scroll of Moonwell) (note you can even use Scroll of the Kalakoth's Minor Blights ^^, although after doing so, spiritshifted druid can't attack at all) - Sneak Attack does work with all weapons (so long as conditions for SA itself are met, e.g: first 2s of combat or target being under specific status effects) - Sneak Attack damage bonus coefficient does stack (additively) with crit coefficient.
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When I've stumbled upon PoE1, started the first playthrough on Hard, and switched to PotD around level 9, once I've got a first grip on mechanics. Subsequent runs where PotD only. After first trying beta1 with predefined companions, was thinking about starting Deadfire on Veteran. With beta3 it got better, so will likely plan my party apriori and go straight for PotD. P.S. Another question would be how many players use Expert... Personally I'm fine with ToI or occasional boss solo'ing for fun, but don't use Expert as don't like information being hidden from me.
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Hope it will be possible to mod the method that returns Pallegina's PoE1 state/fate. Or maybe someone will find how to edit the final save itself.
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Btw, will we be able to manually choose Pallegina's order even if we import a PoE1 save? For example in my preferred and ready-for-import ending she is pardoned; but I would really make use of Kind Wayfarer in Deadfire. Also just a note: Vielo Vidorio was really lacking in PoE1, because: - the speed bonus wasn't affecting Pallegina herself - the speed bonus wasn't stacking with other active speed bonuses. It would be a pity if Vielo Vidorio was useless for a party that contains monks, barbarians, potion and time-parasite users; or characters that use speed increasing proficiency modals
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Is the regular graze really needed?
MaxQuest replied to Clean&Clear's topic in Backer Beta Discussion
If we took the current [beta3] and compared it with [beta3_with_no_grazes_at_all] I would take the first option hands down, because the miss-rate of crowd-control effects (vs target with same def as your acc) would be disgustingly high for my taste. Sure, accuracy could be globally increased by 25 (so the missrate would be the same as now). But all damage sources would have to be toned down to compensate. Also it would result in +1 acc per 1 perception bringing less benefit. And PER would have to be adjusted as well. I'm kinda ok with the current level of uhm busy'ness. At the same time I'm recalling my dps-characters from beta1 which were unable to graze, and have to say: their constant misses were mildly annoying. But again, I just like more reliability, and would not want to miss with a crucial charm or fireball. -
I'm curious what will "and beefed up resolve a bit" end up to.
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Killing enemies in pause with hotkeyed abilites
MaxQuest replied to Lamppost in Winter's question in Backer Beta Bugs and Support
Yes. But you can turn it off by disabling cheats, if it's uncomfortable. P.S. Btw, Q does exactly 1/4 max hp damage. So the mouseovered target will go from Unharmed->Healthy->Hurt->Bloodied->Dead. -
^ The desire to theorycraft and start planning the party intensifies. Can't though, without the up-to-date info on attributes, cast times and weapon values \
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There goes the extra free time to play on Easter' days off. But am actually glad they are doing it. It's better to delay than have the devs working in a crunch mode. Hopefully we'll get a new beta update to fiddle with then?
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Just want to note that this is still the case in beta3: image Description reads "Frightened" while the effect is "Shaken".
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That's kinda strange, as Josh was against trash options. (source)
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Btw, has anyone re-checked Dragon Trashed? In beta1 it was dealing around x12 less total damage than in PoE1; am curious if the things have changed.