Jump to content

MaxQuest

Members
  • Posts

    2712
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by MaxQuest

  1. Yeap, I remember that. Exactly. Not to mention that his original idea could undergo a series of stealthy transformations (like current might and attack/casting speed being changed without being mentioned in transcripts) or be ditched altogether (like trinkets or reloading duration affected by armor)
  2. Josh goes in-detail about this during his presentation here. And before that, he talks about attributes in D&D2, AD&D and D&D3.x.
  3. Uhm. Using bulverism followed by appeal to shame doesn't look really efficient in making a point.
  4. When Josh mentioned that weapons we'll find closer to the end of the game will come with higher capacity, forumers instantly pointed out that this will narrow the amount of viable weapons in the late chapters; plus it will make player feel uncertain about investing materials into the current weapon, because it may become gated by a great margin compared to a new shiny he can potentially find around the corner. That said, I can't answer this question completely because I need to take a look at the actual enchanting system in Deadfire first. But if it was like in PoE1, I'd say that non-legendary weapons would not necessary be useless as it would depend on what you are trading for. For example a player would not enchant superb to legendary, if: - this will make it impossible to apply lash, because (c + 0.45) * 1.25 > (c + 0.55), and there is no DR in Deadfire - he can have some cc effect instead (especially if he is not a dedicated damage dealer)
  5. > if weapon quality is NOT a separate multiplier (relative to MIG/STR) - it's unfair to weapon-based damage-dealers, because the effect of MIG/STR becomes heavily diluted. > if weapon quality is a separate multiplier (relative to MIG/STR) - the fairness of weapon_dmg vs spell_dmg is not disturbed much if at all, because: -- in case of cipher powers: cipher gets higher focus gain -- in case of chanter: he manages to unlock more potent chants, invocations and get invocation upgrades. -- in case of ex-vancian casters: higher ranks usually contain more powerful spells. And if something is weak now, it can be slightly tweaked-up. Not to mention that this will also indirectly buff single-class casters as they get access to higher ranks earlier. - MIG has same impact on auto-attacking dps as DEX Many spells already benefit from power level which gradually increases with character's level. We can view weapon upgrading to fine/exceptional/superb/legendary at level 4/8/12/16 as gradual as well. And the devs task is to match these between them. (note: it may not necessary be 1:1 proportion like +45% dmg to spells at power level 5. It could be even half or third of it, provided that base damage / effect of spells goes up with ranks, e.g. Ray of Fire vs Hand of Weal and Woe)
  6. Sorry, I have missread the starting post. Was under impression that you get -10 ACC Penalty even if you take the corresponding proficiency. And if it's currently works as I wrote above, unless I am missing something, I see no proficiency-related problem here... As for those two mentioned issues: - Kalakoth's Minor Blights besides being marked as universal, should be also marked as wand - as it was in PoE1 - Devouts should get a free talent at rank 5 that would allow them to change their preferred weapon once (or non-free talent that would allow them to select a second proffered weapon type). Otherwise devout/wizards would just respec for Citzal once it becomes available.
  7. There you go: And: full screenshot Btw seems that there is only male form atm. And still don't quite understand why claws are two-handed
  8. Probably unpopular opinion, but I'd prefer specializations being limited by weapon type, e.g: - Great Sword specialization working with regular Great Swords, soulbound Great Swords and summoned Great Swords (e.g. Spiritual Weapon) - Quarterstaff specialization working with regular Quarterstaves, soulbound Quarterstaves and summoned Quarterstaves (e.g. Councelhaut's Staff) - and so on And if there has to be something that would affect summoned (conjured) weapons exclusively - make it a talent (e.g. BattleMaster Conjurer or smth).
  9. A combination of: - there is no etalon stat spread that should be used by all characters of a class if they want to be optimal - emergent roles inside of a party - different playstyles are viable without a huge gap between them
  10. Yeap, either -100% "recovery duration" or +infinity% "recovery speed" Well yes, for a final result this is the next most useful info. But it might not work well if you compute in duration reductions from the start if there are multiple effects. Unfortunately it would likely end up with irrational number. I think for now would be great at least get consistent signs and consistent terminology among all action/attack/recovery/reloading speed/time/duration effects and their tooltips.
  11. Let's say you are going from city A to B, which are 100km apart. At 100km/h you would arrive in 60min. At 125km/h you would arrive in 48min. 125km/h is by 25% bigger speed than the referenced 100km/h. (25/100 = 0.25) 48min is by 20% smaller duration than the referenced 60min. (12/60 = 0.2)
  12. I don't think it stacks. Gotta check it. But 3 moon-godlike berserker-wayfarers with shared flames, seem to always be at close to full hp.
  13. I suppose it's UI problem coupled with the fact that there should be a special case for speed-related tooltip generation. If an effect gives +25% action speed, than it's obvious that it's tooltip should write: [+25% action speed] or [-20% action duration]. P.S. Cross-linking a related thread.
  14. If someone would tell me before beta that I would have a party of auto-fod-attacking paladins, and have not 2, not 1, but 0 ciphers in my party, I wouldn't believe him
  15. This is exactly what I was thinking. Having MIG or RES provide a bonus to Healing Done. While CON providing a bonus to Healing Received. Although 5% is a bit too much. I am thinking 3% should be enough. Also when Josh mentioned that there are no resolve-based ranged casters, I've immediately thought that there are no constitution-based ranged casters either. And tbh that was one of my favorite playstyles in WoW (during TBC expansion). It was really fun having a warlock with health pool higher than that of pvp warriors, and constantly draining and using hp as resource. So I can easily see few new spells that allow tapping for extra damage; or percentage-based self-healing which all would indirectly increase the importance of CON.
  16. If you have unarmed Barb/Paladin it's weird that you can get +6 acc with proficient weapons talent, and fists... are excluded; because Aegis of Loyalty works only with unarmed attacks now... Edit: Agreed regarding that generally fists should not be viable damage-dealing weapon for non-monks, with the minor exceptions: - if a character actually spent a lot of time learning the needed techniques - imagine if the was a chain of general talents (so you needed like 2-3 of them in order to reach 80% of monk's fist efficiency) - if there are some magic summoned gauntlets from some high-level spell And yes, agreeing that base fists should have lower Penetration. Also fists could have a proficiency modal. Personally I'd like there to be even more than 1 (mutually-exclusive) modals for that as it increases the character's specialization: (beware random placeholder names) - concusive blows - provides a chance to stun, at the cost of higher recovery - iron fist - increases PEN, but character takes a small % of delivered damage proportional with AR-PEN - deflecting weave - melee strikes deal less damage but mess enemy targeting with non-instant attacks and abilities. Struck enemy is affected by 40% hit-to-graze and graze-to-miss conversion for 1.5s.
  17. Not pressuring ya I have over 100 PoE friendly portraits. Was thinking to slowly watercolor them over time myself and share the pack) Or say screw it, and watercolor only those that I am going to use myself. Depends on free time and if I'll manage to do the stylisation of somewhat similar quality.
  18. Oh, that's definitely better) Btw, how do you achieve that extra-thick black outline while keeping their face features thin? Well... I have more then
  19. It could be the recent nerfs to devout (including lower PEN, and the fact that now everyone grazes) coupled with probably suboptimal use from my part: - everyone is in plate armor; and far from zero recovery - combat was mostly governed by AI behaviors - berserkers could get extra damage dealt because they also hit each other
  20. Thank you for the guide Aramintai. Here are my first tries: Btw, getting transparent background was the most annoying step so far. Do you just use Magic Wand and play with tolerance? Not sure about importing; but it should be possible to export her VO. Unlike PoE1 which contains it's .wav in the open, in Tyranny they are bundled in /Tyranny_Data/bundles/vo_wavs.unity3d I could preview them via DevXUnity Unpacker Tools' demo. Although in order to unpack them one would have to buy that app. And I haven;t found 'free' versions without added malware.
  21. Yeap. Pillars of Barbarity it is at the moment) Have created: - berserker/wayfarer x3 moon godlikes (18/10/18/3/19/10) (dw sabres) - berserker/skald hearth orlan (2/17/18/19/18/4) (dw daggers) - and devout/helwalker moon godlike for dps reference (15/18/18/7/10/10) (dw daggers) And it's quite hilarious. - Shared Devotion + Wayfarer healing - Carnage synergy with Retribution and Inspired Defence - Hardy/Robust (+4AR) + Thick Skinned (+1AR) + Zealous Endurance (+1AR) + Inspired Defence (+2AR vs slash) - Brawler is currently last in terms of dps - And haven't even bothered with Aegis of Loyalty yet, in order to get rid of Confuse
  22. Have briefly tried the new system. And even through haven't done anything complex yet, absolutely lovin' it. Just issue the attack, grab popcorn, and watch your party decimate the enemy: link
  23. Why not. Am always pro variety, provided that these racials are neither UP or OP.
  24. ^ Slow Mode, BAM!) Or it's easier to decrease all weapon damage by a factor of 2, and increase the duration of buffs and cc effects? Btw regarding unrewarding: pssst, I know a few slow spells
×
×
  • Create New...