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MaxQuest

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Everything posted by MaxQuest

  1. Since v3.02 CW no longer procs from DoT ticks. CW still procs from periodic damage (where each instance goes through attack resolution) though.
  2. Have found the post about CW mechanics: link That must be Dragon-Trashed or Shinning Beacon... CW is much more modest, but still at 20 MIG / 20 INT, an instance of CW DoT will inflict on average: 25.9 dmg over it's duration vs 0 DR. (or ~14.4 vs 10 DR). Now if barbarian is surrounded by 5 enemies, and uses HoF while dual-wielding, that's: 10 hits + 40 carnage hits. So if one would use CW before HoF, he would deal extra: 50 * 25.9 = 1465 burn damage (or 293 vs each) (if they have 0 DR) 50 * 14.4 = 720 burn damage (or 144 vs each) (if they have 10 DR)
  3. Inb4 a lvl 20 pure druid becomes an archdruid)
  4. Until you get respective scrolls and prayers of protection, you can invest into Aegis of Loyalty + Righteous Soul + Executioner's Hood/Redfield. Also specifically for such fights you can take a sceptre/wand/hunting bow in your offset. So if anyone is getting charmed/dominated you can attack him from distance and dispel it immediately. Depends. If you want to micro/alpha-strike with your paladin in every fight - go for it. Otherwise don't bother) You can also take a look at Gyrd Háewanes Sténes.
  5. It's a matter of preferred playstyle. My preference goes to lots-of-cc + high-dps party. But I know that there also players who prefer a sturdy wall of melees + priest backup; wearing enemies slowly but inevitably so to say. So just try different approaches and see what suits your taste)
  6. It will. You have 3 characters that can solo the game: Aragorn, Elrond and Galadriel. Together + the help of 3 others they have enough potential to securely beat the game. The thing about building a party for PotD is not to make a party that would beat the game, but to make a group that would do so in the fastest + less-coming-back-for-resting manner. Your party lacks reliable per-encounter cc. If you would switch one melee for one ranged, it will be harder to keep enemies from running towards your squishies. Ofc there still remains the problem of fighting in doorways. In this case give your barb a reach melee weapon (e.g. Tall Grass), and your paladin an arquebuss; for their offsets. It made me remember BFME. Glorfindel was great. But damn, when you were looking at post-game stats, Legolas was a true machinegun of death.
  7. My very first run was without vancian classes, because I didn't like Durance, and considered Aloth to be weak back than. I started on Hard, and switched to PotD on level 5. My party consisted of MC (ranged cipher), Eder (tank), Kana (offtank), Pallegina (ranged), Sagani (ranged) and GM (ranged). Always started with a good alpha-strike, and followed with double echo on Itumaak. I had a few problems with enemy charmers, but have quickly learned to hard-cc them asap; and use Liberating Exhortation + potions of Major Recovery as the get out of jail card.
  8. There were two Glorfindels iirc P.S. Just read that Glorfindel was intended to be a member of the Fellowship in the very first draft. But Legolas replaced him later.
  9. Uhm, because everyone can use the power of Pork. The SaltymastEr on the other hand... is probably reserved for Durance.
  10. Damn, again 'tomorrow'. Well I guess the update is gonna be really legen... It looks to me like the row/col classes are the following ones:
  11. Gandalf is more of a melee wizard, dual-wielding longsword and a staff. Since there is no "Titan/Monkey Grip" in this game, he could use just a staff, and go for the midline-citzal route) Also how could you miss the hobbits A pair of ranged hearth orlans rogues or rogue + cipher... P.S. And if you'd want to fit Legolas somewhere in there, he could be a ranger... yes with a bear called Gimli)
  12. There is not so much you can do about it, specifically use an SSD with good read speed. Preferably NVMe one. Also it was noticed that the following also does help a little: - sell most of your stash junk. - move majority of your (unused) saves to another location.
  13. yes Great) Unless there is an opening bracket before it, it means that I smile, yes) But not from ear to ear like this one: Rather like this one: Hah, calling it an overhaul was a big stretch. I was always thinking that it would be great if chanter started at 1, instead of 0 chants count.
  14. Am I understanding it right?: 0.6 - base 0.7 - with just ZC 0.85 - with ZC and DurganizedArmor 0.85 - with ZC and DurganizedArmor and Pilferer Gloves Do ZC + Pilferer Gloves result in 0.8? Indeed I had such an idea. Wanted to gauge first how useful will community find those bug fixes, and collect feedback. So far I've decided to check/fix/tweak stuff that affects my party directly; as it's quite time consuming. P.S. Btw, when you write OT, do you mean OnTopic or OffTopic?)
  15. I am always reluctant when I have to use something per-rest, unless I am 100% that the party will rest after the fight. When I am looking at Binding Roots... it's either: - do I really want to use a per-rest resource in in this easy fight? or - ok this is a boss fight, but the ability is to weak to even get casted As for Durance staff: that's great ... but making it priest-only, ohh.. there goes my intent to use it on melee cipher or barbarian) 15% aoe vs 20% self with Confident Aim Armored Grace, wouldn't be too much? Or you feel AG is weak as well? Tbh, I was going to ask you in the Community Bug Fixes thread if anything like a Community Balance Patch was in the making... Armored Grace is great as is. And a major role in that plays the fact that it stacks with everything. Also it has no opportunity cost. While Zealous Charge does have such a cost - as you can't use Zealous Focus / Endurance at the same time. Also, ZC comes with aura radius. At the same time quite often you would like to place your squishies at 10-12 range, because distance is used in target preferences estimations.
  16. You probably meant Armored Grace) The default ArmorSpeedFactor is 1. When you wear plate you get: 1 - 0.5 = 0.5 Taking Armored Grace results in: 1 - 0.5 + 0.2 = 0.7 And with extra -10% armor speed penalty: 1 - 0.5 + 0.2 + 0.1 = 0.8 Later on the game adds (ArmorSpeedFactor - 1) to the recovery coefficient. P.S. As expected, it stacks with Armored Grace. The question is: will it stack with DurganizedArmor enchant / Pilferer bonus. I wish... but Josh has mentioned extracting the stats and storing them in xml format, so at least that will be much easier to edit. I just hope that if there will still be unity3d assets, they will keep them "small" as in PoE1, and won't aggregate as they did in Tyranny. No. Armor penalties / penalty reductions do not apply to reloading duration in PoE1. Yeah, Pallegina herself does not benefit from the +20% attack speed buff. Also while I was initially fond of this ability, I've quickly found that it gets suppressed by a lot of things and is useful mostly for party rogues, as they don't have frenzy, time parasite, daom spell. Make it 15% instead of 10%
  17. I've got a few...: - Allow cipher to cast Pain Block and Going Between on himself - Allow cipher to cast Amplified Wave on charmed targets - Mind Wave prone duration was stealhtly nerfed 5s => 3s. Imho it should be 4s. - Mind Wave visual cone originates from caster. Should be from target. - Mind Blades is quite weak in practice: early on there is a high chance to miss/graze which will stop it's propagation. - Make Frenzy instant. It's quite annoying to have to wait for it's animation before using BB/HoF. Not to mention that AI tends to use Frenzy AFTER Barbaric Blow. - Reduce lvl requirement for rogue's Sap from 11 -> 7 or 9. - Buff Dirty Fighting: 10% -> 15%. This will increase the extra crit chance from 5% to 7.5%. - Make Vielo Vidorio speed buff, affect Pallegina as well - Ranger's Binding Roots: 5 per rest -> 2 per encounter - Ranger's Thorny Roots: single instance of 15 slash + 15 pierce damage -> 5 slash + 10 pierce per 3s - Swap damage types on Durance's Staff: crush + burn -> burn + crush - Hold the Line talent: +1 engagement => +1 engagement and +1 to endurance-to-hp coefficient OR +200 health. Uhh. This -10% armor speed penalty from ZC will definitely stack with Armored Grace (ofc the finaly penalty still won't go below zero). As for stacking with DurganizedArmor enchant / Pilferer's Grip it's hard to say. And it's better to test it. For example: - take a naked character with 3 DEX - equip him in durganized hide armor - give him two sabres/swords/maces/warhammers - affect him with this modded Zealous Charge aura - drink DAoM potion, and watch him attacking If ZC stacks with DurganizedArmor, you will have: - 5 frames delay -> 38 frames attack -> 0 frames recovery And if they don't stack: - 5 frames delay -> 38 frames attack -> 6.3 frames recovery (you will be able to notice a quick line running for 0.2 seconds; if not you can use fraps) No, Armored Grace does not affect reloading duration in PoE1. It probably will in Deadfire though.
  18. Well the White Crest Helm gives +3 Intellect, and Godlikes can't wear it, so actually they're arguably the worst race from this point of view. In fact Godlike's inability to wear helms has gone from being relatively unimportant in vanilla Pillars to quite a big disadvantage in White March II. On the other hand there is that +4 INT ring, and since it doesn't stack with the helm's +INT... I recall it was mentioned at some point that godlikes will likely have two racials. Strange, but can't find the source atm. /speculation on - one racial ability/passive will probably be inline with the rest of races - and the second one could be with some sort of built-in scaling mechanism, in order to start small but stay on par with various head items we can get through the game /speculation off Personally I am usually ok with rogues as a class. What I don't like in them is: if the game gives them some really unique possibilities. For example: Dragon Age and lock picking. It's great that rogue can do it and can really master this. But hey, maybe give warriors ability to bash some weak locks/doors as well? Or allow mages to cast a very long and costly channeling spell that they can learn somewhere on a specific quest? Sure rogue will do it easier and faster, but I am no longer forced to have him in party if I don't want to. Although yeah, there are only 3 classes in DA, so not really sure if "Bring the Player not the Class" should apply here. In WoW through I would consider normal if class buffs would partially overlap; e.g. you can get +x% stats from paladin or druid; you can get +x stamina from priest or imp; you can get +x mana from mage or felhunter; and so on. So the situation were you need exactly class Z happens less frequently.
  19. While we are at it, going beyond 130% font size would be really neat; with the ability to set a custom font specifically for the chat/combat windows.
  20. Hah, that was quite... an unexpected assumption) Yeap, it's food, and very potent at what it does. Even Dragon Meat Dish was adding only +3 MIG - an equivalent of +0.09 dmg coefficient. And this one adds +0.15. P.S. Now someone is asking real questions. In the end there is corpse-eater in the game. /speculation on: Release around march-april 2018 (iirc and as smjjames wrote, Josh indeed mentioned that they aim for Q1 2018) Early-access / public-beta: february 2018 Backer's beta: november 2017 - january 2018 / speculation off
  21. Perhaps potential commenters didn't want to sound too obvious As Boeroer wrote, the generic affliction <-> defense is quite intuitive and iirc is displayed in the combat log. Ofc there are few exceptions like: - Mental Binding: Paralyze vs Will - Silent Scream: Stun vs Will And afaik only Blind stuff can target all 3 defences: - Will: Searing Seal, Symbol of Magran, Curse of Blackened Sight - Fortitude: Eyestrike, Chill Fog: Blind - Reflex: Blinding Strike, Sunbeam But these exceptions are not that numerous. I usually choose one party-member (usually a moon godlike placed in the middle of my party) whom I am ok with being hit a little. And use an aoe stun/paralyze once they all flock to him. In the early-mid game through it's mostly: charm their skirmishers, ogre druids, phantoms; and paralyze those whom I want to kill first. The benefits of having two ciphers
  22. Personally I would like to see the damage dealt in any case, as it helps me to estimate how good are my effective defenses at a glance. Ehh. That's sad. On the other hand, if the new update includes also detailed info on subclasses abilities/passives/trade-offs, and also some formulas behind damage/duration/projectiles_count coefficient in relation to power_level... I can live with that) Tbh I liked what Josh did with PoE1 and NWN2... Although regarding NWN2, some balancing wouldn't hurt as some prestige classes are clearly not as useful as the others (especially from power-building perspective) plus the mechanics behind AB cap and stacking are not transparent enough. That's interesting. Pork is a food item, and since it provides a flat +0.15 damage coefficient it will stack with any +MIG stuff you can have. I hope there will be DoTs in Deadfire...
  23. Similar thing with Recall Agony. The tooltip says 30%, but it is actually affected by might.
  24. Looking at the log, would anyone else prefer something like?: Gunpowder Barrel activates Gunpowder Explosion. Gunpowder Explosion hits The Devil for x damage and knocked her out. Gunpowder Explosion hits Eder for x damage and knocked him out. Gunpowder Explosion crits Brine Imp for x damage and kills it. Or if pronouns are a problem: Gunpowder Barrel activates Gunpowder Explosion. Gunpowder Explosion hits for x damage and knocks out The Devil. Gunpowder Explosion hits for x damage and knocks out Eder. Gunpowder Explosion crits for x damage and kills Brine Imp. I mean: I'd like to see at a glance the damage that knocked down my party members.
  25. Just chiming-in: I have personally lost exactly one save once. It was on v2.03 and on Windows 8. I stopped giving long names to saves after that, and never encountered same problem ever again. Also, RPGs have taught me to save often and make backups.
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