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Thanks, glad to hear that) Well, Chillfog is is a tank, who takes defensive talents and uses defensive weapon. While dual-wielder can take more offensive stuff. For example: - chillfog tank (sword + shield, plate, 4DEX) will make a swing once in 132 frames (~4.4s) - dual-wielder (sabre + sabre, plate, 10DEX, Two-Weapon style) will make a swing once in ~74 frames (~2.5s; or x1.76 faster) Not to mention that sabre deals more damage. Or you could even go for Sword of Daenysis + Azureith's Stiletto + Vulnerable Attack + TWS + Sanguine Plate; and deliver a hit every 47 frames (~1.56s; or x2.8 faster) each with 8 DR bypass. Early-mid game there can be up to x2-x3 difference (in total damage done by these two chanters). But later it will get lower, because Dragon-Trashed (and to a lesser degree Seven Nights) will contribute the most to your damage output.
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Because on lvl 5, my dps'ers where getting access to the next rank of spells/powers. Also, while chanter was getting some defensive talents; others could get something like Blast/PenBlast/PenShots/BittingWhip/etc widening the gap. I mean Soft Winds were great very early, while enemies had just 40-60 endurance; but my other damage contributing members have quickly catched up. On lvl 7 when I have stopped using this chant, my damage-oriented cipher already has dealt x5 the damage my chanter-tank (with maxed MIG/INT and SoftWinds as the only chant used) did. I suppose they didn't think about the DoT spells apriori; it looks like related logic was added later, and probably in a rush. Also could be implemented by another person. I would expect that two chanters of the same MIG/INT deal somewhat close amount of damage via Dragon Trashed chant (assuming it's the only one used). Sure there might be a difference in accuracy, but a simple mass paralyze is already providing a -40 reflex malus. So it's either a sign of lack of stuns/paralyze effects; or there were damage-oriented invocations used by one chanter, but not another. Yeap. 6 fixed to be exact. And yes, you can install it in the middle of the run. Uninstalling it is safe as well; the saves are not affected.
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Always? Hard to say) I am certain in the following though: - from v2.03 (when I started playing) till v3.06 DoT damage was not registered in "Total Damage" section on character's sheet. - dealing damage is handled in two different functions: one for damage that was dealt immediately after hit roll resolution; and another for direct damage application. The second one is stripped of interruption checks, and various damage modifiers (it is also essentially located in the completely different class); it also has access to less stuff, that's why it's hard to fix Bartender's Ring. As for killing/death events/listeners - I didn't inspect much. It does. And yup, it is it. A few bug fixes + 2 QoL improvements (faster potions consume animation + more reliable charm/dominate) It is. Will need free time for this though. My party is only level 8. So far I can only tell that Soft Winds of Death are only worth it on levels 1-4; while Shining Beacon indeed does a lot of damage (provided that you have maxed both MIG and INT).
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Tracking kills and registering "direct" damage (which includes all DoTs and instances that do not go via attack resolution) are separate. Tbh that's was one of the reasons I've made UPMod in the first place, as I wanted to check how good Dragon Trashed and Shinning Beacons are in practice, and compare total damage done at the end of the playthrough. (my party is lvl 8 atm)
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^ Aside from maxed MIG and INT, min-maxing is indeed not that necessary. I usually use this priest with: - Kana's arquebuss between levels 2-6 - and Gyrd Háewanes Sténes once I get access to rank 3-4 spells His weakest damage contribution (relative to the rest of the party) is between levels 5-7. But once you start using Shining Beacons once in awhile he starts to catchup with Barbarian in terms of total damage done.
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Indeed it is, Josh described it partially here. And here is a bit more from Q&A transcripts: I was curious if there is even more info on this. For example will some of headgear increase AR as well. What about shields? Spells? Will we have means to reduce enemy AR? (especially in AoE). Looking at the proposed % thresholds it looks like an experienced player will no longer have to choose between [low damage, high penetration] vs [high damage, low penetration] attacks, but rather will arrive to [high damage, just enough penetration] and will have x2-x3 dps (just from auto-attacks, or even more if smart usage of abilities is at hand) when compared to a new player.
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Gilded Enmity - Coats the paladin in a blessing of gold when they declare a sworn enemy. The paladin receives bonus Armor Rating until thye have been struck enough times for the gold to break. Interesting... what exactly the Armor Rating is. Also the tooltip writes "enough times", so it doesn't matter how high was the actual damage of incoming blows.
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Soul whip focus generation bugged
MaxQuest replied to nstgc's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Indeed, the most important thing is to have fun) -
Afaik firearms will be affected indirectly: - For example reloading phase in Deadfire will now be influenced by recovery-reducing/increasing stuff - Also we will be able to dual-wield them, which results in a huge buff to the initial burst Firearms never seemed to be designed as a steady dps solution; rather as alpha-strike tool and also as a backup mean vs really high-DR (high-Pen?) targets.
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Soul whip focus generation bugged
MaxQuest replied to nstgc's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It's hard to estimate these, as it depends on what other buffs, properties, equipment do you have. For example at zero-recovery the warbow becomes even faster in comparison to Twin Sting: The Rain of Godagh Field (10 DEX, zero-rec): 5 delay + 45 attack + 0 recovery = 50 frames Twin Sting (10 DEX, zero-rec): 5 delay + 45 attack + 0 recovery + 100/2 reloading = 100 frames (i.e. warbow is by 100% faster) Twin Sting (10 DEX, zero-rec, gunner): 5 delay + 45 attack + 0 recovery + 83.3/2 reloading = 91.65 frames (i.e. warbow is by 83.3% faster) Plus it's easier to achieve the said zero-recovery, due to speed enchantment and ability to durganize. Also it's important to keep in mind that: - soulbound weapons cannot be lashed, which can add up to 25% of damage (which contributes to focus generation, unlike raw damage from Twin Sting). - rain comes already in superb quality. So it all comes to: at what stage you are in the game. My personal opinion is that Stormcaller and Twin Sting shine most on levels 6-7 (if you can get them that early) and generally until you unlock the White Forge. -
Soul whip focus generation bugged
MaxQuest replied to nstgc's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
DEX affects attack animation and reloading animation durations. And attack animation duration affects recovery duration (recovery is basically attack_duration * computed_coefficient). "+x% attack speed" bonuses (including those from dual-wielding) affect that computed_coefficient (hence they affect only recovery). I have wrote it in more detail here. Thanks. Glad to hear that) Good question. Afaik it could be implemented both ways. So I'd better test it, before asserting anything. But in any case, Twin Sting is not the best weapon for steady focus generation. If you want to use it, the optimal way would likely be: use it's DAoM property, make two shots and switch to The Rain of Godagh Field warbow. -
Soul whip focus generation bugged
MaxQuest replied to nstgc's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I thought so as well. That .33 puzzled me though, as if it was pointing that there is multiplication at hand. -
Deathblows works for spells too
MaxQuest replied to Madscientist's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It's hard to say if it is a bug or not. - it's not a bug because it's tooltip[/color] specifically states that it increases all (just) damage. - it is a bug because "+100% ranged damage" is either redundant, or should get applied cumulatively with "+100% damage". All in all, it's a clear oversight which turned out to be a feature. -
One would think that shoving them back in xaurip's throat would be enough to.. severe the bond ^^ Thinking about this spear and perma-paralyzing, reminded me of interruption, as keeping enemies perma-interrupted can do the trick as well. Interrupt Barbarian was already discussed, and although it is a gimmicky build, I keep thinking how useful it would be if dragons would be immune to all hard-cc status effects (including prone, stun, paralyze, petrify), while having their damage output doubled. At 17 DEX and zero recovery, barbarian would make a swing every 19.8 frames (or every 0.66 seconds) and would interrupt for 0.85s. All we need is to eliminate misses, and overcome the concentration check in at least 77% of time (ofc assuming that interrupts happen to be equidistant and not in clusters)
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Soul whip focus generation bugged
MaxQuest replied to nstgc's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Well... In v3.00 base focus gain (per point of damage dealt) was increased from 0.25 to 0.35. 0.35 * 1.33 (draining whip) = 46.55% 0.35 * 1.33 (draining whip) * 1.25 (talisman) = 58.18% So you get 58.88 focus per 100 (post-DR) damage dealt (while being above 50% endurance). How have you arrived to 83.33? -
Indeed I didn't. Had no enough trafic while on vacation. But have checked it now. And yeap, as expected it is totally OP now) At 30 INT, Psychic Backlash can keep enemies (with will-targeting aoes permastunned), even if Backlash just grazes. As for damage, @26 MIG (as in video), Brutal Backslash deals: - 23.8 raw damage on graze; or 476 per minute - 33.8 raw damage on hit; or 676 per minute - 43.8 raw damage on crit; or 876 per minute Tbh it's too powerful... P.S. Taking Merchant background over Laborer would give 4 more skill points in the end
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Backlash talents were close to useless at 1-per-encounter, because there were better alternative talents, especially those that would directly or indirectly increase focus generation. On the other hand if Psychic Backlash procs with no limit, it becomes OP. Because it has potential to trivialize all enemies with frightening/terrified aura, plus it helps vs enemy priests, ciphers, etc. Basically it becomes a must-have. I don't have a strong pov on Brutal Backlash though. Will need to test it first.
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A v1 cipher has high might and would like to take advantage of it by using damaging powers. Thus: - Soul Shock (!), Whispers of Treason (!), Antipathetic Field ®, Tenuous Grasp (~) - Mental Binding (!), Amplified Thrust ®, Recall Agony (!) (vs high HP enemies; and yes, it scales with MIG), Psychovampiric Shield ®; Note: Mind Blades - is nice in theory but weak in practice, because it can stop bouncing. - Ectopsychic Echo (!!), Soul Ignition (!), Puppet Master (~) (only if it's your only cipher) - Silent Scream (!!), Mind Lance ®, Pain Block ®, Wild Leech ®, Going Between (~) (only if it's your only cipher) - Detonate ®, Tactical Meld ®, Borrowed Instinct ® - Disintegration (!!), Amplified Wave (!) - Time Parasite (!), Stasis Shell (~) - Reaping Knives (~) (you'd like to have a barb in party), Defensive Mindweb (~) (Mindweb is quite situational, because it comes with heavy opportunity cost)