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I'd say that Blast and Penetrating Blast are a must for ranged wizard with decent MIG/DEX/INT. Just make sure to not equip Rods (because they are slower than wands and sceptres; unless it's Golden Gaze which fires two projectiles at once). The thing is that such a wizard can easily compete with a barbarian in party in terms of total damage done (until the last one gets HoF). Penetrating Blast is probably unworthy only on cc wizard with completely dumped Might. Such wizzy could either wield 1h+shield (and thus no blasts at all) or go for Gyrd Háewanes Sténes or Rod of Pale Shades, and passively dominate/stun stuff.
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It depends on what your party lacks more, dps or cc. It also depends if you have a cipher already. Because having a debilitator already in the party makes the life of dps-cipher so much easier. I will copy-paste one of my PMs regarding how a cipher can be played: So far I have MCed v4 and a v1 (protected by v4). And my current run is with v5 covered by a v3 hireling. Looking at your party composition, it looks like you have no reliable (per-encounter) way to stop enemies that jump on Aloth/Durance. I would probably go for a ranged cc/dps cipher. Additionally such cipher has the synergy with priest, as Painful Interdiction will make landing your cc effects easier; and synergy with Kana/Pallegina because stun and paralyze effects greatly debuff enemy reflex (for Dragon Trashed, White Worms and Sacred Immolation). As for powers, specifically for v4: - Whispers of Treason (!), Mindwave (!), Tenuous Grasp ® and Eyestrike(~) - Mental Binding (!), Amplified Thrust ®, Recall Agony ® (vs high HP enemies) - Ectopsychic Echo ®, Soul Ignition ®, Puppet Master (~) - Silent Scream(!), Mind Lance ®, Pain Block (~), Going Between (~), Wild Leech (~) - Borrowed Instinct ®, Tactical Meld ®, Detonate ® - Amplified Wave (!), Disintegration (!) - Time Parasite (!), Stasis Shell (~) - Reaping Knives (~), Defensive Mindweb (~) (Mindweb is quite situational, because it comes with heavy opportunity cost)
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Preparing for a new run
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Both will do. I am especially interested if someone changed one of companions class, and didn't encounter any problems during the playthrough. -
The plainly implemented "usage based" reminds me of Oblivion... Create a spell that deals 1 damage to self, heals 1 damage to self and restores some mana over time. Put a weight on the casting key, and go for a walk. Come back and voila, you are a master in restoration and destruction now. There could be a different approach through: - use different weapons as you like, be it even 20 different weapon types - each swing (or kill, or 10 inflicted damage, whatever) adds some proficiency points to that weapon type - once your total amount of points (between all types) passes some threshold, you can get a proficiency++ in 1 out of 5 most used weapon types. The pros are: you get your "usage based" for immersion or whatever you wanted it for; plus you are not chained to a single weapon type. But then again, how do you remove the "drag"? Put threshold low? Then why just not make character choose the proficiency at character creation or some specific level? What is the goal of "usage based" progression exactly? There is also another thing to think about. If I understood it right: there will be one weapon type <-> one proficiency modal relation. What if I want Penetrating Shot with a Blunderbuss, but it is bound to Warbow? Or for example Pistols were mentioned to have a modal that allows to use them like clubs. But why not use regular clubs instead? Or if these pistol-clubs are better, then who will use the regular ones?
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Just in case: there is a rogue companion which you can get in WM1. Maybe that was true before White March came out. Twinned Arrows is a solid dps boost. In any case, if you want rogue, then let it be rogue. You can take any character build and just un-minmax it's stat spread. For example take a look at these ones: one, two. For the hornet you could just go with something like 18/9/18/15/15/3 or even 18/9/18/15/10/8 (if you have a better user for Envenomed Strike). Also check this thread: link.
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No, Dragon Trashed chant is not affected by Vulnerable Attack/Penetrating Shot. The only modal that chanter has access to, and which somewhat affects chanting is Gallant's Focus, simply because it increases your accuracy. Scion of Flame and Racial Slayer talents also do not affect Dragon Trashed (unless you have UPMod installed), because of how DoTs are implemented.
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Not to mention that we don't know if it's wise to fight the god of rebirth in the first place. Also there was an answer related to weapon proficiencies: link. It made me think that the optimal_weapon <-> class_build relation gonna change quite a bit. In PoE1 for instance, we would likely take a slower and 'heavier' implement (like Rod) for Dangerous Implement to minimize the health loss. While Blast is better with faster implements (like Wand or Sceptre, with a single exception of Golden Gaze Rod which fired 2 projectiles) because Blast damage was not dependent from the weapon used and you simply wanted to fire faster. Also it looks like we'll get two new modals: Power Shot and Rapid Shot; unless these are just renamed Penetrating Shot and Swift Aim (which becomes accessible to anyone).
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I second the spiritshift druid option out of the listed ones, because: - Tidefall Priest will require extra backup (under the form of cc-on-demand), or his health will drop faster than that of your other frontliners. - Stormcaller Cipher is mostly good between [when you acquire it, especially if that's below lvl 8 when you can't enchant to exceptional yet] and the moment you can durganize your weapon; because durgan + lash enchants outweight shock DR debuff + Heart of the Storm, in terms of focus generation.
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Potions and scrolls
MaxQuest replied to Haran's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Yes, potions and scrolls occasionally fizzle. And this is not related to simple interruption (concentration fail), as the character when interrupted just starts drinking/casting anew. Have you noticed any reliable way to recreate this? Cose only then the problem can be tracked down. P.S. If it helps: consume potion action consists of: 3-5 frames idle animation + 70 frames drinking animation + 0 recovery frames. The potion goes in effect right in the middle of drinking anim (i.e. on 36th frame). -
Are you sure that the game takes into account the attack roll and calculates two damage outcomes before deciding against which DR to deal damage? OT: a workaround could be to check target's DR immediately, right before starting the attack animation. E.g. if the pierce DR is lower, player piercing animation; if the slash DR is lower, play slashing animation. That's just for the visual variety, because before animation start and actual hit, target's DR could change.
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You translation is much more exact than the original localization; especially when it comes to monster and ability names. There are a few things I personally find that could be translated differently through: - Torn Bannermen -> Отряд Рваного Знамени - Bleak Walker -> Мрачные Страники - Clever -> (в игре используется как) Остроумный - Xaurip Champion -> Ксаурип Чемпион - Щит Ilfan Byrngar's Solace -> Утешение Ильфана Бирнгара - Ondra's Spellweaver - (Чароплет is indeed more exact translation, and for example it is used in WoW along with "Чаропряд", "Чаровяз" and "Хранитель Магии", but it sounds so weird...) -> я бы оставил как было, то есть: Чародей Ондры (чародеи так и так плетут а потом накидывают чары) Plus the class names: - Rogue -> честно говоря я больше привык к Вору и Разбойнику. Головорез это скорее Headhunter. - Cipher -> Псион - Chanter ~ Чаропевец (хоть это и точно, но звучит как-то... неблагозвучно) -> может просто Заклинатель? (он заклинает и очаровывает когда поет нараспев) Extra: - The White that Wends - (Движущаяся Белизна - brr, sounds like some Bleach commercial) -> Земли Белого Хлада / Край Белой (Вечной) Стужи / Заснеженый Край / Заполярная тундра
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Community Bug Fixes
MaxQuest posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hi, there have been a couple of bugs which we as community were able to track down, fix and test. The idea was to make an unofficial patch mod for the game, plus provide the solutions if you would want to incorporate them into one of the future (if any) official updates. What was done: 1. Fixed inflicted DoT damage not being tracked/registered in "Total Damage Done". 2. Fixed an issue with DoTs not benefiting from Elemental talents (Scion of Flame, Heart of the Storm, Secrets of Rime, Spirit of Decay). 3. Fixed an issue with DoTs not benefiting from Race Slayer talents (Beast Slayer, Primal Bane, Ghost Hunter, Sanctifier, Wilder Hunter). 4. Fighter's ability Take the Hit will no longer protect non party characters (there was a problem where it would affect charmed enemies). 5. Fixed an issue where charm and dominate effects could unexpectedly break if affected character had no target despite enemies being in range. 5.b. Last enemy will no longer break charm and dominate effects immediately. These effects will last at least 5s, and player will be notified with "<Creature> has broken free!" message. 6. Consume potions duration reduced from 2.33s to 1s 7. Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger). And the more detailed list: BUG #1 PROBLEM: DoT damage done by the party members is not registered in the "Total Damage Done" section on their character sheet. Which makes it hard to estimate their damage contribution. SOLUTION: Invoke StatsOnHit tracker from Health.ApplyDamageDirectly() CODE: https://pastebin.com/UFD83fC2 (Ctrl-F RELATED BUGS) BUG #2 PROBLEM: Elemental talents actually do not increase all elemental damage, specifically they do no affect DoTs. WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and elemental damage modifiers were forgotten to be added. SOLUTION: Add respective checks to Health.ApplyDamageDirectly() CODE: https://pastebin.com/UFD83fC2 BUG #3 PROBLEM: Racial Slayer talents actually do not increase all damage, specifically they do no affect DoTs. WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and related damage modifiers were forgotten to be added. SOLUTION: Add respective checks to Health.ApplyDamageDirectly() CODE: https://pastebin.com/UFD83fC2 BUG #4 PROBLEM: An enemy who switched sides (due to charm, dominate, confuse) could benefit from Take the Hit modal ability. This was quite harming fighter's survivability. SOLUTION: Allow TransferDamageToCaster status effect to be applied only to party members, in StatusEffect.ApplyEffect() CODE: https://pastebin.com/g3FibpLi BUG #5.a. PROBLEM: Sometimes charm and dominate effects end prematurely even if there are enemies in range, because AI fails to pick a new target. BUG #5.b. PROBLEM: If you charm or dominate a single target, it breaks the effect immediately and without any notification. RELATED BUG REPORTS: one, two, three, four SOLUTION: Add additional condition (in StatusEffect.UpdateHelper()) that would check if there are any enemies nearby, and (optionally) provide a 5s grace period before breaking charm/dominate on a single target. CODE: https://pastebin.com/g6DLEG62 BUG #6 PROBLEM: Drinking potions occasionally fizzles STATUS: minor SOLUTION: not found WORKAROUND: speed-up consume potions animation CODE: https://pastebin.com/9NwRPKuL BUG #7 PROBLEM: Going invisible (Shadowing Beyond, Withdraw) resets the combat and breaks these effects. This is especially important for solo players. SOLUTION: Prolong combat if there are enemies nearby (in GameState.UpdateIsInCombatAndGameOver()) CODE: https://pastebin.com/T51KWeDv -
Paradox Support sent me here....
MaxQuest replied to gregrout's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
No idea what the problem could be. But you could try the following: - v1. Update NVidia drivers - v2. Disable Aero as described here: https://gaming.stackexchange.com/questions/308495/windows-10-taskbar-will-be-in-front-of-fullscreen-games - v3. Try to force full screen as shown: -
Finally have found time to test it. In v3.06 Spelltongue stacks with everything (including Nature's Bounty, see scr), with a single exception: it is being hard-suppressed by Durganized Weapon enchant. And what I mean by hard-suppressed: if you durganize your spelltongue, it will continue to place the debuff on the enemy, but it will no longer place a buff on yourself, and your other buffs will no longer get prolonged, plus your offhand weapon and spellcasting will also won't be able to benefit from the +15% bonus.
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Iirc I was testing a barbarian with Citzal Lance and it worked in the following manner: - you hit one enemy surrounded by 4 other - this was resulting in: 1 hit + 4 carnage hits + 4 blast hits And if you HoF: - this was resulting in: 5 hits + 20 carnage hits + 20 blast hits 350 per hit? Not on crit?) I haven't seen that much, but that's a lot... taking into account how fast he can hit. P.S. Shower thought: are corpses consumed by corpse-eater considered as consumables by Nalpazca monk?
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Priest indeed has many spells. And I have also used only a portion of them. Specifically: But tbh, I think it would be great if we still had ~8 spells per rank in Deadfire as we had in PoE1. Some spells might be underused, but chances are they will be of great use in some very specific situation, and especially if one goes solo. P.S. Potential removal of spells reminds me of WoW (which I've played 11-6 years ago). Just have to say that I still remember the removal of: Spellstone, Curse of Idiocy, Curse of Recklessness, Curse and Ritual of Doom, Detect Invisibility, and ability to cast low rank spells (especially Corruption, Fear and Healthstone). I've heard even Mana Drain and Unending Breath were removed. And all these had their uses! Such removal was just sad...
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Oh there indeed will be so much broken stuff - rogue/cipher/monk + citzal/minor avatar | note: in PoE1 Citzal Lance bonus hits do not generate carnage nor focus - cipher + blast + minor blights | iirc blast hits did generate focus - fire priest + deathblows: stacking damage coefficient of DoTs to the roof - and yep, Rot Skulls can get absolutely bonkers. Not to mention subclass combinations. Am already thinking of: - soulblade + black jacket: knockdown with dual-pistols -> swap -> knockdown with dual-pistols - soulblade + nalpazca + shod-in-faith/healing + pain link: get hit -> get wounds -> torment's reach -> get focus - shattered pillar + soulblade/assassin/corpse-eater : just ouch
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Understood. Iirc it was told that a plyer can choose not to pick a subclass if he wants to? If yes, then indeed a generic fighter should be somewhat competitive with the devoted. Josh told that this subclass was partially inspired by the Kensai kit. I guess Devoted could share some of it's downsides, like: - inability to wear heavy armors, or - just a plain malus to DR; or - inability to wear armor at all, but get some scaling DR or deflection + reflex bonus to compensate, or - lower hp per level - or like Osvir mentioned: restricted from using/taking some of fighters defensive modals or abilities; or - they can't benefit from Constant Recovery something like that
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I do not really expect it either It's rather an indirect note to lurking devs, that this is something to keep an eye on. Because it's unclear from Q&A if this is evident or not.
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This was the first thing I was thinking that should be taken into consideration, when they announced that per-rest spells become per-encounter. And also the reason I wrote "exactly what is needed" in the previous post, as it seems to me that Josh has found a nice middle-ground, because: - there will still be the 'big nuke'. - you will have not 4, but 2 usages of that nuke. - they will have a longer cast time compared to PoE1, but are usable on per-encounter basis. - yes you wan't be able to Gaze of Adragan a dragon 4 times in a row. Or use 4 Shinning Beacons in a single fight. You will have only 2 usages. But you will be able to Empower one of them for high damage bonus (want already to say hi to damage coefficient stacking; this has potential to be broken in earlier version), or use Empower to get a 3rd usage. Plus talents like "Bonus xth Level Spell" might also make it into Deadfire. - in PoE1 a priest can already solo Alpine Dragon with 3 base spell usages per-rank. That's for sure. Maybe he can even with just 2. - if Elemental and Racial Slayer talents would affect all spells as per description, it would be even easier. - a max level ex-vancian caster in Deadfire will also have access to 2 spells of rank 9 and 2 of rank 10. With at least 20 spells to cast, they will have enough stuff to do. All in all, in my last run I carried the priest around who contributed with the Painful Interdiction + auto attacks for the most of the time. It probably looked like a 5-man group, but with a bonus of having easy-time during boss and bounty fights. And Deadfire attempts to balance that a bit.