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MaxQuest

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Everything posted by MaxQuest

  1. I could imagine Josh specializing them a bit. Pure speculation on my part: - Priest of Magran could be focused on fire spells, especially DoTs like Shinning Beacon. - Priest of Eothas could be more of a healer (gets a bonus to restoration, guardian and resurrection spells; maybe also ability to heal injuries). - Priest of Berath (closer to Paladin) passive bonus to 2H; focused on self buffs, like Champion's Might and Minor Avatar. Being able to fight for a few seconds even at zero endurance. And so on. - Priest of Scaen (closer to Rogue) passive bonus to dual-wielding; - Priest of Wael (closer to Wizard) passive bonus implements; Bonus to status effect durations.
  2. Afaik scaling content increase trap detection, trap disarm and skill check thresholds by 25%. I hope DisarmDifficultyMult and SkillCheckMult are not applied at the same time...
  3. This is true. If ex-vancian classes would have kept the same amount of spell usages per rank, they would be way too powerful. No, I was asking specifically for Aloth's class level. Afaik he indeed didn't multiclass, and knowing that he is a 7/0 wizard we can deduce that his [power level] is 4 (which is also the rank of spells he has access to) So: When he casts a non-empowered spell, his power_level is 4. When he casts an empowered spell, his power_level is 7. (i.e. +3 as was told in one of Q&As) I have re-watched the video and: 4:17 - 4:25 - [Minoletta's Bounding Missiles]: visually 3 missiles fired (2 arrived to target and one disappeared mid-air, probably missed?) (tooltip says 3 missiles) 5:12 - 5:20 - Empowered [Minoletta's Bounding Missiles]: visually 8 missiles fired (7 immediately; then one more on the left) (tooltip says 3 missiles) Perhaps the power_level bonus provided by Empower was indeed increased since that Q&A.
  4. A x3 increase? Hell it is!) Btw, have you noticed what level Aloth was? The reason I am asking, is: The Power Level is going to range from 0 to 10. Abilities scale with Power Level (we don't know through if the scaling is proportional). And Empower adds a flat +3 bonus to the Power Level: And if for example Aloth was of power level 1, using Empower would result in casting Missiles as of power level 4, and dealing x4 damage, ofc if and only if damage scales proportionally and not like [dmg = power_level * base_dmg + c]; (plus assuming there are no other damage modifiers) Go for it. Also it's interesting to know how does Power Level stacks with Might bonus.
  5. ^ Missread But no wonder: I said you can use only one Empower charge in one encounter; but have a few charges per-rest. Depends on how good it is. Example: Minnoleta's Missiles will fire 4 projectiles instead of 3. I doubt someone would rest in order to inflict extra 20-50 flat damage. On the other hand if Empower would greatly increase accuracy of cc abilities, or would condense or substantially increase damage coefficient of DoT spells... now that would be an incentive to rest.
  6. All per-rest spells and abilities from PoE1 will be per-encounter in Deadfire. There will also be an "Empower" ability. It will have few per-rest charges, but you will be able to use it no more than once per-encounter. Selecting Empower before using a spell or ability, will result in casting a stronger version of that spell or ability. P.S. Amount of Empower per-rest charges may increase with character or power level.
  7. - Will there be more clothing and armor models in Deadfire? - Will there be a possibility to change appearance of one armor/outfit to that of another one of the same armor category (light, medium, heavy)? Because even if you are a min-maxer, chances are you want your characters to look stylish - How will Full Attack abilities work with dual-wielded firearms? - It was mentioned that pistol proficiency will add a modal that can turn them into clubs. If these pistol-clubs are better than other clubs, then the latter become obsolete. And if they are worse, then it's better to just carry a usual club in the second weapon slot instead. How do you think is the best way to balance this situation? Also will these pistol-clubs work with carnage and torment reach? - It was mentioned that abilities damage will scale with power source. But how will it affect crowd-control spells? If it affects duration won't it make cc-spells weak in early game, and too strong later? - What Skills will we have in Deadfire? - Will reward talents like Mental Prowess, Gift from the Machine, Scale Breaker and so on, be carried to Deadfire on character import? - In PoE1 we had problem where: you want to side with one faction (let's say Crucible Knights), but get the talent reward from another faction (Doemenel). Will this also be the case in Deadfire? Or we'll be given some flexibility / ability to choose the right reward ourselves?
  8. I feel like the character's persona should in essence a better me. I need to like the character in order to enjoy playing him. Any kind of zealotry, rage, indiscriminate cruelty is a red flag. So far out of my MCs 3 out of 3 were ciphers. I could consider rolling a wizard, monk, druid or rogue, but that's about all.
  9. Afaik it's only [mechanics]. Plus if you are in [scouting/stealth] mode, you get a bonus. And the last factor is [distance] to the trap. Haven't checked the code through.
  10. Sure thing. I can imagine such an option to be available for Story, Easy and Normal modes.
  11. I've been thinking, what if there was a compromise between Health/Endurance split from PoE1 and the proposed system for Deadfire? PoE1: - Health and Endurance - Injuries on Knockout (optional) - Knockout on Endurance depletion - Health used as [hard] gating mechanism vs infinite tanking; plus as immersion measure: after a really hard fight you want to rest - Health used as [hard] gating mechanism vs rushing in numerous battles over and over again without resting at all - Injuries used as [soft] gating to incentivize resting - Endurance restored on combat end Deadfire: - just Health, no Endurance - Injuries on Knockout (always on) - Knockout on Health depletion - Injuries used as [soft] gating to incentivize resting (btw, did they say that injuries will reduce max Health in Deadfire? If so then it's [hard] gating) - Health restored on combat end Suggested: - Vitality and Endurance - Injuries on Knockout (always on; maybe optional on lower difficulties) - Knockout on Endurance depletion - Vitality used as [hard] gating mechanism vs infinite tanking; plus as immersion measure: after a really hard fight you want to rest - Vitality used as [soft] gating mechanism vs rushing in numerous battles over and over again without resting at all - Injuries used as [soft] gating to incentivize resting - Endurance restored on combat end - Vitality restored slowly over time (as a permanent and passive HoT): 10% Health over 1 Eora day (27 hours). (*) * Different classes could also get something that affects Vitality or gets rid of Injuries. For example Priests could get an aura that doubles the Vitality restoration. Empowered Lay on Hands could restore a percent of Vitality. While druids could get some long lasting cocoon spell, which would heal an injury once it's duration expires. Barbarians with some sort of "ignore wound effects during frenzy". And ofc there are wizards with Infuse with Vital Essence spell already. P.S. Reason for using "Vitality" instead of "Health". Health is used in many games, and usually you can heal it. Maybe that was one of the reasons why players were getting confused. P.P.S. Few extracts from Q&A transcripts:
  12. Have to agree here. With specific party composition / fighting plan, every lash indeed can be good enough to be used. My plan in the last run was: optimize party physical damage (especially that of ciphers and barbarians) vs trash / most encountered minions; while bosses are killed mostly with periodic effects (for example: Disintegration, Soul Ignition, Shinning Beacon, Hand of Weal and Woe, Scrolls of Insect Swarm (vs fire immune), Wounding; and Gaze of Adragan + Cleansing Flame for damage and tick rate boost).
  13. Sigh, I can't RP as paladin at all. Bleak Walkers are marked with Cruel and Aggressive dispositions. And cruelty is "indifference to suffering and pleasure in inflicting suffering". A Punisher would inflict suffering if there is something to punish for. Bleak Walker would do it, just because he can. As a mercenary he will oblige his contract, but mostly because there can be quite unpleasant consequences; and not because he is really that determined. Unless... things start to get personal, and there is vengeance or hate at hand. P.S. Don't take this as the ultimate truth. I just see it that way.
  14. I would second the Counselor Ploi build. Also, if you want pure tanking + buffing (no cc) out of your paladin, you can try something like 18/15/6/6/18/15 or 18/16/8/8/18/10 darcozzi (for the Inspiring Liberation) or goldpact knight (for the Bond of Duty); and get out of paladin stuff only: Lay on Hands, Zealous Endurance or Zealous Focus with improvement, Greater Lay on Hands, Aegis of Loyalty, Coordinated Attacks, Liberating Exhortation + Improvement, Righteous Soul and Sacred Immolation.
  15. I see this bug for the first time. But it is not related or caused by UPMod Probably some of level designers copy-pasted/forgot Gramrfel somewhere in textures, as it's quite unlikely for Od Nua to be connected with Margran's Fork. Some of spiders have very high DR penetration. But this is not reflected in the Bestiary, because BestiaryEntry does not list DR Pen. P.S. I have found that damage dealt by Recall Agony is influenced by Might. I.e. 39% at 20 MIG, 23,7% at 3 MIG. I can fix it, or leave as is (but we'll update it's tooltip). What do you say?
  16. This will heavily affect the weapon selection for he mentioned classes, and for Paladin (FoD) and Fighter (Knockdown). Dual-wielding will no longer reign supreme with majority of full-attack melee attacks. I don't quite understand through, why no attacks are registered in the combat log between 4:09 and 6:13. Barbarian has clearly killed the target on 4:19. Also, while looking at Barbaric Blow with Polleaxe (on 6.47), Barbarian makes a primary attack, and we see the popup number for 52 damage. Then he follows with a second swing as part of the animation; but there is no damage and no miss entry in the combat log.
  17. That's an interesting approach to lashes) After checking the DRs of enemies from the base game, I never even considered other lashes than fire or corrode. Especially on ciphers, I always get fire lash, because I know that they will attack spirits and spiders a lot, building focus on them. And than there are also Trolls, Lurkers, Fampyrs and Delemgams/Pwgra with weakness to fire.
  18. Seems about right. I have also answered some of your questions. Btw, what do you think if we'd substitute "recovery time" with "recovery duration"? I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval. P.S. If you want I can make editing of that spreadsheet private, and send you an invitation. Or we can leave it public, but make a backup (just-in-case). Perfect. I would just remove the last "melee" mentioning, because TwoWeaponStyle affects Long Pain too, no? Edit: checked, Long Pain is affected by TwoWeaponStyle.
  19. I agree with your suggestion regarding Wounding Shot. Haven't through about Marked Prey yet through. This seems to be intended. There is an implicit check in GenericAbility class: if (this.CannotActivateWhileInvisible && this.m_ownerStats && this.m_ownerStats.IsInvisible) { this.WhyNotReady = GenericAbility.NotReadyValue.Invisible; } It might feel strange, but it matches the PoE idea of being unable to buff yourself unless in danger. This way OBS could make buffs really potent, because there is an opportunity cost. Or you'd want to be able to buff / drink potions, and these actions to clear invisibility? Strange, I would expect Bartender Ring apply a bonus to the same stat as Sanctifier and Ghost Hunter do.
  20. Wanted to ask the same question. As for Tidefall - indeed it's a great weapon. But we should keep in mind that it comes ahead of the curve. I mean we can enchant with superb quality only starting from level 12, but can get Tidefall way earlier. And +15% to base damage for free is a nice bonus
  21. No problem. Maybe we'll manage to fix something from that list. You mean the [<DefaultText>some localized text</DefaultText>] text? It means that unless specific conditions are met, this (DefaultText) will be used. As far as I see there is only one specific condition used, i.e. if character is female and <FemaleText/> is not empty, <FemaleText/> will be used instead of <DefaultText/> Displayed text is not (should not be) stored in prefabs, because it has to be localized. But there is one thing that puzzles me. I have edited the descriptions of Whispers of Treason and Time Parasite: <Entry> <ID>568</ID> <DefaultText>Imparts a bedeviling FOOBAR secret to an enemy that causes its allegiance to bend, Charming them for the duration.</DefaultText> <FemaleText /> </Entry> <Entry> <ID>1462</ID> <DefaultText>By siphoning power from enemies' souls, the cipher is able to slow them down and increase his or her own speed FOOBAR.</DefaultText> <FemaleText /> </Entry> But ingame I see that only the first one was modified. P.S. As for spreadsheet, you meant something like this?
  22. Spells and abilities get +1 acc per character level. So, probably for quite long. In a way it's similar with Carnage. The main hit with weapon does not get this bonus, but the 'offhits' do.
  23. Had to google what Ska is... So many questions... If Brisk Recitation keeps the same values as in PoE1, then that's a nerf. In PoE1 all chanters have it, plus BR does not reduce the linger duration. Following the speculation, the 3rd subclass could be Enchanter - chanter focused on cc (charm/confuse/dominate) invocations. Also, we could argue that actually Troubadour is the one focused on Invocations. Since he has basically same chants, but can cast invocations much more often. In this case 3rd subclass could be the one focused on: - phrases; and a few names off the top of my head: Siren, Death Speaker, Herald, Ambassador, Whisperer, or Binder (although the last two names would also suit a Chanter-Cipher multiclass) - melee combat: Bladesinger
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