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MaxQuest

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Everything posted by MaxQuest

  1. Thanks for clarification. Could you link the source, please? I have a feeling that you are confusing power source points with empower charges. The latter are indeed restored on rest. I've seen that post and was aware of cost refunds. I suppose it's quite simple: 1. there are power source points (and we know how they are calculated, thanks to update #7) 2. they are used to compute related power level 3. power level determines spell progression for ex-vancian classes (wizard, druid and priest). (i.e. to what spells they have access to, and how many of each rank can they cast per-encounter). Also it determines the size of per-encounter resource pool for paladins. 4. while empower is per-rest stuff. I.e. there is a limited amount of charges, which can be used to augment some of your spells or abilities.
  2. @Boeroer, agreed, Charge is awesome) But still, would you trade something like HoF for it? As for Take the Hit... imho there should be some damage reduction, like nearby allies take 50% of the incoming damage, while fighter takes only 30%. Otherwise what's the point? If I don't want someone get hit, I won't place them on frontline near the fighter. Plus there are cc effects to keep enemies at bay.
  3. Achilles.. I know about power sources, power level and their progression. You didn't understand the question. As Infinitron has pointed out, I was referring to combat. For example: a 17/0 Pallegina has 51 power source points / 9 power level. Her power source is zeal. She uses zeal to cast her spells/abilities. - the first part of the question was: does she start every combat at 0, m or 9 zeal? - the second part of the question was: can she gain/generate more zeal during fight? And afaik we have no source to answer this yet.
  4. I was already ready to point on potential 60 FoD usages per combat, plus the fact that different classes use different resource generation if at all Using power level as limit for spell usage is indeed more plausible, as it is also used for spell-progression tables of wizard, priest and druid. But it doesn't answer the question
  5. I am still curious, do paladins start combat at: - 0 zeal, and can gain it (from attacking/casting or even passively over time) - m zeal, and can gain more - max zeal, but cannot gain any more (except for cost refunds)
  6. Is your rogue ranged or melee? It will work. But feels a bit conflicting. Quick switching benefits way more from might than dexterity, because it's all about burst. On the other hand if you have high might it will be wasted if you will mainly cast cc powers. A cc'er wants high Per, Int (~16-17) and Dex. If the rogue is ranged, one way to spec your cipher could be: 11/9/18/16/16/8 boreal dwarf in plate with botep or dw sabres. Also you have one character with per-encounter cc, who will have to keep rogue's targets stunned/paralyzed, while also watching over himself and cover priest + wizard from teleporting/rushing enemies. If you want a more cc-oriented party, you could substitute the monk with that melee cipher and get something like: - frontline: cipher (cc), barb (dw, dps), rogue (dps) - backline: wizard, priest, cipher (dps, emergency-cc) With more crowd-control barbarian can become more dps-oriented, and also wear Shod-in-Faith more effectively. While the rogue will have higher deathblows uptime.
  7. That's a great suggestion. Imagine that "Gauntlets of Swift Action" are a random loot that can spawn in a Chest21, Chest25 or Chest98. Once the player opened one of these chests and looted any item, it's other items could appear on sale at some of the merchants / predefined store.
  8. No, but it looks like tooltips in deadfire will become richer: - spell description - spell tooltip Description has cast and recovery times now.
  9. That's interesting. In the screenshot paladin has 9 zeal and the spell tooltip doesn't list per-encounter limit. It seems that the player will be able to decide how many times he wants to use ability X, rather than be limited by a hard limit. Pure speculation on my part, but I would assume that: - wizard, priest and druid would get per-encounter spells, without any resource pool. E.g. a level 7/0 wizard would be able to cast 1 rank-4 spell, 2 rank-3 spells, 3 rank-2 spells and 4 rank-1 spells, in each fight. Or something like that. The amount of spells available would depend on spell progression table and their power level or power points. - paladin would have a fixed amount of zeal at the start of each fight, and would be able to spend it how he likes. I suppose he won't generate zeal in the process, but would be able to get cost refunds under specific conditions, or with the help of empower. - chanter would still use chant counter - monk has wounds - cipher has focus (and max focus limit, which would probably get affected by their psionics points) - ranger and fighter bear the feeling of 'reliable' dps. They could start the fight with a medium amount of bond and discipline and generate one point each x seconds. - rogue could get a mix of the above; each ability has a cost; they start with some guile 'm' enough for 2-4 abilities; but can generate guile when they flank the opponent.
  10. Thanks for posting these) P.S. Looking at Wrath of Five Suns, there is the "Counters: Water, Frost" line. Reminds me of elements from HOMM5 Dungeon faction). Interesting... how big will be the bonus damage, and how will it stack.
  11. Afaik they did, in v3.05. Correct me if I am wrong: the patterns are probably still the same, but might have per-save or per-character offset. And yes, random loot is a bit annoying when it comes to important pieces. But at least we have console. As for PoE2: Source
  12. Spells' casting (aka attack) duration is influenced only by DEX. Spells' recovery duration is influenced by armor, and non-weapon effects that take part from AttackSpeedMult category. Ranged spells also do benefit from RateOfFireMult effects. Pretty close. To be more exact: - fast: 35 frames (or 1.1666s) cast time + 29 frames (or 0.9722s) recovery. - average: 60 frames (or 2s) cast time + 50 frames (or 1.6666s) recovery. - slow: 120 frames (or 4s) cast time + 100 frames (or 3.3333s) recovery. I.e. at 10 DEX and no buffs/related stuff: recovery = casting duration / 1.2 (like with weapon attacks made without Single1HWeapRecovFactory penalty) But there are a few strange exceptions. Some spells have very low attack and recovery durations but seem to have an additional pre-casting phase, which is damn long. For example Eyestrike and Whisper of Treasons. Both are fast casts, and should have 35 + 29 attack + recovery durations. Yet it is 84 + 8 frames... On the bright side, these don't really care about what armor do you wear, as even if recovery would get doubled it would be a small 8->16 increase. Nope. Weapons enchants and properties do not affect spell casting/recovery durations. These gloves do decrease spell recovery duration. Nope.
  13. I bet this is still the case. So if you want to do WM with that party, either do it before jumping into the pit; or make pre-pit save, copy-paste it to another location, do the pit content, then bring that save back.
  14. At levels 4..8 yes they can work. Because you have +0.4 from whips that help you bypass DR, and because you might get: Sword of Daenysis + March Steel Dagger + Sanguine Plate; + Two-Weapon Fighting for some decent attack speed. Plus rapiers and daggers belong to the same focus group. Another 'fast' and early game (1..5) alternative could be double stilettos. For example Azureith's Stiletto + Simple Stiletto. DR reduction is decent until you start getting high damage coefficients from weapon enchants. And for the mid game there is one more fast weapon: Vierina's Leaves. It has superb quality. And because it is on endless paths level 11, you can get it before level 12, i.e. before you would be able to enchant your weapons with that quality)
  15. It's not that the fighters can't kill things. They can. It's the opportunity cost and being outshined by another class that can do their stuff maybe even a little bit worse, but while also doing something extra. For example: - a tank fighter can be substituted by a tank paladin. Which will also provide extra buffs and healing. - while a dps fighter can be substituted by barbarian, monk, dragon-thrashed chanter and depending on composition: melee cipher. And unless fighter spams scrolls, the substitutions will actually be more optimal as they either have higher burst, or can provide extra healing via shod-in-faith boots (coupled with high hp/low def), can buff or cc. Imho, a fighter needs something that would also benefit his team. Some kind of rally aoe buff, inspire resolve, or ability to rush to an enemy that has engaged one of your squishies and glance 1-2 of their attacks.
  16. Dunno, pretty much everything? We didn't have enough bakers to reach that goal. Either it is due to the limited amount of fans of this genre, or they simply were not informed. - well, hmm, it felt a bit strange that the stretch goals pacing changed from 0.2M to 0.25M after the 3.0M mark. - the order of these goals. I felt that Sea Monsters and Ydwin as full companion (especially because of relationships goal) are more important than a talking Weapon. Partially because I've found soulbound weapons to be a bit suboptimal for pure dps'ers in PoE1(as they could not be durganized/lashed). And partially because we would probably get more weapons as rewards from those monsters, right? - same thing with Berath's Blessing. It's like Witcher's 3 New Game+ free DLC which became available 3 months after release. I mean it's something that is good to have, but it can wait. Personally I don't really care much about fishing. But that's because I don't quite know what to expect from it, nor do I have what to compare it to. Maybe WoW fishing? If so, then what's the point? I wanted to have sea monsters through. Like Kraken, Radiant Gulf Spore, Leviathans, Aqua Dragons, Sea Hags, etc. A series of very tough encounters with great rewards. Were some enemies are at max level, while others scale with your own + 3. Something like that.
  17. Yay! And most importantly it supports multiple conditions and negation) All we need now is: - distance condition - ability to cast a ground/targeted aoe at the center of enemy group - (optional) duplicate behaviour feature
  18. Well, one could write a long long wall of text on this topic. Without much thinking I will list the first things that come to mind: - pick a playstyle. Either go with all-sturdy party, or heavily specialize (such that each member is really good at 2-3 things without trying to be a jack-of-all-trades). - theses things include: body-blocking, per-encounter cc, per-encounter dps, buffing, per-rest stuff. - heavier armor slows you down. Often it's a good idea to leave backline members in just robes or even simple cloth. - since they are going to have low DR/deflection, you will have to take measures in order for them to not get hit at all. - usually this involves lots of cc and having a blocking frontline, consisting of at least 3 bodies. - frontline equipped in enchanted plate doesn't care much for small-hitting attacks of xaurips and such. - while the bigger threats should get instantly hard-cc'ed. - it's a good idea to stun/paralyze enemy big frontliners, while charming/confusing enemy spell casters / backline - the general rule is you charm/prone targets that you don't want immediately deal with; and stun/paralyze those who you want to focus fire (because of heavily reduced defences) or who found a gap in your frontline. - with enough cc, and decent frontline, your backline becomes safe to the point where you can heavily reduce their RES/CON, allowing them to become even more offensive, and as result end fights faster and waste less of frontline's health pool. Bonus: - I would advocate for enchanting your frontliners armor vs slashing or piercing. Crush dealing enemies usually hit for higher amounts and instead of tanking you would hard-cc them anyway. - If you want for shades to pay less atention to a specific character enchant his armor vs front. Also it's a good idea when you rush your party to attack, to unstealth frontline but keep backline stealth until enemies engage. - Find Shod-in-Faith that a great per-encounter heal. Give it to the most crited team mate (preferably with high health pool as well), barb or monk are just perfect. - Enemies don't care for how much damage a party member did; but they always factor-in the distance square. The farther your backline is - the less chance an enemy will abandon an engaged frontliner and will rush to your squishies. There are few scripted exceptions through, but not much. In this situations use hard-cc + focus fire. For example in your case, you might have the following lineup: frontline: Durance, Eder, Kana midline: Grieving Mother, Hiravias backline: Wizard The problem I see is that your composition doesn't have enough enough per-encounter damage prior to level 9. Another is that I really dislike Durance stat spread, because 19 RES is really asking for putting him in front, but 9 DEX along with plate armor will make him cast quite slowly. Thus you will have to have two equipment setups for him: one for regular fights and one for boss/hard fights. Decent/optimal builds for your party composition: - Eder: Lady of Pain could work because GM's CC and Huravias' Storms will help with survivability. But I would advocate for pure tank here, since you need someone to solo tank dragons, while your team burns him from afar. - Kana: The Drake's Ambassador suits him nicely. Plate. 1H + Small Shield. Emphasis on Dragon Thrashed chant and buffing scrolls. Party cc effects that also lower enemy reflex will greatly help in applying his chants. - Durance (per-encounter): offtanking with 1H + Small Shield. Plate. All you need from him is to cast Painfull Interdiction at the beginning of each encounter. - Durance (boss-fights): midlane with 1H + Small Shield. Durganized Robe. DAoM potion. Buff your party as fast as you can, after that throw Painful Interdiction and start spamming Shinning Beacons. - Grieving Mother: Plate + BotEP or Aloth's Leather Armor/Blaidh Golan + Llawran's Stick + Vulnerable Attack. - Hiravias: ranged spellcaster. If an enemy breaks to him, let GM paralyze and Hiravias finish him off in stelgaer form. Emphasize on Storms. Painful Interdiction will make it easier to stun enemies, while your stuns will make it easier for Kana to Dragon Thrash everything. - Wizard: since your party lacks on per-encounter damage department, you have to specialize in blasting with implements. In easy fights use Gyrd Háewanes Sténes or Golden Gaze. In harder ones: Kalakoth's Minor Blights. While in boss fights: unleash your spells.
  19. It does. Although Death's Usher +0.20 vs enemies below 25% endurance translates on average into +1.66 MIG, which is a bit mediocre. And Bloody Slaughter has the problem described by MasterCipher. Overall I would probably consider this combination only on kindfarer paladin with sacred immonation.
  20. I know that he said that about Death's Usher (Death Godlikes' racial ability). I never saw this about Bloody Slaughter. @MaxQuest: can you check? That would be worth knowing. Death's Usher + Bloody Slaughter for the win! Bloody Slaughter is still the same in v3.05. If you attack an enemy that already has strictly less than 10% endurance, you get a bonus 20% hit-to-crit conversion, and all your crits against that target get a bonus 0.5 to their damage coefficient. P.S. Death's Usher uses 25% threshold. P.P.S. Linking another related thread.
  21. @De_jesus, if this happens really consistently, could you attach your save?
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