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MaxQuest

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Everything posted by MaxQuest

  1. Referred twitch response: I have suggested enchant crafting several times. Was thinking of a system where you could combine a subset of known/learned enchants (that match the item) to any weapon. (always wanted to have annihilation/wounding with speed ^^) Looks like Obsidian decided to give something similar to Tyranny's sigil expressions/enhancements a try. Kinda curious how it will work out. I just ask for a lot of play-testing for balance reasons. This also partially explains the need in ceiling. As such enchants have potential to get out of hand. On the other hand, they could still be gated by character level limitation...
  2. Guys, I am interested in your opinions and gut feelings on the following: 1. Would you like 17/1 wizard/x to have access to rank 9 spells? 2. Should a 1/17 wizard/x have access to rank 3 or 4 of spells? 3. Should a 9/9 wizard/fighter have access to rank 5, 6 or 7? 4. What about a 15/3 wizard/fighter? 5. Should a 18/0 wizard deal slightly more damage with wizard spells than a 17/1 variant? (don't take in consideration any passives from second class) 6. How powerful would you want Empower to be for damaging spells? A 20% dmg bonus? 30%? 50%? 7. In PoE1, did you feel that Monk's wounds gain speed was accelerating towards the end game? Was that ok for you? Josh mentioned that carnage will not generate focus for ciphers or at least it won't be an issue. I wouldn't be surprised if carnage would also stop proc'ing weapon effects. Although, maybe there is another solution in mind. It could become chance based, and scale with power level. E.g. 1 power_level carnage: your weapon swing has a 20% to hit everyone in AoE. 2 power_level carnage: 30%, 9 power_level: 100%.
  3. Afaik it should work with everything. But personally haven't tested it. Also a good question would be if it stacks with Survival: Accuracy Bonus vs Primordial and Survival: Accuracy Bonus vs Wilder.
  4. Best overall ranged weapons for a ranger would be Persistance and Stormcaller. - Persistance because of the DoT increasing pet damage, AND because wounding is very effective vs high DR targets. - Stormcaller because of the CC component. With Twin-Arrows and Driving Flight you can get a decent proc rate for Returning Storm. - another possible variant could be quick-switching Arquebuses and Pistols, as that would give you the highest opening burst; plus hard-hitting weapons have better synergy with Wounding Shot. Depends on your party composition, and if you use bows vs reloading weapons. Generally for bows you want to have as light armor as possible. And only get heavier one if she starts to fall unconscious more often than you'd like. The best variant would be to apply a prone/stun/paralyze/petrify/push/charm/confuse on the enemy who engaged your squishy. And after that re-position him to safety.
  5. Hah, judging by Josh' response you were not alone Even variable itself is called CritDamageMult
  6. This, Plus deep attribute system, were you reiterate and shift your view on the relative value of stats (minimum two times) Plus weapons working best with different spreads, depending on their enchants, Plus complicated stacking, Plus complex attack speed system, Plus different efficiency scaling for different spells, Plus lots of crowd-control means, Plus lots of anti crowd-control means, Plus immunities and enemies with heavily varied defenses... Is why we like it. P.S. PoE doesn't have to be simpler, easier or include weapon 'ratings' for fast (read: lazy) decision making. It just has to communicate it's mechanics better.
  7. Hiring sounds great. There was a russian Pirates of the Carribean game, where you could hire NPCs and assign them in the following positions: quartermaster, sailling master, boatswan, carpenter, surgeon and cannon master. Each NPC could have a different collection of passive talents; when assigned into a position, matching talents would become ship's passives now.
  8. I... I need those numbers)
  9. I will be that guy that will ask what means "best"?) The RPG's I got most pleasure from, are: (in decreasing order) 1. Witcher 3: Hearts of Stone 2. Morrowind (this and NWN1 were my first RPGs ever) 3. Witcher series (1,2,3) 4. NWN1 5. Dragon Age (Origins, Awakening and Inquisition); Pillars of Eternity 6. NWN2 7. Oblivion 8. Dragon Age 2 (with mods and custom two-handed wizard) 9. Skyrim On the other hand I understand, that if ordered by [quality * amount_of_work_required] there would likely be: 1. Witcher 3 2. - 3. - And only then the rest.
  10. Ehm, a firm no.Spell crafting/customization concept was a success. Spell crafting/customization system wasn't. The concept was fresh and innovative. The idea itself was great. But system's mechanics were askew and ehh, bluntly speaking imbalanced. As result spell sequences you ended up using, and even optimal builds you could make heavily lacked variety.
  11. So the power_source points to power_level conversion was changed....Initially Josh posted this response. And we could say that the formula was: power_level = Math.floor(power_source / 3) With the new conversion table: Points Power Level 0-2 0 3 1 8 2 14 3 20 4 26 5 32 6 It looks like the formula now is: power_level = power_points < 3 ? 0 : Math.floor[(power_points + 4) / 6]This changes the final power_level of a level 18 character in the following manner: lvl (18 + 0) = power_source points: 54 + 18 | power_level = 9 lvl (17 + 1) = power_source points: 52 + 20 | power_level = 9 + 4 lvl (16 + 2) = power_source points: 50 + 22 | power_level = 9 + 4 lvl (15 + 3) = power_source points: 48 + 24 | power_level = 8 + 4 lvl (14 + 4) = power_source points: 46 + 26 | power_level = 8 + 5 lvl (13 + 5) = power_source points: 44 + 28 | power_level = 8 + 5 lvl (12 + 6) = power_source points: 42 + 30 | power_level = 7 + 5 lvl (11 + 7) = power_source points: 40 + 32 | power_level = 7 + 6 lvl (10 + = power_source points: 38 + 34 | power_level = 7 + 6 lvl ( 9 + 9) = power_source points: 36 + 36 | power_level = 6 + 6 Also, we can hardly estimate the relative power of a single vs multi-class character, until we know at least some basic coefficients for spells and abilities. For instance what is the formula for fireball's hit damage??dmg = base_value * (1 + power_source_points/54 + might_coefficient)? Edit: I mean that would make sense as a lvl 18 pure wizard would have by 20% more powerful spells than a 9/9 wizard/fighter of the same might, plus Josh mentioned in that video that damage of class specific abilities would scale with power source. On the other hand, I remember that when explaining empower mechanic their idea was that empower would add 3 power levels to the next spell cast. Would that mean that there will be a conversion back to power source points? And how will they do it, if the function is not bijective?
  12. Weird.Have checked, and indeed it does increase accuracy of Dragon Thrashed by 12... Also just in case, have tested if DT would benefit from some weapon enchants, like overbearing. But at least here we are safe. Since this is Alpine Dragon thread, probably someone would make use of encounter stats. So, on PotD, Alpine Dragon has 8 starting minions: - 2 ice blights, 1 greater ice blight and 2 frost oozes, to the north of him - 1 greater ice blight, 1 frost ooze and 1 ice blight, to the south. Once you cast something that affects the Dragon himself, or more precisely: when the dragon makes a defensive roll, a few more minions are spawned: 4 spectres, 2 bitter spirits and 1 wraith. The stats of Alpine Dragon and his minions, do not depend on the fact if content is upscaled or not. Their stats (for PotD) you can find here: Bonus: you can find some info on dragon's AI here.
  13. Afaik: - Combusting Wounds does not trigger from DoT damage. - Endless Host causes Frightening effect, which does not enable Sneak Attacks. - ranger/chanter is valid; (although Sure-Handed reloading part is suppressed by Swift Aim reloading bonus; but yes, it's great with bows and Twin-Arrows)
  14. I like the already proposed: Cipher+Barbarian: Mind/Soul Ravager Cipher+Chanter: Enchanter Cipher+Priest: Oracle Cipher+Rogue: Beguiler Cipher+Wizard: Animancer And to add to cipher's list: Cipher+Druid: Soul Keeper / Soul of the Forest / Symbionte Cipher+Fighter: Psy-Blade Cipher+Monk: Psion Cipher+Paladin: Ardor Knight Cipher+Priest: Eldritch Cultist / Shadow Priest / Disciple of the Wheel Cipher+Ranger: Soul Tracker / Soul Hound
  15. It's the same. Just putting the class with more levels in first place...
  16. We don't know yet. Judging by PoE1 it could be: - pal/priest - paladin with painful interdiction... priest/pal would be more interesting, because of priest getting Lay on Hands, Zealous aura and maybe some order-specific stuff. - pal/fighter - dual-wielding pal with 2 more per-encounter full attacks (knockdown) + disciplined barage - fighter/priest - no idea; but priest/fighter could be a combination of scaen sneak attack + minor avatar + again knockdowns and disciplined barrage. As for fighter/monk - there could be some synergy between wounds gain and take the hit.
  17. You are not missing. It's an error we?, or at least I often do.There are prone, stun, paralyze and petrify somewhat similar status effects. The idea is to hold him in place, without him hitting you back; and there is no creature, immune to all of these effects. You can hit him; but he will become hostile.An often used tactic through is: to charm him with low-costing Whispers of Treason, in order to lower his defenses before applying the real hard-cc, or costly power (like disintegration).
  18. How could you forget the best aoe damage in the game Shining Beacons being affected with both Might and Intellect, scale tremendously, and stack with themselves. Also I just realized. After the first playthrough, I've never taken rogue or fighter in my group. Partially because they lacked hard-cc / passive party buffs, to really justify their place in my party. And partially because they lacked AoE; and there are tons of enemies on PotD. Maybe that was one of the reasons to reducing party limit to 5? As it will also reduce amount of enemies thrown at us, and indirectly increase the value of single-target damage.
  19. Iirc there was "create an inn" option on Fig. Sitting at Valhalla Crossing... ordering Asgard fries with Mimir's ale; and your chanter singing about the last battle. Yes, it's more immersive, than eating all your food, right in dragon's lair.
  20. Hmm, does that ^ mean that food works similar to survival bonuses now?
  21. I am already guilty of doing it in PoE1... Open fight with: - priest casting: Painful Interdiction (Weakened + Dazed) - wizard casting: Aspirant's Mark + per-encounter Ghost Blades (Hobbled) - 2 ciphers start with two Mental Bindings (bigger threats are now Paralyzed, other are Stuck) and two Treasons thrown in enemy backline (Charm) And follow-up with Barbarian + Blasts + Mental Bindings/Wave/Amplified Wave fiesta. Thank you for sharing your vision on the vancian aspect. We really love getting a reply from the dev team, on these forums. I'd just like to point-out few potential problems: (probably already taken into consideration, but who knows) 4. If there will be few really hard-hitting abilities with a long casting animation; there is a small risk of imbalance, as the player can cc his enemies right before starting the cast, while the AI might not be as enlightened. At the same time I hope it won't lead to nerfing crowd-control abilities, as cc-aspect is fun, and was much more meaningful in PoE1 than in Tyranny. 5. Creatures indeed require to be very unique. Nobody wants to cast the same spell-sequences over and over again. To avoid this: - different creatures could have different immunities (I really liked that part in PoE1, as it forces you to use different approaches) - some creatures could be tagged as 'smart', and programmed to focus-fire an enemy together. - different creatures need to have a higher variance in their defenses. If a monster has very high fortitude, it will stimulate us to use spells that target other defences instead, changing our usual spell 'rotation', and hence bringing some variation. - attack resolution kept as it is in PoE1. No weird Tyranny-like thresholds. Otherwise enemy defenses won't matter as much. And in order to make spell-casting even more varied, some of empowered spells could get secondary effects attached (e.g. empowered fireball can knockdown, empowered ghost blades can reduce enemy DR, empowered kalakoth's sunless grasp can paralyze). At least it's a minor hope of adding an extra decision layer (of cast now vs save for later).
  22. This requires explanation. Let's say we have a level 10/0 wizard. He has 30 arcane points. And he has 5 arcane level. That 5 power_level, indicates that he has access to spells of rank 5, right? Q: So, a wizard with arcane_level 5, will more powerful/damaging spells by exactly 25%, than a similar wizard of arcane_level 4? Q: The relation of power_level with damaging abilities is clear. What about cc-spells? If they are affected as well, does that mean that they will be super weak at power_level 1? (like lvl 18/0 cipher has psyonics_level 10 and 8s base duration on Whisper of Treason; will that mean that at psyonics_level 1, charm would last only 0.8s?) Q: Also, does power_source_level have any influence over auto-attack damage? I guess, this means compromise. Something like: 5 * (4 + guile_level) I.e. let's say Sneak Attack starts at 20%, but a 18/0 rogue could reach 70%. Although this would mean that abilities of a 5 guile_level rogue are only 12.5% stronger than those of a rogue with guile_level of 4.
  23. Isn't that the intended trade-off? Access to two sets of skills on one character compared to being better with one set of skills on the other. It really depends on how damage is affected by power_level, power_source, or w/e E.g. A level 18 cipher might have access to some new powers, but a 13/5 cipher/wizard could end up being a better crowd-controller, due to a faster focus generation because of his access to per-encounter DAoM and Kalakoth's Minor Blights which hits everyone in AoE.
  24. Without vancian classes, I would consider one of the following strategies: v1. Charm/confuse the dragon and let him help you via killing own minions v2. Or cc his minions; specifically confuse those that are on the other side from you; and paralyze those that are close to you. Finisher: - when dragon remains the last enemy standing, right before charm expiration (while he has reduced defenses), throw a Fractured Volition to lower his fortitude. - send one of your frontliners (with highest hp, fortitude and reflex) to solo tank the dragon for awhile. - while dragon has reduced fortitude try to affect him with Disintegration, Envenomed Strike, Prones or Paralyze Scrolls. - you can also Eyestrike him, to lower his deflection even further and hence increase your auto-attack damage. But a sensible chunk of damage will came from raw spells and wounding enchants. - Priest indeed does work. - Cipher can charm yes, and deal with minions. I think the trick would be to not actually kill all of them, but use as focus batteries, and use the [charm -> disintegration -> re-charm] sequence on the dragon from afar. Other possible trick could be to use Mind Web on a confused/dominated dragon. - Monk... will indeed struggle, as pointed by zeldagaiden. Hmm, endurance is not that big of a problem. Potions and Scrolls of Moonwell are usually enough to keep you alive. Btw, iirc that +12 accuracy bonus is applied only to attacks made with weapon itself, no?
  25. Thank god. Getting injuries just because you dropped to low hp, was a bit annoying in Tyranny's early-mid game. It's like: I have 50% hp left, decide to save that 100% restore potion for a little bit later use. Boom, a hostile spell hits you through improved Energy Shield and you get an injury to the face.
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