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Although perception bonus is static, the relative dps gain you get from it isn't. If your accuracy is equal to enemy defense, than you have 15% chance to miss; 35% to graze and 50% to hit. So 1 point of accuracy will substitute 1% miss with 1% crit. Against 0 DR target that gonna shift your average damage coefficient from 0.675 to 0.69 (if we take crit as +0.5); and that's a 2% damage increase. While against higher DR targets it might be actually higher, because you are shifting attack resolution to the right. On the other hand, if your accuracy is by 100 higher than enemy defense, bumping extra acc won't increase your dps at all. So it's all about finding the sweat spot, which shifts depending on your weapon/might and enemy DR. But as short rule of thumb: you want your effective accuracy to be at least by 15 higher than targeted enemy defense. (i.e. remove all the misses). After all it doesn't matter how much might you have, if the sword didn't connect.
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There are decent great swords for a fighter. Specifically: Tidefal, The Hours of St. Rumbalt and situationally St. Ydwen's Redeemer. Also there is Blade of the Endless Paths which might result in slightly higher dps, if you are ok with something that looks almost like a great sword, but is not one. A similar topic has been discussed recently here.
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Bonus to accuracy from a survival
MaxQuest replied to VVVVV's question in Patch Beta Bugs and Support
It might be that these are the same spells as those that benefit from Penetrating Shot. -
Radiant Spore is super easy once you have a plan. On the very first encounter through it might be tricky. As some things might be unexpected. Dunno why but I was thinking that you have to kill tentacles first in order to kill the Spore (make it vulnerable or something like that). Also I had started the fight with dominated MC, Eder just in range for those boulders, and backline swarmed by vithracks. I've managed to keep everyone alive, but they soon have ran out of health. After reload, it was a breeze through.
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Had something like that. In my case has helped a full game restart. But you could give pushing spells a try, e.g. Pull of Eora, Dimensional Shift; or Slicken.
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I find Bonus Tier 4 spell talent useful for priests, Tier 3 for wizards, even as it is now. But other talents indeed, do feel underwhelming. On the other side, if these talents would both add a spell-use and make it mastered, it would be an auto-pick. The middle ground could be if current [bonus Spell] talents would be left as they are, while a series of [Extra Mastery Usage] talents be added in addition to them.
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When dual-wielding daggers, I would max might. Because both Drawn-in-Spring's dot and Unlabored Blade proc greatly benefit from it. Dex would have lower priority, but if possible, I would up it to at least 13-15. In case of UB, it would be great is someone would assist you with deathblows conditions (in aoe), as firebug proc does benefit from it. When dual-wielding sabres... I would take dex over might, because be it Purgatory, or be it Bittercut, your damage coefficient is already high, and might of 12 could be enough.
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You are right. At 10 dex, fast weapons have 5 (delay) + 20 (attack) + 33.3 (recovery) (16.6 if dw). At zero recovery the coefficient would be (5 + 20) / (5 + 20/1.3) = ~1.226 Hmm, I am not completely sure. When you interrupt someone during their recovery, a flat value (0.35, 0.5, 0.75 and so on) (modified by hit quality, like Boeroer has mentioned ) is added to their recovery. The unclear thing is if you interrupt someone during their attacking phase (because recovery duration is calculated only after attack is completed).
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Take a look at this post. Or this tldr. version of it, adapted for dual-wielding: As you can see Fred has a faster attack rate than both Andy and even Bob. But he is still x1.53 slower than Edwin. And copy-pasting old conclusions: I find that for majority of dedicated dps builds built around dual-wielding, 15-16 DEX is more than enough, as often other stats start to get a higher priority.
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Well, that's the best place to look for up-to-date (mostly) info anyway The best dual-wielding dps options (for cipher) are Bittercut and Purgatory. Which one exactly depends on your stats spread, party composition and ofc enemy in question. speed_coef = (1.15*1.15 - 1) + 0.5 + (0.8 + 0.15 - 1) = 0.77 rec_coef = max(0, 1 - 0.77) = 0.23 Your recovery will be reduced to 23% of the base duration, but it won't be zero. Edit: (as pointed by Kaylon), there is also two-weapons style talent. It stacks additively so you will get: speed_coef = 0.97 => rec_coef = 0.03. Basically you will have non-existent recovery. You might want to check these threads: https://forums.obsidian.net/topic/87433-melee-cypher-build/ https://forums.obsidian.net/topic/86159-cipher-melee-build/ https://forums.obsidian.net/topic/86127-cipher-focus-generation/
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Tbh I don't like to limit myself in terms of builds, races or classes. If any of these are imbalanced it's the problem of the game. I am through quite reluctant when it comes to use of non-rechargeable/non-restorable items. Only from second playthrough and onward do I finally stop hoarding potions and scrolls and actually use them. Ironically they could be of greater benefit when I was less experienced with the game. Regarding strategy part. I do avoid splitting enemies, especially if encounter seems to be designed around fighting all of enemies at the same time (like adragans + adra dragon). No skipping difficult fights either. At least not until it's clear that there is no way to win this fight with given party/level. For example it took me 6 attempts to realize that I cannot solo beat the bear(s) in the cave, at lvl 1 when I met him. I might try some fights with naked characters, occasionally, for fun. But again I'd rather not limit myself, and increase the difficulty instead. So it's a no to Expert Mode, but yes to upscaled PotD. Current run in also on trial of iron. Although I already can say: I don't like it. It's not really harder, but you are unable to load an older save in order to test some new builds against specific yet-alive enemies. I'd better look how to mod and complicate potd even further.
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I don't know what was the reasoning. But it might be for balance reasons. Stacking it with aoe dots could be bonkers. Especially with dragon-trashed, where each tick would trigger CW twice; or with stacked shining beacons, powered by cleansing flames (for the double tick rate). Tbh I like Kaylon's suggestion that CW should trigger at least from the first tick of a DoT.
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You are right. Found out that CW DoT duration can be seen when mouseovering over CW debuff on the character portrait, and have tested all the hit quality variants. (naturally we can't apply CW to a friendly target, but it gets dominated - we can). At 10 INT / 10 MIG, CW DoT durations (exact this time) are: hit_: 13.3 dmg over 5.0s | ticks for: 5, 5, 3 crit: 17.5 dmg over 7.5s | ticks for: 5, 5, 5, 3 graze: 9.2 dmg over 2.5s | ticks for: 5, 4 - The CW's procced DoT does stack completely with itself. - While the CW spell does not stack with itself (be it cast by the same or other caster), and will get suppressed. O yes. Barbarian with Heart of the Storm, retaliation and under effect of Pain Link....
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So you want a chanter PC, and none of the pinned builds appeals to you? Well, ugh.. You could try a cc-chanter. Something like 2/15/3/20/20/18 wild orlan. A build focused on non-dps chants (like sure-handed and aefillath) and cc-invocations (specifically thunder-rolled, froze-stiff and lover-cried). And you get maxed Per and RES with INT.
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Thanks) As for DPS calculator I am not aware of any with up-to-date data. Although you might want to take a look at this one and inspire in a way.
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Confirming, that: - Blunderbuss and missiles do trigger CW multiple times - CW will tick for 1 dmg on very high DR targets - It works with Pain Link - It works with Recall Agony (number of ticks gets doubled) There is one thing that puzzles me through. At 10 INT, CW doesn't result in 7+1 ticks over 20s like I expected, but in 4+1 ticks over 10s. Loren Tyr could you confirm this?