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MaxQuest

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Everything posted by MaxQuest

  1. Regarding Vela: I wonder if her wandering behaviour changes if you remove her cower effect (which is actually a Terrify she casts on herself in combat, if she is not already under it's effect) And by removing I mean: trying Cap of the Laughingstock; or using Writ of Sorcery + Res inspiration; stuff like that.
  2. Yeah, Ascendant must be weaker in TB than in RTwP. Because durations there are discrete, and speed bonuses don't allow you cast more than 1 power per round anyway, even if you have a ton of them. Ascended state base duration is 15s, so it will last 2 rounds afaik. In order to get to 3 rounds - you need 14 INT, and for 4 rounds - 22 INT, right? And ascendant in RTwP should be able to cast more than 4 powers in 24s. I wouldn't dump CON below 5, as it increases the chance to be oneshot from focus fire. As for RES, it's usually a good idea to either dump it completely, or max it to the roof (because increasing deflection and decreasing hostile effects duration is subject to increasing returns; also some builds might want to have high will vs Arcane Dampener). Just be aware, that if you need Magistrate's Cudgel mace you will need to pass 15 resolve check; or use console.
  3. Yeap, quite so. Dex also adds 4% to Stride since v4.1.2, in TB, and although that's a smaller bonus compared to +3% action speed in RTwP, it is here to stay, because:
  4. ^ It will likely will. But it's mostly a nuisance, since after ~20 minutes the player will probably stack enough of them. And if he survived 20 min, he can stack them for extra 10-15 minutes just to be sure.
  5. Yeah, afaik there is no protection vs making a copy of ToI save, and swaping that one in, in case of fail. Also it would make sense if the save included the hashsum of gamedatabundles. Because a player can edit enemy crit chance, AI behaviours, increase their cd times and other stuff like that; which will hardly be noticeable in a video. And here helps the "in a manner contrary to the spirit of the challenge" which kinda covers the concerns above, plus stuff like: - 2nd party software (everyone usually mentions only 3rd party one ^^) - existing in-game bugs, like making more than 20 stacks with Beast's Claw (e.g. what will Belranga do, if you have 200+ extra acc/deflection vs beasts). Or I remember being discussed that it was possible to stack all existing food bonuses. - existing "exploits", although I don't really know how we gonna figure out what is intended, and what is not, e.g: stacking 700+ Resonating Touch instances on Dorudugan in order to insta-kill him and bypass the spells which his AI starts casting at 50% and 25% hp, doesn't really seem intended, no? or how about abusing enemy targeting behaviour? like getting out of range before his melee attack hits, or using a summon which the enemy will be chasing in a circle? there was a video of stacking Brilliant duration, via using Wall of Draining on barrels. also, can players use ApplyOverTime effects? These are currently affected by INT (last tested in v4.1.2). And it can potentially bring stuff like Unbending Trunk to the former glory. Think for example of tactician/rogue with Unbending and Pernicious Cloud (which will be able to clear 99% of content relatively safely; although yeah, dunno what he will do vs Dorudugan's mind immunity and thus lack of flanking). also, can players use recursive shenanigans with Mortars/Rods?
  6. 1. Can't tell. I've tried TB briefly in 4.1.2. But the poor translation of action speed bonuses into actual benefit, felt underwhelming for me. On the other hand if you are ok with dumping DEX on all party members, it's not a problem at all. You can try a few combats in both modes, and see what suits you best. 2. It depends on the fight, and the amount of different, yet suiting spells that you will use in actual combat. For example streetfighter/ascendant is definitely strong, but gets too repetitive after awhile. Default soulblade is also boring (you just use the same 1-3 martial abilities to generate focus and SA). Beguiler, Trickster, Bloodmage might be more fun from this point of view. But still, it's a subjective topic. 3. Depends on what do you want from your cipher. If you want an overall damage dealer, than going for an MC ascendant or soublade multiclassed with some martial class (especially fighter, rogue, or barb) is a good idea, since such multi-classing will result in the quickest focus generation. For a cc cipher, you might want to go for sc-beguiler, or beguiler/trickster or beguiler/assassin. And for a jack-of-all-trades cipher, I'd say go for sc-beguiler or sc-ascendant (if you are ok with switching firearms). These are good if you need those Driving Echoes and Death of 1000 Cuts for the boss fights. As for non-boss fights, single-class cipher's points forte are: Time Parasite + Shared Nightmare. A beguiler would be able to apply all his cc effects in a really large AoE; while ascendant would be able to spam Amplified Waves one after another. Generally I would advice taking two ciphers: one multi-classed (specialized on maximing his "total damage"), and a single-classed beguiler or ascendant (that usually cc or support, but are able to assist with Driving Echoes and Death of 1000 Cuts later on) 4. Ascendant/Streetfighter ,Tactician/Ascendant or Tactician/Soulblade for damage dealing (from lvl 1 to lvl 20). Mindstalker will have higher burst early on. While psyblade is sturdier and has access to a really amazing Clear Out (and tactician is there, just so you can use more of those). Otherwise you can give up on Tactician and Clear Out and go for Devout and use mainly Penetrating Strike instead (with sabres, mortars, battle axes or swords). Personally I am thinking about trying Tactician/Soublade with Eager Blade as main damage dealer (with Clear Out, Mob Stance and Bounding Strikes), and a jack-of-all-trades single-class Ascendant (quick-switching firearms), who would make sure that all enemies are flanked (Phantom Foes), and will later assist with Reaping Knives on the psyblade, Driving Echoes on my battlemage, Death of 1000 Cuts on bosses (note: both ciphers will be able to use Antipathetic Field for extra 'cuts'), and ofc with quick spamming of Amplified Waves (while ascended + quickened via Time Parasite + 200% AoE from Shared Nightmare)
  7. Hehe ^^ Aaand the patch notes have arrived!) Patch Update #61 Patch Notes for 5.0.0 P.S. Patch notes were first posted on 26th April) Edit: P.P.S. Yay! I can play now) Afflictions now work as expected for immunities, resistance, and suppression. Brilliant Tactician's effects will work correctly when there are multiple Tacticians in the party. Attack abilities will now apply their effects to child attacks such as AOEs in addition to the character's primary weapon attack. Characters with unused engagements will now engage enemies that move in range even if they are not the primary target.
  8. There were 8 more small patches after PoE1 v3.0.0. So I wouldn't be surprised if there were at least 1 balance patch and around 3 hotfixing ones
  9. Wyrmtongue has: "AllowStandardAmmoTypes": "false", "SpecialAmmoTypesIDs": [ "d960029f-39ab-494b-bd3e-cb23902a7645" ] And that ID stands for SHA_Fire. Thus I guess, it consumes whatever ammo you have selected, but deals fire damage anyway. And fire has 40% chance to hit the Hull; 40% Sail, 10% AboveDeckCrew, 10% BelowDeckCrew. So that's why your cannonballs were hitting sails so often. P.S. And no, the game doesn't show explicitly that Wyrmtongue behaves this way. Although there is a hint in it's description:
  10. Could it be just a sequence of 'bad' luck? or it's very persistent? Also, could you swap the ammunition to something else, wait a bit, and switch back to cannonballs? P.S. Just in case, here are the chances from ships.gamedatabundle: SHA_Cannonball has: 80% chance to hit Hull; 10% Sail, 10% BelowDeckCrew SHA_Chainshot: 75% Sail, 25% AboveDeckCrew SHA_Fire has: 40% Hull; 40% Sail, 10% AboveDeckCrew, 10% BelowDeckCrew SHA_Grapeshot has: 25% Sail, 75% AboveDeckCrew
  11. It is a bit unclear what do you mean here... As a non-native speaker I can understand this in two ways: - "Turn Based mode is flawed. But this is not because of the game itself." > it's like saying that TB has problems, because how it was implemented. - "Turn Based mode is flawed. But this is because TB doesn't suit a game like POE." > it's like saying that Need for Speed or F1 would be weird if implemented as Turn Based. I am kinda glad that there is Turn Based mode now, because it attracts additional players to the game. And more buyers - more chances that Obsidian will make PoE3. But yes, I do dislike that TB has led to introduction of new bugs into RTwP. It is really weird that new mode has affected the already existing one. Moreover it seems that Obs have underestimated the amount of resources/human-hours required to flesh out the TB; and didn't think deeply the transition of existent game mechanics, specifically action time and durations. Increasing action speed is not reflected that well in a system where you can do only 1 non-instant action per round. But.. if there was a dynamic turn queue, without "hard rounds", I suppose the mapping from RTwP -> TB would become easier. E.g: by the time a 10 DEX character will have 3 turns, a 21 DEX character (with everything else being the same) will perform 4. Also if both modes map well one into another, it would open up the possibility to switch them back and forth during an already ongoing play-through.
  12. I am thinking of making each suggestion a separate file. E.g: cl.monk.resonant_touch.gamedatabundle cl.monk.shattered_pillar_wounds_limit.gamedatabundle race.moon_godlike.silver_tide.gamedatabundle and so on This way it is easier to find the needed stuff for both modder and the player (if the later wants to delete some specific change). I am still thinking how to organize localization though. As the game doesn't pick the strings from <modname>/conservative/localized/en/game/.. It seems to look specifically at: <modname>/localized/en/game/ folder, and at specifically named stringtables. That's why atm I use: FineTunedDeadfire - design - conservative - gamedata - cl.cipher.biting_whip.gamedatabundle - cl.cipher.body_attunement.gamedatabundle - ... - cl.monk.resonant_touch.gamedatabundle - cl.monk.shattered_pillar_wounds_limit.gamedatabundle - ... - race.moon_godlike.silver_tide.gamedatabundle - extended - gamedata - - localized - en - text - game - abilities.stringtable - ... - statuseffects.stringtable But I don't really like that stringtables are common for all 'editions'. Because if the player deletes one gamedatabundle, he might get a new text for the vanilla ability; unless I always create new entries, instead of editing existing one. I will think more about it later. @Boeroer, I think the icons are ok. But the colors seem to be a little bit too vivid, unless this is consistent with already existing ones.
  13. Oh, indeed it doesn't. It deals crush/freeze and electricity/fire damage. And has Elements, Wind, Fire, Electricity, Water, Storm keywords. I've checked it now. And scroll of maelstrom gets +2 PL from that staff (specifically from Electricity and Fire). Phenomenum is adding Freeze keyword to it. So it will be +3. I didn't Is that "path AoE" big enough? P.S. At least I am well aware of Clear Out) And actually thinking of taking 4 multi-classed tacticians + 1 SC ascendant, partially because of CO and triggerable brilliant. Oh that's great) I mean it's a really good indicative, if it is your favorite class and you find it potent enough. For me it's cipher. Can't think of playing without one)
  14. I don't quite understand what a Wizard/Druid can do so well, that a single-class wizard cannot compensate for. The interval increase on Storm spells (from 3s in PoE1 to 6s) is a very strong hit, in my opinion. Also, a spell damage-dealing druid is focusing on DoTs, while wizard more on Combusting Wounds + lots of hits, and DoTs don't trigger those. No? Tbh I have a recurrent feeling that druid in PoE universe is superseeded by wizard + priest arsenal, so a player will consider a druid spellcaster mostly when he has only 1 slot in the party left, and doesn't have any wizards or priests in it; which... doesn't happen often. As for original topic... I wouldn't single-class Eder. Because top-level fighter abilities/passives don't seem to bring enough to the table. Btw, does Greater Maelstrom get +4 PL from Chromoprismatic Staff?
  15. The idea is to make a mod available in two "editions": - Conservative: which would include only suggestions from the poll, with 66+% votes pro. - Extended: which would include only suggestions from the poll, with 50+% votes pro. I'd prefer to focus on these first, since it's better to have one thing finished, rather than two unfinished) After that I'd like to consider: Druid and priest trinkets mod Soulblade revamp mod Custom spinoff from Deadly Deadfire and finally play the game ^^ P.S. Although if you are referring to the typos from the last page only, those are kinda fast to do, so I could include those. Hehe, as for that Huana, I was thinking that it could either be some transgender or a man with a high pitch voice) P.P.S. I'd also like to see the following being implemented: Clear slog zone debuff on rest. Swap all existing ApplyOverTime to ApplyOnTick. (if Obsidian does nothing about ApplyOverTime being affected by INT, and other duration modifiers) Make Wounding Shot DoT stack with itself. Make Maiming DoT (from Effort sword) stack with itself. Nerf Deep Wounds to tick 2 times for 10%, instead of 3 times, at 10MIG/INT. Fix Rot Skulls AoE penetration. (already done by Phenomenum) Make Forbidden Fist to be considered a weapon attack. (already done by Phenomenum) Make Soul Annihilation kills trigger Mob Stance. But these points were not in the poll, so I am not sure were to include them. So far I see two approaches: include them along with few untypos, in the Extended edition. Or, create a new 'edition', let's say "Extra" or "Overhaul"? to Boeroer: Spiritshift: looks awesome Frenzy: good Wildstrike Shock: ok Wildstrike Burn/Corrode: good enough Wildstrike Freeze: ~ it looks like nettle
  16. Erm, I've just noticed that I can't edit some of my non-recent posts/threads. For example I'd like to edit the top post in Attack Speed Thread (link), and the "edit" button is not there: -- -- Have you disabled the ability to edit/update posts created before the re-design? If so, why?
  17. You are getting better and better at this Faithful Companion: good (reminds me of Blink Fox from Hearthstone a bit) Merciless Companion: great Vicious Companion: good Resilient Companion: good Marksman: good Protective Companion: good enough Shot on the Run: great Gunner: good Defensive Bond: great Predator's Sense: hehe), good enough Stalker's Link: good enough Strengthened Bond: great Driving Flight: it looks like that xaurip is being fired in point blank or impaled by a pike, and an arrow comes from his back. Survival of the Fittest: good Superior Camouflage: superb!) Vengeful Grief: good enough Stunning Shots: good Distracting Training: pretty good, but is that a paddle?^^
  18. Aesthetically liked most: - Vilario's Rest beach - Port Maje city - Sātahuzi - Neketaka. Most of it. With a few highlights like that place were you find Worthless Idiot (scr) and Serpents Crown. Aesthetically liked least: - deserts of Poko Kohara? - Old City? P.S. haven't played through SSS and FS yet. Waiting for the patch^^
  19. So they have decided to wait till release anniversary) Btw, now we have some sort of time estimation dictionary - "ASAP" in technical forums = up to 100 days - "soon (tm)" on discord =~ 40 days - "almost at the finish line" on discord = ~ 2 weeks - "very soon" by Josh on reddit = 1 week
  20. Overall looks really nice) And here's more in detail: Whips: good, and quite suggestive Penetrating Visions: great Lingering Echoes: awesome) Iron Will: is suggestive, but feels a bit odd Psychic and Brutal Backlashes: good Hammering Thoughts: good Greater Focus and Keen Mind: give an uncomfortable vibe, but are somewhat suggestive Empty Soul: good Complete Self: good Echoing Horrors: good Souls Echo: great Shared Nightmare: great Protective Soul: looks great, but gives an impressions that it gives bonus defenses onCrit. That 25pt barrier it gives reminds me more of "Seven Men onto the Deck" chant icon. P.S. That spiral looks nice for focus symbol.
  21. ^ Yes: > Beguiler's Draining Whip - Biting_Whip_Beguiler_SE_DamageMult: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 0, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (only applied vs flanked, or mind or body affected enemies) "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c", "13d9f275-8a57-4f99-9ead-ef798ce7c53a", "ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f" ], "KeywordLogic": "Or", } - Draining_Whip_Beguiler_SE_DamageMultReduced: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 1.1, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (i.e. applied vs everyone) "KeywordsIDs": [], }
  22. I have took a look at beguiler's status effects, and: > Beguiler's Soul Whip is actually separated in two effects: - Soul_Whip_Beguiler_SE_DamageMult: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 1.2, // (this is used for tooltip) "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (only applied vs flanked, or mind or body affected enemies) "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c", "13d9f275-8a57-4f99-9ead-ef798ce7c53a", "ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f" ], "KeywordLogic": "Or", } - Soul_Whip_Beguiler_SE_DamageMultReduced: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 0, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (i.e. applied vs everyone) "KeywordsIDs": [], } ----------- > Beguiler's Biting Whip is also separated in two: - Biting_Whip_Beguiler_SE_DamageMult: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.1, "ExtraValue": 0, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (only applied vs flanked, or mind or body affected enemies) "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c", "13d9f275-8a57-4f99-9ead-ef798ce7c53a", "ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f" ], "KeywordLogic": "Or", } - Biting_Whip_Beguiler_SE_DamageMultReduced: "StatusEffectType": "DamageMultiplier", "BaseValue": 1.2, "ExtraValue": 1.2, "AttackFilter": { "Source": "Weapon", } "AttackTargetFilter": { // (i.e. applied vs everyone) "KeywordsIDs": [], } ----------- TL.DR: Beguiler's Soul Whip gives +0.1 damage coefficient with weapon attacks. And an additional +0.1 if the targeted enemy is flanked or affected by body affliction or affected by mind affliction. Beguiler's Biting Whip gives +0.2 damage coefficient with weapon attacks. And an additional +0.1 if the targeted enemy is flanked or affected by body affliction or affected by mind affliction. Both tooltips are vague and partially incorrect. ----------- P.S. Also, in case someone doesn't know beguiler's bonus focus restoration values: he gets (5 + 1 per PL) when casting a power on an enemy that is flanked or affected by body affliction or affected by mind affliction. So it actually does something... but tooltip doesn't reflect that. Still I think +0.1 weapon damage coef, is laughable in comparison to +100% focus gained from Draining Whip) Even with the 20% raw lash (from the poll results) instead of the current +0.1 coef, I wonder if I'll ever take it.
  23. It is actually still true. Here how it looks in the current v4.1.2: screenshot. (obligatory: 'wow, such upgrade, amazing' doge.jpg) Those beguiler related fixes that were added in v4.1.0 were fixing other problems:
  24. I have taken cat form because: - I was thinking that Bear Form only gives +1 AR over it - with Gilded Enmity, Pale Elf passive, Blunting Belt, Pearlescent head item and Tears of Saint Makawo I already had a lot of AR. I've swapped the belt later, because it was overkill. - cat paws have 3s recovery compared to 4s of bear. So if druid happened to make a melee attack, he would respond faster to my command - I just like Cat Flurry) Switching to cat (and getting armor recovery penalty reduced to 0) and using Cat Flurry enables some turbo healing mode. For majority of encounters I was using the following auto-behaviour: switch to cat, enable flurry, use Golden Enmity, drop moonwells + aoe robust + aoe form of delemgam. And with flurry, druid could do all this quite before the form expiration. - I had 3 fights that resulted in a close wipe, and this druid was the last standing, bringing the last enemy down with his abysmal auto-attack damage and accuracy. So I guess his sturdiness was not a problem) And that's why I am thinking about shifting to more damage-capable healers for my next run (e.g. wayfarers).
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