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^ It's not stupid at all. From what I know at the moment: - if you perform full-attack with dual-weapons, the recovery between two strikes is indeed skipped. - you can perform full-attack only by using an ability. And in that case an array of speed effecting stuff does not apply. Specifically: DualWieldAttackSpeedMultiplier (those extra 0.5 if you DW), Single1HWeapRecovFactor (the bonus from durganized shield), MeleeAttackSpeedMultiplier (TWF talent) and RangedAttackSpeedMultiplier (i.e. malus from Penetrating Shot). - Dex, AttackSpeedMultiplier, RateOfFireMultiplier and ArmorSpeedFactor still apply.
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Just checked. Yeap, it does. The interrupt duration is 15 frames (added to enemy's recovery) and it does not depend on your weapon equipped. Note: it seems that interrupt durations from multiple sources of retaliation do not stack and it's just 15 frames (which are affected by enemy's Dex) So retaliation can add 0.5s to each enemy's attack now.
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For main hand (with unlabored blade): spd_coef = AttackSpeedMultiplier + DW + TWFighting + MeleeAttackSpeedMultiplier(VulnAttack) + ArmorSpeedFactor spd_coef = (1.2 * 1.25 - 1) + 0.5 + (1.2 - 1) + (0.8 - 1) + (0.8 + 0.15 - 1) = 0.5 + 0.5 - 0.05 = 0.95 (or 1.95 old style) rec_coef = max(0, 1 - 0.95) = 0.05 dex_coef = 1 + (21 - 10) / 33.3 = 1.33 (in frames) base_action (dagger) (10 DEX) = 5 (delay) + 20 (attack duration) + 33 (recovery duration) new_action (dagger) (10 DEX) = 5 (delay) + 20 (attack duration) + 1.65 (recovery duration) new_action (dagger) (21 DEX) = 5 (delay) + 15 (attack duration) + 1.24 (recovery duration) For off hand (with durganized saber): spd_coef = AttackSpeedMultiplier + DW + TWFighting + MeleeAttackSpeedMultiplier(VulnAttack) + ArmorSpeedFactor spd_coef = (1.15 * 1.25 - 1) + 0.5 + (1.2 - 1) + (0.8 - 1) - (0.8 + 0.15 - 1) = 0.43 + 0.5 - 0.05 = 0.88 (or 1.88 old style) rec_coef = max(0, 1 - 0.88) = 0.12 dex_coef = 1 + (21 - 10) / 33.3 = 1.33 (in frames) base_action (dagger) (10 DEX) = 5 (delay) + 30 (attack duration) + 50 (recovery duration) new_action (dagger) (10 DEX) = 5 (delay) + 30 (attack duration) + 6 (recovery duration) new_action (dagger) (21 DEX) = 5 (delay) + 22.5 (attack duration) + 4.5 (recovery duration)
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About Vielo Vidorio and those listed status effects? Yeap. I did a test once 3.0 came out.And tested it again, right now: The rules on stacking are a bit complex. Decided to take a peak in the code. In order to check if effect1 suppresses effect2, the game makes checks if: 1). effect2 is in a hardcoded Overrides array of effect1. If yes it gets suppressed, if not it checks if: 2). effect1 and effect2 are both stackable. If yes effect2 is not suppressed, if not it is, and the game tries to figure out which effect has bigger value and duration. Is an effect stackable or not, is checked in the following way: And the reason why Bloodlust stacks it is because it is explicitly marked as passive.
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KHHHAAAAANNNNN!!!! x2 But Vielo Vidorio also shouldn't stack with Cat Flurry Attack and Swift Aim, because those are also buffs and also belong to the same StatAttackSpeedMult category. On the bring side all of the above do stack with Two-Handed Style. Despite it saying "+% attack speed" that one is checked separately. In any case you better check the buffs list on the character sheet for the suppressed effects.
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It doesn't contribute to reaching zero recovery. If you have 30+45 frames attack+recovery durations, having 43 Dex will reduce them to 15 + 22.5 frames respectively. Because it contributes multiplicatively (with diminishing returns) you will need to have infinity Dex to reach 0-recovery. StatAttackSpeedMultiplier = 1 + (Dex - 10) / 33.3 RecoveryDuration = BaseRecoveryDuration / StatAttackSpeedMultiplier
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Post 3.0: Paladins.....
MaxQuest replied to Brimsurfer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Tbh, I like it that way. Giving them extra powers against undead, is usually balanced by the slight underpowerness against other enemy types. And every time you start a new RPG, you have to guess how many undeads from total there are going to be. -
I was of the same opinion, before I tried it. I have started with Eder's mail armor, sabre and a light shield. The problem is that in act 1 (potd) enemies have quite high accuracy, and my extra deflection wasn't really solving the survivability problem. Charming, paralyzing the bigger threats, and dishing more damage via dual-wielding (and thus getting more focus, and paralyzing more often) turned out to be a better way. So I've just pumped the DR against low-hitting stuff like xaurips, but was cc'ing hard-hitting enemies.
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Once you have taken Two-Weapon Fighting and durganized the weapons, you can take Vulnerable Attack without the recovery hit. Early in the game it will be. Late in the game, a durganized Blade of the Endless Paths (which has the speed enchant) will be ok. 1.5 x 1.15 x 1.15 x 1.2 = 2.38 (so zero-recovery in durganized plate) As for damage output, this spreadsheet might be found useful. (scroll to bottom for melee weapons; and to the right for DPS values) And if you will stumble upon pierce-immune enemy, you can switch to Llawran's Stick. I would recommend doing vice-versa. Starting with plate armor, blunting belt and dual-wielding sabres. Because you lack attack speed early on. And after durganization, switch to 1h+shield if you want.
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I am just playing with one, and having a class build to post in my plan. First of all there are 3 questions you want to answer: - do I have only one cipher or two? - do I want to specialize him in crowd-control, spell-damage or both? - how much cc and debuffs my other party members have? (because if much, you can get away with way lower defenses) After much experimentation I've found that: - melee cipher is great because he can mental bind those who have engaged him in melee, which will result in that he losses less endurance, while also gaining more focus because his targets now have lowered deflection due to paralyze. - if you want to place your cipher into frontline, heavy armor is the best option. You need a lot of stats to empower his idps output for the focus gain, as well as int for any decently-lasting cc, leaving you with mediocre constitution. And low end-to-health coefficient will keep reminding of itself. - you can make your cipher versatile or specialize him (to avoid that strange feeling when you have high might but have to cast a cc-power that actually doesn't benefit from that stat at all). For weapon options, you have several optimal variants: - sabres - due to higher base damage which scales nicely with ciphers high damage coefficients; and because there decent choices like Purgatory and Bittercut. - estoc - due to 5 DR bypass and THF which allow to get away with lower might; and because there is Blade of the Endless Paths. - reach weapons - because you can take a lighter armor. [Llawran's Stick staff + leather armor + Vulnerable Attack] is basically the same as [botEP + plate armor]. Regarding specializations: - you can focus your cipher on crowd control, in which case might is not that important, but you still want to deal high weapon damage to get the focus. So for instance something like: [10/10/18/16/16/8] boreal dwarf with BotEP estoc and THF talent would be perfect. Or you could take pale elf for the extra DR and lower constitution a little more in exchange. - another cc-variant could be built around annihilation sabres: [8/10/18/19/15/8] boreal dwarf with dual Purgatory. You will get lots of focus on crits. - but if you would like to top the dps in your party, than there is no better thing than a detonate cipher with maxed might, like: [20/8/16/13/15/6] boreal dwarf with dual Bittercuts. But you'd better have another team member paralyzing/stunning his nearby enemies. Few considerations: - because base recovery is higher than base attack duration, it's highly advisable to reach zero rec. - because you can reliably reach zero-recovery only once you durganize your equipment, it's best to dual-wield prior to that point. - 1h sabre + (non-bashing) shield might also be an option (once your durganize everything). But you will have to wear leather armor. - gauntlets of swift action are a must.
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Hmm, I understand your arguments. But still have a feeling that they can be worked-around: (at least with the help of other party members) - accuracy concern: the proc doesn't benefit from the weapon accuracy; but so does the druid's spell as well. And even through the spell gets a bonus +10 acc, this is compensated by rogue's higher base accuracy. - miss/graze concern: the rogue usually has quite a decent accuracy to eliminate misses altogether. And the party can help with the acc minus deflection difference even further, as they will have to setup for deathblows anyway (mass blinds, paralyzes, etc). - bouncing concern: yeah, there indeed has to be at least two targets for bouncing. But it's not necessary for them to stand behind the primary target. The tests has shown that they can stand anywhere and bounces could jump over at least 3m. But if there is only one tough enemy standing, yeah, it's better to just switch to other weapon, drawn in spring for instance. - enchant concern: yeah, this weapon cannot be durganized, yet the speed enchant compensates for that extra 15% ias and lower crit rate is not that critical on a rogue, if he is build around deathblows. Also the fact that it is of mythical quality, makes lack of lash a little bit less painful. Also I was little bit wrong about the hit count. The proc actually results in 9 hits: 1 main + 8 bounces. And... just tested it, it works with deathblows.
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I like where it is going Especially with something like Going Between, Escape bonuses (and Displaced Image potion if they stack). I am 99% sure it would work. As it still is counted as an instance of AttackMelee. I've seen some xaurips... with staves (but iirc those were priests if that counts). P.S. Interesting can a riposte rogue be built into a decent dragon tank...
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What exactly was wrong? And does it still benefit from Might and Intellect?
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The new One Handed Style looks sweet. Especially getting the extra +0.5 from battle axe crits. But uhh, by having only one weapon equipped you miss the opportunity to deal double damage via Barbaric Blow and Heart of Fury. On the other hand, you can start with dw or 1h+shield, use the blow and fury, and than switch back to 1h.