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MaxQuest

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Everything posted by MaxQuest

  1. Whispers of Treason is just awesome. Kind of obvious but: - you get an extra body. - it can often block passage for other enemies. - they help killing their own ex-mate. - you can encase your frontline in plate, such that they don't care for low-hitting enemies, and charm the hard-hitting ones. - if you have a high-cost power, and it is important to not miss with it, you can soothe enemies defenses with a quick charm before that. - charm dragons and let them help you with the adds. - low cost, fast cast.
  2. If you are too squishy, you have two options: - dump your defenses completely. Focus on ranged damage and cc. Quick-switch blunderbusses with a backup warbow. Summon figurine asap, and charm / mind-bind those who would ignore it and go for you instead. - or, get heavy armor (preferably plate, esp. Sanguine) and decent con (10+). From lvl 5 you will have all the tools you need, and stuff like shades won't be a problem. They have low fortitude and are quite susceptible to Eyestrike. Coupled with low DR against fire makes them melt against Soul Ignition. And ofc you can just kill them with beams, especially after you have lowered their reflexes with Eyestrike. And if you also hold a shield that's an easy +29 to your effective deflection. And if they can't crit you, a lot of damage will be absorbed by your plate armor.
  3. ^ It does benefit from the Might of the buffed target. It also gives focus to cipher. I am 99% sure that it will benefit from Heart of the Storm from the characters who are buffed.
  4. ^ B). Speed enchant does only affect the weapon (hand) it is on. So you would have -80% on one hand, and -100-138% on the other (depending on what exact speed-increasing stuff did you use). If only there were so many full-attack abilities which you could continue spamming.. Hello Torment's Reach.
  5. Seems so. Yeah, the recovery that follows after the full-attack should depend on the weapon type (i.e. it's base attack duration). The thing is that the NotifyAttackComplete() method, the one responsible for the recovery duration calculation, computes the final recovery coefficient and multiplies it by totalTime which it gets as argument. That totalTime is equal to animation length of the attack phase (post dex). In case of dual-wielding: theoretically totalTime could be the total animation duration for both swings; but it's more likely that instead of one call, that method is invoked twice. Once for first swing (with zero-recovery marker) and than for second swing. And the final recovery is only equal to the recovery of the weapon that hits last (minus those effects that do not apply). But I'd better test what is written in this last paragraph to be sure. Needs testing)
  6. ^ 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.
  7. ^ It's an additional coefficient that is added only if you dual-wield and do NOT hold a shield.
  8. If you want to use 2H, my bet would be on Tidefall due to wounding and draining. But for 1h+shield pala, Drawn in Spring is arguably the best choice.
  9. I suppose you have checked the correct place? AddItem grimoire_high_lvl_ninagauth 1
  10. 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.
  11. Btw, since retaliation goes through standard attack resolution, does it interrupt now?
  12. ^ Multiplicatively Curse of Blackened Sight default duration: 20s with 30 INT on hit: 40s with 30 INT on crit: 60s with 30 INT on graze: 20s
  13. Viceversa. Perception does increase accuracy. And yeap, crits do increase durations by 50%. Grazes do decrease durations by 50%.
  14. 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)
  15. 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.
  16. 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.
  17. Afaik speed bonuses from: Swift Strike, Frenzy, Outlander's Frenzy, Vielo Vidorio, Time Parasite and DAoM spell/potion do not stack. Only the highest applies, and others get suppressed.
  18. 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
  19. 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.
  20. True that, it indeed depends on the playstyle and cc-available. Tbh from level 1 to 9, I have even used Psycho Shield only 3 times. Just quick-debuff (painful interdiction + asp.mark) -> cc -> and burst.
  21. 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.
  22. 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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