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Everything posted by nem0
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Hello, From what seems to be random times my monk will, when using Whispers of the Wind, only target himself. It is not due to any reflection skill as I have tested on mages with reflection active. I have some pictures for various encounters attached. I have 2 on hit items attached to monk Falcon, Ajamuut's stalking cloak and mask of grotto deep. This only happens a small percentage of time but is usually autodeath.
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Ok, I am just going to murder a tavern and see what it does. Edit: Solved. It will heal the amount shown based on bodies(not crit destroyed bodies) per 3 seconds. It seems to have a base duration of 30 seconds as I had 16 procs I counted with 21 intelligence(approximately 55% bonus duration). First tic is immediate after cast and multiple sources stack heals. Can be a super strong heal, maybe strongest in game if there are enough dead bodies but situational.
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Concelhaut's Draining Touch Ends on Kill
nem0 replied to nem0's question in Patch Beta Bugs and Support
Nevermind then I guess, I don't understand what the point of it is as a one hit weapon. Maybe you can combine it with a martial ability but it seems like an odd choice. -
Hello! Doing some testing I found this weapon disappeared when I killed enemies. I believe it stayed on hit but most of the enemies I tested on kept getting 1 shot so I would have to try somewhere else. Edit: Just rechecked on guards and it does disappear on hit. Edit 2: I guess it's supposed to do this.
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Hello! I was recently doing some testing and I could not get damage shown to match numbers. I was under the impression that no penetration gave a negative bonus similarly to how damage bonuses, apart from lashes, are additive. I can not get the numbers to add exactly but it seems that no pen uses a .25 multiplier to base damage, then the game takes the .75 penalty again to reduce bonuses additively before multiplying for a final damage total. Using my monk/barb here are some numbers: 14.6base +.03+.2+.5+.15-.75 = 4.7 game Calculator= 16.498 Negative Reduction to bonus, ~4.5 with Negative Reduction base and bonus 22.2base +.15+.1+.15+.15+.5+.15-.75= 7.9 game Calculator= 32.19 Negative Reduction to bonus, ~8.05 with Negative Reduction base and bonus Is this intended or a bug?
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Hello! I just got into ship combat after the big update and now fights are started with the opponent crew already having hoped on my ship and engaged. I have not taken any damage on my party at fight start but it used to start with us on our respective ship. I could not find any update notes that talk about this and am confused whether it is a bug or "feature".
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Hello! I believe this is either missing the right ability because I do not see a difference between the two. Once the 2 piece Chain is upgraded to the Crown it says Supreme Fealty but the ability shown is still fealty just like the Chain. Maybe I am missing something but it seems like this is supposed to upgrade the item and as far as I can tell both are exactly the same except for the cosmetic. They both offer the same first ability and fealty dominate for 10 sec vs will.
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Thanks Boeroer! I was not planning on doing solo at the moment however I noticed it was very difficult to keep my not tank built characters alive vs the ooze and spider. Their accuracy is around 140 or 150 I believe and I was getting crit for around 100 something. I will need to check their armor penetration but I figured they would get hit about the same. I need to go test what all stacks as far as abilities between the monk and ranger but I was considering a crit based MC with them. The staff idea is really good though, in my head for some reason I figured the instruments of pain wouldn't work with 2H idk why. Also does the game consider the companion a teammate for the Hearth Orlan bonus? I remember I tried the cipher reaping knives on pets and it wouldn't work but that may be because they do not technically have weapon slots.
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Hey Guys! I have been looking into strategies for Megabosses and bosses and in particular it seems the most effective thing against them is accuracy and defense stats. Compared to PoE1 it is much harder to stack buffs and debuffs which is generally a better idea I think. What I have been seeing while reading through classes is that there are only a few straight accuracy buffs between classes. Most notable the Ranger has more available class Accuracy buffs than anyone else, upwards of 30 or more not counting active abilities. However, one of the +10 Acc buffs and some other skills are dependent on your animal companion also attacking but based on their stats there is no way to survive against the megabosses. Are there any strategies other than Barring death's door to keep them alive and still get bonuses. I know ghost heart is an option but seems like a waste of bond to have them die over and over again.
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Technically there is no max action speed limit. Was getting Scordeo Trophy down to something like 0.6s attack and 1.2s reload time.But that's not the limit. I haven't used Time Parasite in Deadfire yet, but as I heard it stacks (per different enemy affected). So depending on enemy pack you can stack quite a lot of it. Time parasite does in fact stack from multiple sources. It also adds extra jumps with power level.
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Hello, I am having some odd interactions on the level where you are fighting the vithrack and spiders/eggs. 1) Combat wavers in and out after a fight. It will turn on a few second and then off, even when all enemies on level are defeated. I can stealth to stay out and regen. 2) Numbers do not seem to be adding correctly on combat log. My characters are getting hit for multiple times what is showing in combat log. Up to 4x what is displayed. Egg Spiders in particular are hitting for around 140 damage when it is reading 37 in log. I feel like the damage is off here not the log because that seems pretty high for the tiny spiders. Edit: Spun Terrace is the name.
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Hello, this has happened every now and then before the most recent patch but it seems to do it every time now. When I open with a cipher shot from arquebus(red hand) I do not receive any focus. I assume because it is not technically "in combat" on that first shot but it did use to work most of the time I believe. My character is a ascendant/assassin using debilitating strike in the picture instance.
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[Beta] Armored Grace, Mob Stance not Showing Recovery Reduction
nem0 replied to nem0's question in Patch Beta Bugs and Support
Mob Stance requires you to actively engage melee enemies (not just being near them or being engaged by them) to see a recovery time bonus. I've definitely been able to see Mob Stance calculations in weapon tooltips and character screens. At the time of picture I believe my character was in the middle of a bunch of the spirits in the colosseum;I don't know if they can avoid engagement so maybe that is it.