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Everything posted by nem0
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It is hard to prove this but I went 2 or 3 hours of using the GHS and the dominating effect did not happen once(tooltip still reads 0/15). I force upgraded it using the console and it still has yet to trigger as far as I have noticed. I am using it on my pc priest. It's possible I could just be incredibly unlucky but I must have at least 100 auto attacks by now since it was upgraded high enough to work and I am not seeing anything.
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Dex is a flat reduction in every action except the 5 sec frame delay between actions. So you will always get a percentage based reduction in action time regardless of your recovery and attack/spell animation. The formula is 1 / (1 + (Dex-10) * .03). So if you had 30 attack frames and 45 rec with 20 Dex you would have 1 / 1.3 * 75 +5 = 62.69 frames. With 0 recovery you would have 1 / 1.3 * 30 + 5 = 28.076. The longer your initial animation is the more flat reduction you get but it is still the same percentage wise(not counting the immutable 5 frames). Sufficient Dex to give you 6 attacks in a certain amount of time instead of 5 will be true regardless of recovery or attack speed.
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Riposte is kind of like the rogue carnage so I will try to compare the two: Assume equal accuracy, weapons and weapon speed. For riposte assume we have 25% chance for opponent to miss giving us 15.5%(.2 *.25 + .3 *.35) per opponent attack to riposte. Carnage: Primary target 100% damage Secondary targets 67% damage Riposte: Primary target 100% damage + (.155 * 2) = 131% damage Secondary targets 31% damage With deathblows and sneak attack the damage can get much stronger however, later in the game we are most likely going to be attacking at 0 recovery which means that carnage will scale much better with our increase in attack speed. Riposte still only procs out our opponents' attack speed. With sneak attack and deathblows added it is about double (considering damage buffs from weapon enchantments and other sources) our regular damage. Carnage: Primary target 2(A.S.) * 100% damage = 200% Secondary targets 2(A.S.) * 67% damage = 134% Riposte: Primary target 2(A.S.) * 2(S.A. + D.B.) * 100% damage + (.155 * 2 * 2) = 462% damage Secondary targets 2(S.A. + D.B.) * 31% damage = 62% damage Rogue with riposte should be able do well as long sneak attack(S.A.) and death blows(D.B.) are activating on hit. It still won't do near as much to adjacent targets attacking the character as carnage but obviously with the bonuses the single target damage is much higher than the barbarian. The only problem is you are much squishier than a barbarian. Still, you get an approximate buff of 15.5% damage late game against everyone who is actively attacking you. Not bad but not game changing.
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I think the most notable thing about the rogue buffs is to riposte and escape. The riposte buff easily quadruples the proc rate in even encounters and escape can increase it even more. As for the ranger, I think that with twin arrows and driving flight he still comes out on top, especially with persistence and pet attacks(stag carnage is working now). Rogue can however be better at crowd control, pulling aggro, and survivability with escape, invisibility, and feign death. Still I don't think even with consistent sneak attack and deathblow procs he can compete in total damage with monk, barb, or ranger; against single targets I think he is probably 2nd behind spirit shifted druid.
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I checked and the feign death prone/damage immune time can not be cancelled. However, with stealth time you get afterwards I was able to kill someone and remain stealthed, it was a weak npc so 1 hit but I remained stealth afterwards for the duration. If you do indeed remain stealthed regardless of attack for the duration you might be able to significantly increase the duration with spelltongue.
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Distracted doesn't trigger sneak attack. I don't know what to believe, has anyone tested it on the new beta? Distracted isn't listed as triggering sneak attack however it is not uncommon for the description to be wrong. Shadow step wasn't a great move however, it did allow you draw enemies into bad positioning and get a sure fire escape per encounter like Escape I guess.
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I fixed the post thanks. Yeah I don't think that extra 10% is worth giving up certain weapons. The only one I don't know how it stacks is the one handed talent but I assume it should since it is a talent. Added it to post. Do you think that one handed will be worth not dual wielding or having a shield? The new one hand should offer up to a +19.5% chance of critical hit but you are sacrificing low/zero recovery or around 30 deflect/ reflex to get it still. I don't believe the old shadow step tool tip gave you a timer, this one does which is nice(increased by intel, 6 sec base I believe). The new riposte adds an additional 10.5%(.3*.35) to riposte, if you consider being attacked by someone of equal acc/def then that number went from 3%(.15*.2) to 13.5% which is pretty significant and only gets better as does our deflection. I remember someone saying that distraction actually does trigger sneak attack on another post, I have not tested but it would make sense that it would given that rogue is the only one who causes it I think.
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The beta came out today and rogue got some pretty nice buffs. I was curious what everyone thought of this and possible build ideas now that rogue may be stronger. Below are the rogue patch notes: Rogue Riposte: In addition to triggering on 20% of Misses, it should also trigger on 30% of Grazes. Escape: Using Escape should give the rogue a temporary (base 10s) boost to Deflection and Reflexes (+25). Adept Evasion: It should be changed to convert 75% of Reflex Grazes to Misses and 50% of Reflex Hits to Grazes. Fearsome Strike: Affliction durations increased to base 15s. Smoke Cloud: Increase the AoE radius by 33% and the Distracted duration by 50%. Withering Strike damage increased to +50%. Shadow Step can now be canceled early, and grants a 20% damage boost. I have checked and the new escape bonuses do not stack with llengrath's displaced images potions or reinforcing exhortation but stack with scrolls of defense like other spell buffs. I suppose it would be possible to build around spelltongue for prolonged bonuses and riposte strikes. Also of note is that the one handed weapon talent is now 15% hit to crit but does not work with shields. It is theoretically(as long as it stacks) possible to achieve 100% hit to crit conversion now with: 20%- Durgan upgraded weapons 20%- Dire Blessing 20%- Dirty Fighting/Vicious Fighing 15%- One handed talent 10%- Orlan passive 10%- Predatory weapon modifier(Tall Grass and Traitor's Merit are two handers/ Aattuuk and Rêghar Konnek are single handed) 5%- Zealous/ critical focus You would have to use the Aattuuk or Rêghar Konnek for 100% so you probably won't go for that but you can still easily get 85%-90% with any other one handed weapon. Any Thoughts? Edit: Fixed mistakes pointed out by Elric Galad and Boeroer
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Stag pet carnage appears to be working as well now.
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When is the next patch coming out?
nem0 replied to EtherGun's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Is there a new ETA? It sounded like monday or tuesday would be the latest it would be coming out, but I have not seen anything. I would just like to know so I can stop checking every few hours. Edit: I THINK IT IS HAPPENING!!! -
% chance procs appear to work on all aoe weapon attack modifiers; carnage, blast, and torment's reach. However, guaranteed effects on hit like disorienting only seems to hit the attack targets that are hit by the weapon, so carnage proc works on all hits but the others have separate damage instances and do not.
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I tried loading a save and got blood testament to work like you said. Do you have any idea how on hit weapon effects work when it comes to torrent's reach? The damage past the initial is purely crush and doesn't seem to add melee modifiers(like turning wheel) but I managed to prone an additional target with the we toki in hand. Also, sometimes a target in the blast takes an two hits in the blast for a total of three. It is probably buggy in some way but it is hard to tell what it is meant to do. Here is a pic I got from it happening. Zahua is in the bottom right hitting the ogre and the protector goes down to an additional effect and gets hit twice, one graze and one crit off of the first strike of torment.
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The description for the long pain says their attack speed is average but it seems like it hits at fast speeds like fists do. I slowed the combat down and just used a timer to try and check and it seems to match the fist and was faster than my saber in my 2nd slot as long as my button pressing skills are on point. Also, blood testament does not appear to add any damage regardless of wounds or weapon type. I tried sabers, fists, and the long pain and no extra damage in the combat log or overhead pop up. I remember it not working back in 2.03 but I have not used it again until now. Also, penetrating shot works just in case someone wanted to be sure.
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My PC POTD cipher whom I made a crit build for has 28 perception and 109 total acc(no buffs) right before act 4 has a net 41% critical hits however, I am sure that the early game average is very different from the late. That sounds like the golden gaze can proc on blast. Hitting three enemies it should proc about 27%.
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[3.02] Stag carnage
nem0 replied to Loren Tyr's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
https://forums.obsidian.net/topic/82193-stag-ac-carnage-not-working/ -
Great analysis as always! Thanks for doing this, I have some similar stuff but it is half written in a notebook/messy excel charts. The spell recovery that you mention for gauntlets of swift action, does spell recovery have a higher "cap" than normal attacks do or do the gloves uniquely effect spell recovery whereas other bonuses do not? Is it possible to reach max speed for attacks but not spells due to some odd calculation or mechanic? I don't see the Sabra Marie in the charts but I assume it would beat the Rain at or near 0 DR and wins higher DR cases at substantial critical hit chance, approximately 60% and onward(which would equal about the damage that penetrating shots would give 5/8.25=.606). That is interesting about the golden gaze, do you know if the on hit percentage attacks apply to the wizard blast? I tested and found that on crit abilities do like prone or stun do but disorienting did not. I have had trouble pinpointing whether or not it does given the spell proc affect has an aoe. If not then it is just as worthwhile on the cipher as a wizard and a little more effective vs higher DR.
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Counting the chanter then yeah I get that, as long as you want to depend on another class, unfortunately chanter's have been bugged for me since I got the game and they randomly cut off chants and I get copies of chants in the bar. I agree that getting the kraken eyes comes pretty late but so does beating the alpine and sky for most people( I have watched your priest solo...). On a purely offensive cipher I generally have 1 to 2 talents left over at 16 that can be put into defense or utility so that didn't bother me on my last playthrough. I only mentioned this because it adds .3 damage to our crits which means accuracy bonuses are slightly more damaging on average, though bonus hit to crit is more beneficial to annihilation. It is hard to calculate exact damage because you have to take in to account what your accuracy range is against an opponent, like am I still in a graze and up or miss and up range. I don't think either are a bad choice, in fact it is probably a maximum difference of 1-2 damage but that rpg maximization compulsion gets me.
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I know you are still in the process of figuring out exactly how attack speed works but is it still true that you will be unable to attain zero recovery unless you have a speed enchanted two handed weapon? The old way it would be the 1.5 x 1.15 x 1.15 = 1.98375 so just under 2 which is mostly negligible but still not zero. If this is still accurate then with the Rain you should be able to reach 2.3805 which means you can use penetrating shot without penalty putting it ahead of the cloudpiercer DR bypass (not taking into account the spell proc). The Sabra Marie is a good weapon and the annihilation should add approximately 8.25 damage per crit. Assuming the opponent has at least 5 armor it would take a chance of approximately 60% crit to equal that average damage; taking penetrating shot without extra attack speed should add .5 seconds to our 1.5 total attack duration(+33%) if I read your last report correctly. Also the Sabra is unable to have both a lash and be enchanted to legendary due to max enchantment slots unlike the Rain which is an extra 3 accuracy and 10% damage(probably about 15% damage bonus in total if we have durgan). The Sabra's confuse proc may be more worth it if you like it (personally I do not because it is a bit unreliable and tends to happens in just the right time to avoid spells or grab positive buffs from my priest) but I believe that if you consider the penetrating shot plus the legendary bonus that the Rain comes out on top in terms of pure damage in the very late as well given its ability to reach zero recovery with the talent activated.
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I have a bunch of testing in a somewhat unreadable format but in general I found that the Rain of Godagh Field was the strongest in most situations(no weapon is best in 100% of fights). With time parasite and durgan steel it is possible to reach zero recovery(-1.07) with light armor and durgan, other bows can get very close(-.9837 recovery) with gloves of swift action. However, with the Godagh you can have zero recovery and penetrating shot and heavier armor(total - 1.3805 recovery). Armor speed reduction also seems to affect spell casting speed so I suggest it is best to wear light armor especially if you are ranged. Hunting bows do up to about 25% more damage vs low DR enemies but start doing significantly less depending on how high the enemy DR is, war bows have a much larger range for effective damage against tankier(depending on your DR penetration) enemies. I believe war bows are the best because they are high enough damage to reach the focus for a time parasite cast after 1 hit vs hunting bows most likely take 2. Enemies with weak DR are also not generally a problem(we make builds for the hardest fights not the easy ones); if you are fighting enemies with 18-20 pierce DR the hunting bow will generate almost no focus. As far as guns go, it is burst damage vs dps. Bows do more dps in the long run(potentially 2x as much) gaining a lot more benefit from zero recovery given it does not effect reload time. Additionally, firearms or any quick switch build generally means that your attacks will suffer from inherent accuracy loss(firearms) as well as not being able to benefit from the superb enchantment since there are only enough materials to upgrade two two handers in the game past exceptional. Also a lot of hard enemies in later parts like cragholdt high very high initial deflect and missing that first shot can be a really big deal in opening a fight. Arbalests are actually a good choice since they do not suffer accuracy reduction and can prone(or stun with the one superb unique found) and have the second highest damage right behind arquebus. Crossbows sit in kind of a weird spot. They have higher base damage and still very long(though the shortest) reload time. As such they are only good vs a small range of DR because they are too slow to out dps low DR enemies with bows and not high enough damage to be more effective than firearms and arbalests against high DR. The Twin Sting is arguably worthwhile because you only need to reload once every two shots which puts its dps in a reasonable range though still behind bows in most situations. The raw damage and focus generation procs from its attacks more or less is equal to whatever lash you would have on a non-soulbound weapon. My suggestions after having played through POTD with ranged cipher is to have an arbalest and/or bow. Use the arbalest(Aedrin's Wrecker when you get it) to start the fight, then switch to Rain of Godagh or Lenas Er. Make sure to put on lashes as they generate additional focus. If you don't get the quick switch talent or/and belt it may be better to just use a bow the whole time (2.5 second switch time, -1.5 talent, -1 for belt). My preference was the Rain because it was better vs stronger enemies and the speed enchantment greatly reduces or negates the penalty from penetrating shot.
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I just tested with my druid using various push spells while my fighter was engaging enemies, it did not trigger any disengagement attack/overbearing. I don't believe there is any reliable way to get them to trigger overbearing guard then which means it is more for lockdown on a small number of enemies and not offensive. I know it would be useful on enemies like fampyr who love to run straight for back line casters but most of fighters arsenal are about simply being unkillable or absorbing damage, I am not sure they could be a disrupter unless you count items like executioner's hood for aura's(maybe Dragon's Maw).