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nstgc

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Everything posted by nstgc

  1. I reforged the blade in PoE1 but I'm not seeing anything about it so far. Do you find it washed ashore or something?
  2. Use the command "FindGameData X" where X is a string e.g. "FindGameData Great_Sword" will list all game data with "Great_Sword" as part of its string. In General unique weapons are all labelled as "X_U_Y" where X is the weapon type (e.g. "Great_Sword") and Y is the name of the weapon. Nice. Thanks.
  3. How did you go about checking? I tried doing this myself, but couldn't find what the item names are. Seems as if the items are stored in bundles as opposed to individual .unity3d files.
  4. Thanks. I poked around in the save game files, but like PoE1 (and unlike Tyrrany) the save info isn't human readable.
  5. For my psychic wizard, I'm only using wizard for self buffs then diving into melee as a Soul Blade. Or at least that's the plan once they fix Eder and Vela (waiting for a patch before playing for real).
  6. I see. So the penetration system (I guess you could call it) along with the numbers in game make it so that unless you're going tank, you should only aim to avoid taking that 30% penalty? And since Wizards can get ungodly deflection (from what I can tell) it's a moot point. I was looking at the staff buff. For -50% recovery speed you get +20 deflection. Along with Wizard's Double that's +60. With 10 resolve at level 1 that's a total of 80 deflection. Most enemies (I'm GUESSING) can only graze you with this level of deflection so the buff is indefinite. Then Spirit Shield grants +3 armor which combined with the starting clothes is 6 armor. So long as nothing has a penetration of more 12 or more you avoid a penalty, but since most every physical attack will only be grazing you which is like being two armor points over penetration, and the Shadow Shield give you concentration which I'm guessing negates a knock down. At higher levels, I can add in Psychovampiric Shield which stacks with deflection bonuses. Body Attunement has a long recovery time, but grants an additional 2 armor (total 5) over Spirit Shield, and debuffs a target or Iron Skin (which doesn't require hitting a target). You mentioned the Parasitic Staff. Is the cast time not prohibitive? I figure I can get off one long cast time buff, and was thinking that something to boost accuracy would be better. Thoughts? edit: And as long as you keep killing things you can keep getting concentration.
  7. Thanks. Sounds like I wasn't completely out of my mind (the lack of people talking about this build made me worried). I have no intention of choosing a specialization for wizard. Thanks for the advice on attribute points. I think I will turn Dex down to 10 in favor of more PER. Since one thinks CON is too low and the other too high, I'm thinking its just right. I don't expect to be casting that many spells, and the spells I do intend to cast will be debuffs and buffs, so I think MIG is okay. What are your thoughts on armor? I know in PoE1 more was almost always better, but I didn't go that route (I don't like feeling sluggish), but I was thinking of no more than 30% recovery penalty armor.
  8. To begin with, I will only be playing on normal this time, so am not too concerned about building some uber potent character. Rather I'm just looking for feedback so I don't make total trash. Back in PoE1 I really wished I could have mixed wizard into my cipher. The reason being is I wanted to make a self buffing melee caster. That now looks possible, so its my go to build for PoE2. The idea is to, on the wizard side of things, focus on the defensive buffs with short cast times and zero recovery time. The cipher then is used to provide melee damage from soul whip and provides its own buffs as well as debuffs to hostiles ("steal" spells). This is largely driven by this deep-seated belief that a caster in melee is a caster with death wish, so needs to be buffed from here to kingdom come. I understand that fighter is the better option for a soul blade since they provide their own defensive buffs plus melee oriented abilities, however, I have an innate distaste for fighters (have always) and also have really wanted to make this build. Another build I am considering is an Inquisitor (Gold Pact + Beguiler or Soul Blade) however there was already a thread going about Inquisitors, and I do plan on going through as a Bleak walker + Barbar (my other PoE1 character was Walker) doing an "evil" run. As for stats MIG : 12 (I figure most damage will be from melee weapons which already get a +20%) CON: 12 (again, I fear being a caster in melee even if I am buffed to wazoo) DEX: 12 (not going to be casting too many things with long cast times PER: 14 (Low base accuracy compared to a proper melee class) INT : 15 (for buffs/debuffs) RES: 10 (doesn't seem as if I'll be in need of the Will or deflection) Living land as back ground and elf, because I like elves. For weapons I figured I'd likely use a club so I can occasionally brain people to make my spells hit. Thoughts? edit: As for Soul Blade vs Beguiler. . . The Soul Blade: I figure the extra damage is needed since I'll be using the wizard side of things only for buffing. Also, getting concentration on kills seems like a great thing to have in melee (counters knock downs right?). Beguiler: Debuffing to easier melee damage as well as some more self-buffing, though this seems somewhat redundent (on top of double caster multi-class). edit2: Should have made it explicit. I'm planning on an unlocked wizard so I can get both Enchantments and Illusions. Also, maybe conjure some nice weapons.
  9. The indicators to allow us to tell how the game interprets our actions and responses in the disposition system are not showing for me. I'm basing this off of the interactions with the pirates in the tutorial section (the first fight). I've tried with expert both on and off (thinking that perhaps I was confused as to which the toggle buttons does) but there is no change.
  10. I haven't seen that exact bug, but I've had some weird stuff happen that sounds similiar. Mostly I'll find a party memember that just runs strait until hitting a wall. Note: I keep the AI off. I've also had dead mobs float around wobbling before they get really distorted and eventually start spazzing out. Eventually they fly off screen. Pausing the game does not make them stop by the way.
  11. Not so sure about that. I've gotten fatigue on party members who didn't get knocked out. They would be fine, and then after an area transition would suddenly have the debuff.
  12. Could the answer to ``why not Paradox" be as simple as ``we not only had them publish one game, but TWO." Obsidian has a track record of pub hopping. Also, another possibility, is internal changes at Paradox. If I recall correctly, both Tyranny and Pillars of Eternity were published before Paradox had their IPO. The Founder and CEO of PDX say's that he's still the largest share holder and that nothing has changed, but...
  13. Thanks for the update. Seems as if this multi-classing system is more structured. Can't say that I'm sad to see that. Of course most everything we've been shown makes me happy to be a backer.
  14. Yeah, I have that set. But I don't have to have to walk each individual character around a trap that they should just walk around by them selves. Especially in combat where they may collide with one another, then the pathfinding AI goes nuts and they end up gods know where.
  15. Source: Josh Sawyer, The Something Awful forums. The console version of PoE changed a bunch of UI elements to work with their control scheme. We don’t plan to bring over any of the console version’s UIs or controller functionality. For the PC versions of PoE, we have Steam controller support. Source: Josh Sawyer, Frog Helms Fan Club (his Q&A tumblr) Personally I don't care for playing such games using a controller, but for Deadfire I would leave the decision up to Obsidian (after they have delivered on their promise on a PC targeted game). Whelp! That's that then!
  16. This is the thing that bugs me the most. I don't mind micro managing my party in combat. In CRPGs I keep the AI off, even when it's decent like in Dragon Age: Origin. However, when trap is identified, I except people to walk around, and not through, the trap.
  17. So, in my Cipher game, I'm on the Bleak Walker quest from WM2. This makes me want to go back o my Bleak Walker game. Unfortuantely, the way that I imagined my Bleak Walker just isn't possible without cheating, which is why I had abandoned it. So I said to myself today ``to hell with it" and started looking into console commands. I can add and remove abilities via the console, and I can add spells (for all the good that does), but I can't add spells per encounter like the caster's Spell Mastery. I tried looking for the asset in the game files, and tried looking through the ability progression tables, but I couldn't figure anything out. I can't be the only person who has tried this, yet Google has turned up nothing. If nothing else I'd expect someone to want more SMs than the game normally allows. So, anyone know how I could do this?
  18. Life is Strange? You have to deal with the protagonist's stereotypical teen girl talk that the French male adult devs expect of a an American female teen? I mean, no body talks that way. I don't think so at least.
  19. I'm not building for zero recovery and I don't have Kana in the party. With my current buffs and gear, it is accurate to say that Twin Sting is the best I have at the moment. I'm not the sort to min-max, but rather just play in a way that is fun for me. Currently I'm on hard with a party of three (cipher + 2 others). Those two would probably make your cringe since they aren't what most people would choose, but they are working well enough for me that damn near every encounter is a cake way. Level 12 party going through WM2.
  20. Good question. Afaik it could be implemented both ways. So I'd better test it, before asserting anything.But in any case, Twin Sting is not the best weapon for steady focus generation. If you want to use it, the optimal way would likely be: use it's DAoM property, make two shots and switch to The Rain of Godagh Field warbow. I haven't gotten that yet. I'm using Twin Sting for now since it has the greatest punch among my weapons for sustained use. I have Caroc using, and switching out, firearms, but my Cipher isn't built to take full advantage of firearms. The other weapon my Cipher has is the Stormcaller for when the party runs into something that has high piercing DR. It is still only exceptional since i haven't gotten to the Sky Dragon's Lair. Or at least I don't think I do. Also, that War Bow would be, on my Cipher with Penatrating shot on, about 33% faster (I did not try to calculate this on my own, I used your calculator), however the war bow hits for 25% less base damage, and doesn't have the accuracy or damage bonus of the Twin Sting. After taking into consideration might and soul whip's damage bonus, the bow deals 31% less damage per hit. So 1.33...*0.69 = 0.92 (I rounded two two decimal places, but used 4 significant figures for the calculation). So over all, ignore the effects of DR and accuracy (both of which favor the cross bow), Twin Sting hits for about 9% more than The Rain of Godagh Field, even if I added Exceptional enchantment too it, which is the highest I can add right now. For now, Twin Sting is the best ranged weapon I have. If I turn off Penatrating shot, this would work in favor of the War Bow in terms of speed, but since the foes I'm facing are sufficiently armored, the damage penalty from deactivating it would be much harsher than the Cross Bow would take. The way I computed the damage differance, was [(1+0.3+0.09+0.4)(13+20)]/[(1+0.45+0.09+0.4)(18+26)] 1 for base damage, 0.3 for exceptional (0.45 superb), 0.09 for might, and 0.4 for Soul Whip. (13+20)/2 would be average damage assuming I don't hit the minimum damage limit. Ditto for (18+26)/2. The 1/2 cancels out so I didn't include those.
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