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George_Truman

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Everything posted by George_Truman

  1. That took awhile in the first game. Fortunately I was somehow aware of that problem and plotted my head canon around it. Yeah I always just told myself that I was meeting a group I already knew in gilded vale.
  2. For some reason I try really hard to make characters look like their portraits. So usually I pick a portrait, and then I pick a class/build that can use in-game equipment that resembles the portrait. I also try and pick classes that go well with per/int/res so that I can have good speech options.
  3. Honestly if you play on anything other than max speed without pausing you're a casul.
  4. I despised all the Paladin drawbacks. I see what you're saying about balance, though. If Pallies had a base class with no drawbacks/penalties then I'd be fine with the drawbacks being in place for the subclasses. It might have made sense to make Goldpact Knights, the neutralest order, the 'base' (with the option to pick an unmodified SE, FoD, or LoH) and kept the rest of the orders the same.
  5. How does it give you zero recovery? It grants stats only for 1 per rest if not mistaken and that isn't that great in my opinion. It allows you to wield firebrand and gloves of swift action at the same time. You used to have to give up the gloves slot to wield firebrand.
  6. The belt is insane and finally enables zero recovery firebrand barbarians with potion + blood-lust.
  7. gitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgudgitgud
  8. Throwing weapons might work well as powerfull consumables - max stack of 1 so you can only hold a few. What he said^
  9. So what I thought was this: max{0, 1 - 2*((1.2*1.15*1.5*.8 - 1) - 0.35)}/1.2 = max{0, .388}/1.2 = .32 Is really this: max{0, 1 - 2*((1.2*1.15*1.5 - 1) + (0.8 - 1) - 0.35)}/1.2 = max{0, -0.04}/1.2 = 0 Ty
  10. Are seperate blue categories additive? I was testing AS and was at zero recovery with a 20% speed weapon (no durgan) a durgan shield, swift action gauntlets, and DAoM pot with no armor. 1.2*1.15*1.5=2.07, 2.07-1.55=.52 1.2*1.15*1.5*.8=1.66, 1.66-1.35=.31 Unless I am missing something it shouldn't even be close if vulnerable attack is multaplicative, but it checks out as an additive malus. Version 3.05.1186
  11. So I was messing around with spelltongue and noticed some interesting stuff. First off, it appears that spelltongue distributes its siphon between all buffs. So 1 or 2 buffs are much easier to sustain infinitely than 5+. A 3 dex zero recovery paladin was able to infinitely sustain 2 buffs on targets he had a 75-100% chance to hit. Also I believe that the siphon has its own hit/crit/graze range that is independent of the weapons hit/crit/graze. It seemed like I had better luck with higher accuracy but I didn't look into it hard enough. The 15% attack speed steal does not appear to stack with spell buffs. I observed a lot of inconsistencies with instant speed while I tested this (varying durations of the recovery bar particularly after getting knocked down, stunned, or interrupted) but I don't know if it was just UI bugs that didnt effect actual recovery frames. I am really interested to hear from somebody else that has checked this out.
  12. Skyrim/Oblivion - the people at Bethesda have really mastered making something fun out of a buggy simplistic mess The first Mass Effect. Film grain + really nice audio and a really cool original universe. The first English Fire Emblem on the GBA. Hard to explain if you never played those games but that one had a ranking system that incentivised not breaking the easily exploited systems. (Didnt want to say PoE but I've sunk a sad number of hours into it)
  13. Chanter! Chanter is best class. In terms of making the game easier to beat I would say that rogue is the worste. But if you like things hard then chanter is bad and rogue is great so I guess it depends on taste
  14. In terms of potential damage the monk dominates the fighter. The monk is even stronger with proper support too because the fighter's abilities dont synergize as well with support (barrage and fear immunity aren't so great when you have a priest or use buff scrolls) but without that support the fighters abilities are really nice. The monk is better with micro too; the fighter really shines at shift-clicking the back line. If you're a low-energy Jeb like me that counts for something!
  15. Also once the fighter is struck down he returns more powerful than you could possible imagine. Also its good to remember that additional defenses mean less focus on your boy = fewer interrupts + less cc which means more damage. An offensive fighter with solid armor and vigorous defense on basically gets to run around and do whatever he wants. Also High accuracy = good hits with envenomed strike. Early game on an int fighter you can get a lot of damage even on high fort high dr targets using rotfinger gloves, accuracy, and envenomed strike. Also mad AOE with the rotfinger gloves. In all I think the fighter is better without priest/scroll support.
  16. ^the modal buffs in DA:O were pretty dank but that wpuld be tough to implement with certain strong PoE buffs Also, not sure if this is common knowledge but you can shift-queue all of your buffs and an attack command.
  17. I don't think that tedium, as a few have suggested, is the reason for no pre-buffing. The phrase the devs use is action-economy: powerful effects often come at a cost of time. A wizard with DAoM, Ironskin, and Citzal's lance + Martial Power is a pretty stornk matey. That storngth comes at a cost though, you spend the first (often crucial) moments of battle doing nothing. There is no downside if these buffs are cast pre-fight. There are also tactical ways to work around this, one of the most common being luring the enemy into a trap.
  18. What do you guys think an appropriate tradeoff would be to gain increased durability from offensive stats and gear?
  19. Monk has more damage output potential, especially as a fire godlike. Fighter may be more fragile early (particularly with dumped resolve) but evolves into an unkillable being (with high int especially).
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