George_Truman
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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.
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Portraits
George_Truman replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Can someone give me a quick run down on these two? -
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
- 171 replies
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- Mechanics
- Attack Speed
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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
- 171 replies
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- Mechanics
- Attack Speed
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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.
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The BEST 3 RPGs you have ever played
George_Truman replied to IamNOOB's topic in Computer and Console
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) -
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
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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!
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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.
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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.
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Gun wizards will crush. Spell protection => veil => shoot
- 14 replies
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- wizard
- suggestion
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