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AeonsLegend

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Everything posted by AeonsLegend

  1. I don't really see why you would want to pick any of the premade ones. Takes about 40 seconds to create one for yourself.
  2. In terms of stats Modwyr is better, in terms of coolness Watchers blade is better. Why not use both?
  3. Those are D&D rules. They are good, but taking something from a different game may not work as well when the entire setup is different. Although I do feel that Might should impact weapons differently. Obviously 24 might has different impact on a dagger as it would for a two handed axe. D&D rules also have 100% immunity to crit options. Having 3x crit in this game would simply break it without balancing it. Also crit in D&D is not only based on modifier, but also chance. Scythes have only 5% chance on base stats and can be increased to 10-20% chance if going weapon master prestige class and amplifying crit to 4x damage. Still going vs crit immunes (undead, elementals, outsiders) is a complete pain. That's why weapon master is not very good in certain scenario's.
  4. I'm not sure, are you saying Caroc Int resist doesn't block Spirit Frenzy Stagger hitting your team and it's intended? Why it would be? Yes that's what I'm saying. The plate would be completely overpowered.
  5. In patch 1.2 they should remove figurines and scrolls. Definitely. They break the game. Turns everyone into a summoning spellslinger. Plus it largely invalidates PotD solorun and that's what is also necessary.
  6. Monk fists are small weapons in terms of attack speed have the same base damage as great swords and get an 80% bonus. That more than makes up for anything they don't get from weapons, Far far more.
  7. I don't think your chart takes into account the actual combat values. Even on Veteran mode and level scaling all only up I get crits about 35% of the time. With single handed weapons how much would that increase? That's never ever going to close the gap vs having 50% more attacks. Edit: and don't forget having two weapons equiped gives you two items with bonus values. It's the same reason Monk fists give 80% damage bonus and +6 penetration at max level
  8. Hmm, if we put Full Attacks aside, how do you get DW setup attacking almost twice faster than a single weapon? My math shows lower values. Also because speed modifiers are handled in additive manner, you see how it goes when you stack them... Ok so they only have 47% more damage than any other weapon...
  9. Ability: Whispers of the Wind. I only tested it, as my Monk is not level 19 yet, but this ability allows you to teleport across the screen instagibbing stuff allover the place.
  10. It's not just full attacks. They get almost twice the attacks in of a single weapon. An accuracy boost makes no sense. It needs an accuracy nerf if anything.
  11. Must be some mega interesting part of a mundane fishing village
  12. Almost anything you do is listed there. It's pretty extensive, even minor side quests are handled. I think it's not even worth it to replay PoE I, because I think they covered everything in the custom background. I use it all the time now. Why would you need someone to explain it though when you can simply try it?
  13. In many games mages and such are weak early. Spells become stronger later. I do agree that most of the spells are a tad weak. Still Minoletta's missile barrage can one shot most enemies. I think they toned down their power in favor of per encounter use.
  14. I think it'd be good if it had an accuracy nerf, not a speed nerf. Although in the end I don't feel it needs to be nerfed, other styles just have to add something more unique. As it stands now: Dual wield: almost 2x damage of any other style Shield: accuracy lowered, a few meaningless deflection points added Single handed: lots of accuracy and crits. About 50% less damage than dual wield in the end Two handed: nevermind, this style doesn't exist. It's about 50% less damage than single handed. In order to fix this the other styles need something that makes them worth picking in the first place. They don't now. They don't stand out at all. I'd propose something like this: Dual wield: -5 accuracy main hand -10 accuracy off hand, +3 deflection per weapon vs melee hits. no more full attack damage bonus Single handed: +12 accuracy, +5% chance to parry incoming melee hit (scaling with dexterity?). +x% chance to counter attack melee parried hit Shield: -3 accuracy with buckler, -5 accuracy with medium shield, -8 accuracy with tower shield. Buckler has 5% chance to avoid melee attack. Medium shield has 8% chance to avoid melee attack and 5% chance to avoid ranged attack. Tower shield has 10% chance to avoid any attack. Two handed: 5% chance the attack ignores enemy delfection. +10% crit chance. Rending: Critical hits remove 1 armor from the enemy stacks to maximum 20% max armor of the enemy minimum is 1. Maybe requires a bit of balance, but this way each one is unique...
  15. I've tried a few different setups. Two-handed: slow, low damage. Single handed: decent, nice crit buff. Still slow Sword and shield: decent for defense, worse than single handed All of these are completely irrelevant when comparing them with dual wielding. Dual wielding is fast, has 100% more damage on full attacks than anything else and they don't really suffer from either accuracy or deflection as opposed to the buffs some of the other styles get becasue of the massive amount of free stats your char gets. And well, Two handed is just the worst of all of them. I was thinking of building a monk/barbarian to get free swings and nullify the recovery time between hits, but even at only 50% damage bonus monk fists still did more damage in multiclass than a legendary two-handed weapon. Pfff.
  16. i'm usingf this setting in game with the other suggested in the OP and all is smooth and fine It may have something to do with the differences in hardware. No matter, I have the default settings without the tweaks in this topic and the game runs smooth as well and that is all I wanted.
  17. I am wondering this as well. There seems to be no way to access this part of town.
  18. Maybe it works as it was programmed, but it is still wrong. It should always scale to your level or even above. Otherwise it becomes useless. Enemies with 40 deflection might as well not be there for my party. My monk instakills three or four enemies in a row.
  19. Stutter started for me on patch 1.1 although it might have something to do with Unity console. I will test these settings. I have an M2 960 EVO SSD with 10x the performance of a normal ssd and the game still has a lot of stutter. Something I didn't have before 1.1. Edit: tried settings and although it did help with performance it also broke my visuals. Got screen tearing, artifacts and screen flickering. Makes the game unplayable. Edit 2: removing Unity console fixed my frame stutter. :D
  20. Ok so I was happy to read in the patch notes that level scaling was working properly now. More or less had the same playstyle. Did a lot (this time not all) sidequests and entered Hasongo at level 16. The first enemy that pops up is level 7 or 8. This is not proper level scaling. He might as well be level 3 (which he is without level scaling lol) In order to have somewhat of a challenge at Hasongo I should go there right after I get to Neketaka and visit the Palace without doing anything else?
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