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AeonsLegend

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Everything posted by AeonsLegend

  1. Fair enough XD You can use UC to remove specific negative effects. If you use it go to the character sheet and open the console. You should see an option to see current active effects. Open that and scroll to the flanked status. You should be able to remove it there. If not you can always send me your save file and I can have a look for you. Don't really know if that works if our installations aren't identical though. I have all DLC up to date excluding Seeker Slayer something.
  2. Still the fact that critical hit and miss is the same for a seasoned battle veteran and a toddler that cannot hold a fork is kind of strange.
  3. No prob. Cipher / Priest I have never tried because I don't feel the synergy between them. Priest has a lot of good spells especially later that can buff the party or debuff the enemy. Not so good at healing though. The spells take a lot of time to cast and have a lot of recovery. So you're going to take a while to set up with the priest. You also don't generate focus as fast as with other combat style classes, which kind of hampers your Cipher setup. Ciphers are usually good with Fighter, Barbarian, Paladin, Monk, Rogue and even Ranger as they have a lot of means to do damage in a short amount of time allowing you to generate focus quickly for your Cipher spells. Thing to consider with Cipher is which subclass you would like to go for and what style of play. 1. Soulblade is a combat style Cipher that can output all its generated focus in a single raw damage melee attack. You can use focus to cast Cipher spells if needed, but you will mostly use it for lots of damage with Soul Annihilation attack. 2. Ascendant is a caster class which gains benefits at max focus of having a period of infinite focus and extra power level to all spells cast. Building focus fast is really important with this class. Arguably the best caster version of Cipher as you can quickly cast Disintegrate on many enemies. Intelligence and Dexterity are most important here. 3. Beguiler is also a caster class but relies on focus generation through Deception spells primarily. It can be very strong, but requires a bit of a different style of play and different spell selection. 4. Psion I have not tried, but this class generates focus passively until receiving damage. If you go with a back line caster support setup with priest this may work for you. Like I said the priest is not a combat class. It can do well in combat with the buffs it receives, especially Minor Avatar is good, although you aqcuire this one very late when multi classing. If you're going to use your priest spells you will not generate focus so your Cipher class is kind of gimped unless you choose Psion. Note that the spell Minor Avatar from priest and Borrowed Instinct from Cipher do stack to give you insane buffs with just two spells. (totals +20% damage +5 all primary stats, +20 accuracy and +20 all defenses). If you wanted to go combat style with priest and are ok with some setup time you could go with SoulBlade/Priest and buff up with Minor Avatar, Borrowed Instinct, Champions Boon and follow up with Salvation of Time. (you can buff more, but this won't be worth it or necessary for every encounter). After this you will have crazy stats that will easily overpower enemies. What the class does not get is Attack abilities like the classes I mentioned above. Although you can go with Priest of Skaen for the extra Rogue abilities like Finishing Blow, which is a really good executing Full Attack ability. Otherwise you may want to think about Priest of Wael for some extra Wizard spells you get for free to become more tanky. With regards to the Factions you have a choice of 4: Huana: basically a benevolent or "good" playthrough as you fight for the existing powers and people of the Deadfire Valian: basically a faction that's out for money. You will find there's many sides to the Valians, some good and some bad. You may have to make some tough choices. Royal Deadfire Company: they're here to conquer the Deadfire. Simple as that. Principi: they're pirates. What more can I say? They do not actively oppose any faction so if you want to choose a faction, but not really a "side" then you can go with them safely. I picked Huana as my first playthrough. I can't advise you on what to pick first, but if you enjoy being the good guy then the Huana are your faction. The game has more to offer if you play different playthroughs and choose different factions. Although you can complete a lot of the faction specific quests during a single playthroughs opossing factions may cancel eachothers quests. Once you complete the final quest for a faction, you automatically cancel all other faction quests and are locked in with them for the end-game. Note that you must complete the DLC, if you wish to do so, before the point of no return. The game will tell you when this point is. The game does not let you go back to do the other quests but simply ends the game, much like POE1.
  4. What are your reservations? I mainly use it to fix things in the game. Or to even out levels between characters I don't use. Or use it to be able to test things quickly. Imo, if you remove a status effect that isn't supposed to be there through UC then it's not cheating. just fixing. UC also doesn't disable achievements.
  5. Since you can now single class and multiclass there's a lot more options and versatility with your companions setup and therefore also the combinations you can make. However not all companions can be combined in a single playthrough as some of them are linked to a faction and will leave depending on the choices you make (Maia, Pallegina and Tekehu) I think it's a good idea to know which faction you would like to join and then build a party around that so that's fits your current RP. Or decide not to go with a faction, but I don't think that's an option first time players often choose. Maia, Pallegina and Tekehu cannot be in the same party for an extended amount of time if you choose to go with a faction. They also hate eachother. Eder has the means to become a good frontline tank. He has the option to become a rogue and a fighter. I always combine the two classes. I feel that's his best configuration. Aloth you can basically have as anything you want. I prefered him as pure Wizard at first, but now I build him as a frontliner Fighter/Wizard. Too strong imo. I like having a Druid in the party, So Tekehu or Fassina fits that, unless you play one yourself. I also always have at least 1 Cipher. In terms of builds there's plenty of choices, but they should complement the party setup and such. What are you looking for specifically? Just an overview of builds so you can choose? There's so much variety that you're going to fill 30 pages with builds...
  6. Another reason not to just grant this bonus to everyone. Since lots of this stuff is handled by Rolls you could actually add a roll to a person flagged for flanking. You could then add boni and such or penalties for being good or bad at flanking or fighting in general. It doesn't have to be 100% realistic. An attack roll is also unrealistic. I never got my head around the fact that any person in DnD has a 5% miss chance on huge inatimate objects.
  7. It doesn't have to be a watcher. It could be something else entirely that is linked to new events. Problem with going forward with the watcher is that the game will be forced to be bigger and grander, while that would likely not be a better experience. Also resetting the watchers abilities yet again for the sake of levelling up? that gimmick works once. Evertyhing after that feels meh. I myself didn't feel invested in the watchers story in Deadfire nor the characters anymore. Not as much as the first game. Having another game with everyone pretending stuff is fresh and new. Meh. It'd be much better to have a new set of people that can start from scratch and have an actual story and experience. First time they fight a dragon? OMG a dragon! Dragon in Deadfire? Oh a dragon... let's beat it. Dragon in POE3 with same characters? Zzzzzz. The Watchers character in POE1 had a story that needed uncovering. He/She was part of the story. The Watcher in POE2 was inceonsequential and the Watcher abilities were more fo a gimmick of "Hey I can read your soul". The Watcher was a boring protagonist in POE2 and will be again in POE3. If we go with a new MC we can expect all sorts of things, but one thing is for certain. We don't know what. Depends on your definition of Open World. Open World as in Deadfire or further as in Fallout 3/4 and Skyrim. Then no please no Open World. Open World as in Baldurs Gate or POE1? Then yes please give me Open World. I despise long dungeons where I am stuck doing something. Dungeon crawling is not for me. I also didn't enjoy the Icewind Dale setup. Even though it was similar to Baldurs Gate it was basically one large dungeon crawl. It was much more of a tedious experience. I don't mind a large dungeon. As long as I can get out at any time.
  8. True, but you do need to look at your average roll. If this is in the middle of the yellow part of this bar you can be sure that the value of extra accuracy is almost non existent.
  9. Overkilling is actually quite an interesting subject. Critting is important, but I always felt that for instance Bloody Slaughter isn't as strong as it appears to be. I didn't do the calculations, but I'm sure it isn't as effective 100% of the time as you will likely kill something without a crit at low health anyways. The more damage you do and the lower the enemies total hp, the less value this thing gives. Unless of course you can trigger something on other enemies on crit.
  10. Thanks for that information. Although there is also a misconception about the effectiveness of bladed weapons vs full plate. There's almost no bladed weapon that is even remotely effective vs full steel plate armor. There is no way to pierce it and no way to cut it. Period. The steel is too thick. There's plenty of vids online where steel plate armor is tested vs many things and they all bounce off. The fact that the weapon was around at the same time doesn't make it effective vs this armor. Also I'm tired of people saying something can't be done or is difficult to do because x reason programming. Whenever someone brings up an idea it is almost always pounded into the ground because it would be hard to implement forcing an explanation on the person who brought up the idea and while the person who deflected it can just sit back. I guess there will always be people that think in terms of road blocks rather than in terms of roads. I have done plenty of programming in the past and building something like this isn't complicated. It may require effort yes and it may be counter to how the engine was built. But the thing is, you build it around what you want to do. You don't build it around what you can't do.
  11. You could implement a type of disengagement attack by turning while flanked unless you have the right skills. I'm not saying everything should be 100% realistic, that doesn't make sense for a videogame. I'm just looking at this from a more realistic perspective.
  12. But this exactly is the reason why you cannot use it to say it is an increase of 2%. Depending on circumstance you get no value out of this and you cannot compare it to things that always give value. you have a hard time hitting things and this +3 pushes you over the edge. Then I say worth picking it up. You also have to keep in mind that even if you use upscaling, a lot of enemies end up with stats around 40-70. That's very low near the end of the game and makes any buff to accuracy worthless and doesn't translate to 2%. We've had this discussion before and it simply is not possible to aggregate a hard increase from something that is a: circumstantial, b: is based on chance, c : depends on your level and d: depends on the difference between you and your enemy. There's so many variables involved that even hinting at a hard number is purely theoretical and has no value in the actual game.
  13. Rapier is actually not effective vs armored enemies as it is a long piercing weapon. This weapon became popular during the time that armor was less used. A rapier is seriously not going to harm a person in full plate unless you get immensly lucky. Daggers and stiletto's are inferior weapons on the battlefield that is also true. And heavy weapons like maces and morning stars should be much much stronger the more armored your opponent is. Plate armor is actually quite heavy depending on the time period and requires a lot of stamina to use. I don't think it would be boring if the game was a bit more realistic. It would just make some things circumstantial and make certain classes and weapons require specific action to make them effective. Don't really remember when daggers became popular in games. It was a while back when people had no idea how weapons worked and just thought it was cool. Now we assume they must be there just because. Any person running into the battlefield wielding a dagger and wearing a cloth armor is dead in seconds. This is why the rogue class should play into that. Right now all characters work the same. They all engage enemies in the same way which would put some classes at an extreme disadvantage. That's why all these weapons are balanced in the same way. It wouldn't be hard to implement this properly and it might actually make some classes more fun to play.
  14. That's completely unrealistic. The way that works is that three people from the front get an advantage because there's an insignificant thing at the back. Imagine this. A lvl 1 enemy with absolutely no means of harming your level 20 character attacks you from behind and two people attack you from the front. Everyone now gets a bonus to attack you. Makes no sense. Flanking is an activity. To flank is to attack from both sides to gain an advantage. Such as being able to hit someone who cannot defend themselves against you because you are flanking them. This does not stop the person from defending themselves against the other attacker.
  15. Unity Console doesn't disable achievements. https://www.nexusmods.com/pillarsofeternity2/mods/2 Also Exalted Focus accuracy bonus doesn't stack with Conquerer stance.
  16. Why would the person engaged with an enemy get an advantage if someone else flanks him? You may only get an advantage if he gets distracted by the flanking person. Holding your shield towards an attacker and getting stabbed in the back is not going to stop you from blocking the frontal attack unless the attack harms you enough to be distracted. I also think that full plate should make a person immune to flanking. A person in full plate can actually be hit by multiple angles and is almost impossible to get an advantage of by flanking. There's vids online of full plate fights where a single person clad in full plate can take on 4 people at once and win easily. I also think that holding a shield should increase amount to flank by 1. 2 people flanking a person should both get the flanking bonus, unless the enemy is in full plate.
  17. Still don't understand this explanation. It's just not true. If I roll a 51 then I hit my enemy. Adding 3 accuracy has no effect whatsoever. It doesn't increasy anything. DPS = Damage per Second. I hit an enemy with 54 including the +3 then I have the same as 60, same as 80 same as 99. It does not matter. The change is only based off of rolls of 28-30, 48-50 and rolls of 97-99. That's only 9 out of 100. But you can't calculate this as 9% because it is only for those exact rolls. It is completely unreliable. Bad luck I will not get any value out of this item in an entire fight. Anything that affects DPS is something that increases this in a reliable way. A +3 accuracy may help, but at higher levels this is neglegeable.
  18. The first one. Anyone who flanks an enemy should get a buff to that enemy only. Probably not possible right now as all these things are single targetted only and not multiple I think. Or perhaps a self buff that's circumstatial. Flanking means to attack from the opposite side. Only the flanking character should get a buff. Now the spell Phantom Foes puts the flanked effect on enemies because they are seemingly attacking invisible foes. Which actually isn't true because these enemies still attack your party as normal. Hence they are actually not flanked and if they were then the phantom is flanking them and not any of your party.
  19. This is set as a status effect which is actually really weird. Flanking is an activity, not something that is in effect on a person. This makes the flanked status effect one of the most powerful effects in the game as everyone benefits from this even though only the person flanking an enemy should gain this bonus.
  20. I'm not a fan of playing PC ports on consoles. There's a couple of games that actually destroy your console. Fallout 3 is one of the games that actually destroy your console. It happened to me, my friends and also some people I spoke to online. Ever since then I skip ports to consoles. I'm probably going to sell my PS4 Pro anyway and will never buy a console again. There's no reason to play on console anymore nowadays. I have put 50 hours of time on my PS4...
  21. Your to hit chance is actually also a %. The only way to see the value of this stat increase is to have it in %. There's other items that increase accuracy by 5 or 10 which are better. The +3 is not worth losing a valuable glove slot over in my opinion. Spellcasters are screwed with accuracy on their abilities because they don't gain a bonus through some passives and none from weapons. This is why characters that use weapons have an edge over spellcasters in being able to hit the enemy. If you have a hard time hitting your enemies with a spell caster then you should focus on shredding resistances first. There's all sorts of negative status effects that lower defenses.
  22. Well the Firethrower gloves give more stats. If you use evocation it's much better than the Accuracy boost, if you don't it's still better to be faster than to have 3 points accuracy more. I mean if you can't hit your target without the accuracy gloves, chances are you're not going to hit them if you do have the +3 either. Early the +3 is a better stat because it's a raw stat increase rather than a %. Later on when your stats are really high you're better off with % increases. The value of the +3 accuracy lowers with every level you gain. At level 1 even with 10 perception you have a base accuracy of 30. This means that +3 is an increase of 10%. When you're level 20 and you have a base accuracy of 87 the +3 is only a 3,4% increase.
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