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mant2si

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Everything posted by mant2si

  1. The caster + caster is very boring. As pure caster you can face only 2 situations - 1. You can kill enemies with AOE, 2. You can't kill enemies with AOE. Okay you can build something like Soul-blade + Priest Of Skaen, but this class combination has at least x3 full attack and unlimited primary attack spamming and a lot of CC The problem is encounters design :D
  2. Yesterday I posted Skaen/Berserker shaman build. You can check it there https://forums.obsidian.net/topic/103905-build-harbinger-of-doom-dark-shaman-solopotdroleplay/
  3. 1, You can kite titans until Ukazio restore or just summon 1 more skeleton, all other minions will die in Holy Fire Storm and give you additional attack speed. You still barbarian, this build has maxed carnage damage and frenzy raw damage. There will be a problem if Obsidian will add Fire Immune multi stage boss 2. You can kill Firedragon with 2x legendary stiletto or 2x legendary pistols and Marksman ring 3. Hmm, you right, but < L16 gear and abilities selection is different, it's more defensive Heavy Armor + Restoration Spells + Shield, I will post it after 2.0
  4. It has 16 armor but I'm not sure about the health. However, I use different method with DD about the health scaling. DD edits manually for every enemy and I use the multiplier found in the global setting. I also think it's too high although, at level 20 (I don't lower exp gain, so you could easily reach level 20 so much earlier), we should have many skills to lower enemy armor. However, if you want, you could easily lower the settings for my mods. Or how much armor do you think it's appropriate for the high level enemies? On the other side, you could also take a look on its damage to my Eder. I think, with my mod, the enemies could give bigger damage. I played 2 run-through with DD and also see the modified files (and it doesn't modify any enemy damage). So, maybe it could be less boring? Even though the enemy has similar amount of armor or maybe bigger health pool, the enemies also deal more damage and act faster (since I also modified their recovery speed). That's why it won't be boring, IMHO. What do you think? Your mod damage can be abused by Ciphers/Rogues - dominate enemies -> go to invise I played x2 times solo with DD mod, I can't suggest a lot for party balancing 16 armor is ok and 17 is very high :D On DD Ukaizo has 26L on your Screen it has 25L - this is also ok Check how much Ukazio regen health on each stage ? On DD this amount ~ 940+ Normal enemies should not has more than 14 BASE armor Could you also show Ukaizo DM roll ? I want to compare penetration value. While I didn't see +100 DM hits, your mod well balanced
  5. Could you add my second build ? https://forums.obsidian.net/topic/103905-build-harbinger-of-doom-dark-shaman-solopotdroleplay Description: Dark shaman build. Burn and sacrifice, yourself and enemies for Skaen sake
  6. With DD mod Ukaizo has 17 armor and stupid amount of health ... How much armor it has with your mod ? PoE I balance bosses with higher deflection and something like 50% damage reduction, and normal HP
  7. Thanks, I like to be a bad guy, it feels more natural when you need min/max your char You can do Effigy's Resentment for RP You can kill any NPC/Followers for RP Ha - Ha, and you don't need worry about karma, Skaen will love that You can take Gift of Machine for RP I hate that Holy Warriors who do Effigy's Resentment, take Gift of Machine and then tries to be a good boy and help everyone
  8. Minor fixes: Fixed broken URL's in equipment list Change armor to Pale Hide for GLORIOUS Shamanic look Added flail to modal list The videos for low-level fights and abilities path ( < L16) will be added after 2.0 I'm open to suggestions :D
  9. From torn letter: ... when blood stopped flowing and under the burnt muscles appear black bones then only rage and fire remained in his body ... and those who didn't die in fire, were killed by his bare hands ... they call him Harbinger of Doom Game Version - 1.2 Difficulty - PoTD up-scaled / Solo / Deadly Deadfire Race: Death Godlike Class - (Barbarian) Berserker / (Priest) Skaen Alignment - Chaotic evil (blood is never too much) Culture: Deadfire Archipelago God - Skaen L20 - Deadly Deadfire | Ukaizo Fight L20 - Abilities L20 - Attributes, Equipment Attributes Might - MAX Constitution - MIN Dexterity - MAX Perception - MAX Intellect - MAX Resolve - MIN SkillsAlchemy - MAX Intimidate - 7 Religion - 5 Metaphysics - 3 History - 3 Insight - 2 EquipementPet: Otto Starcat (https://pillarsofeternity.gamepedia.com/Otto_Starcat) Weapon 1: Fists Weapon 2: Magistrate's_Cudgel (https://pillarsofeternity.gamepedia.com/Magistrate's_Cudgel) + Sun and Moon (https://pillarsofeternity.gamepedia.com/Sun_and_Moon) Weapon 3: Shattered Vengeance (https://pillarsofeternity.gamepedia.com/Shattered_Vengeance) + Marux Amanth (https://pillarsofeternity.gamepedia.com/Marux_Amanth) Armor: Pale Hide (https://pillarsofeternity.gamepedia.com/Pale_Hide) Ring: Kuaru's Prize (https://pillarsofeternity.gamepedia.com/Kuaru's_Prize) + Ring of Focused Flame (https://pillarsofeternity.gamepedia.com/Ring_of_Focused_Flame) Footprints: Boots of the Stone (https://pillarsofeternity.gamepedia.com/Boots_of_the_Stone) Gloves: Woedica's Strangling_Grasp (https://pillarsofeternity.gamepedia.com/Woedica's_Strangling_Grasp) Cloak: Nemnok's_Cloak (https://pillarsofeternity.gamepedia.com/Woedica's_Strangling_Grasp) Belt: Ngati's Girdle (https://pillarsofeternity.gamepedia.com/Ngati's_Girdle) Amulet: Charm of Bones (https://pillarsofeternity.gamepedia.com/Charm_of_Bones) AbilitiesC1 (Restore) + B1 (Frenzy) B2 (Monastic Unarmed Training) B3 (Blooded) C4 (Pillar of Faith) + B4 (Barbaric Blow) B5 (Two Weapon Style) B6 (Accurate Carnage) C7 (Arms Bearer) + B7 (Wild Sprint) B8 (Bloodlust) B9 (One Stands Alone) C10 (Shining Beacon) + B10 (Blood Frenzy) C11 (Scion of Flame) B12 (Bloody Slaughter) C13 (Barring Death's Door) + B13 (Barbaric Smash) B14 (Leap) B15 (Interrupting Blows) C16 (Salvation of Time) + B16 (Lion's Sprint) B17 (Brute Force) B18 (Improved Critical) C19 (Storm of Holy Fire) + B19 (Blood Thirst) C20 (Rapid Casting) FoodCaptain Banquette ModalsClub Mace Flail
  10. Nope :D The most of players who plays PotD solo don't need summons at all, they don't have free quick slot for such useless items
  11. I want to ask. Could we modify carnage ability to do 33% of attack damage without transferring abilities effects or additional procs ? While most of barbarian powers relay on Hit -> Crit conversion and additional crit damage this sound logic. This change will make carnage do 33 - 40 DM on targets in near death state and 10 - 20 on full health targets, which mean the more damage we do to our targets -> the stronger carnage
  12. about values https://eternity.obsidian.net/game-data-formats/concepts Hmm, this is API ? But again for game developing I prefer GUI, simple because I don't like navigate by GUID with CTRL + F, I like autocomplition and live validation. So now there non exist any GUI tool ? Maybe something like starcraft 2 GalaxyEditor
  13. I want to start with modding but now little bit afraid. How to investigate all possible values for each property ? How to navigate between GUID's ? Do you know if obsidian plans to release some open source tool to help developers ? Otherwise maybe community want to develop this tool ? I think this is not big problem to put all *.gamedatabundle to Elastic/(any db that natively support JSON) and create GUI with React or VUE
  14. But this is didn't change a lot I believe they should concentrate on encounters difficulty instead of number balancing
  15. They always was overpowered as multi, monks simple broken for current game difficulty. For my point view, developers now are tossed, and they didn't really understand what the end point for the game difficulty, what should be tuned, and what should be nerfed, they even didn't understand some game mechanics. They try to tuneup/tune down some numbers but this didn't work very well Community already say what they want: * Multistage fights with different enemies types * Faster combat speed * Legendary items that feels as legendary And for hardcore side: * Remove all on-click abilities and strategies * Nerf some overpowered combos
  16. Monk is broken, I never play them after 1.0.2 Your forgot about Driven Flight and insane ranger accuracy bonus when you compare HoF with WW With Hand Mortal you can't use kitchen stove for 2 additional projectiles, and you receive -10 acc bonus for both hands. You also forgot about +30% freeze lash for every projectile and attack The difference for accuracy between HoF with 2x Mortals and WW can be > 45 (Marked pray + Stalker Link + Survival of the Fittest + 10 additional accuracy + Marksman)
  17. Yep, at first I thought that was a bug, but then after few tests I found out that all full attacks works in similar way, they all triggers range + melee weapon, riposte, mob stance... Maybe obsidian plans to change this behavior or they only correctly limit Whirling strikes and HoF to melee Cool i didnt know that about Riposte and mob stance. However the difference with HoF is that it works even if u use ONLY ranged weapons, while whirling strikes does not. Hence why i believe it is a bug. Yep, otherwise you can use something like 2H range weapon for HoF which make no sense at ALL
  18. In theory you can launch x3 full attack with Pistol and Blunderbusses without recovery. I even has something like Weapon Master build concept :D
  19. Yep, at first I thought that was a bug, but then after few tests I found out that all full attacks works in similar way, they all triggers range + melee weapon, riposte, mob stance... Maybe obsidian plans to change this behavior or they only correctly limit Whirling strikes and HoF to melee
  20. I always use all of them from L5 till L16, then most of them run out of charges, but even without charges they were useless after L16
  21. No, you need both abilities for BJ to remove switch penalty and if you wish add one more weapon slot
  22. But you can switch on any weapon slot without penalty, you can even attack with 2H and switch on shield
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