Jump to content

mant2si

Members
  • Posts

    679
  • Joined

  • Last visited

Everything posted by mant2si

  1. I don't think that you can make save file with summoning weapon or armor, because game engine need to unsummon it on combat end
  2. ----- Armor If your armor > 3 than hit pen then damage will be reduced by -300% If your armor > 2 than hit pen then damage will be reduced by -100% If your armor > 1 than hit pen then damage will be reduced by -33% ----- Cirts If hit pen 2 time higher than your armor then hit get +30% DM bonus If you make crit, then hit pen * 1.5 To make crit your damage roll + acc - enemy deflection => 100 ----- Negative damage calculation Base Damage * 1 / 1 + (negative damage modifier - positive damage modifier)/100% ----- Negative damage calculation examle 50 * 1 / (1 + 3 (300% damage reduction) - 0.6 (Legendary weapon bonus)) = 14
  3. Depend on build, if your build has 15+ acc bonus, then pick Essence Interrupter with Modal otherwise Frostseeker
  4. Well, I just showed optimized build for Daltro's cage, it depend on you or Obs. how you or they plans to use knowledge. I found very fun how enemies blow ups with +300 - 500DM hit Do you mean the Goldpact +4 AR bonus? I thought that didn't stack with other active abilities. Any class could get a similar effect from Potion of Ironskin/Spirit Shield (and Wizards can cast those). Goldpact can get it easier tho, and they could also take Inspiring Defenses/Stoic Steel to add passive AR. Only stoic steel stack with everything else, and you need exactly +3 armor to get 300DM reduction
  5. Yeah you can also use (Helwalker/Priest) + Red Hand + Daltro's cage + Salvation of Time to +200% lash for 45s. In fact this is single DPS boost that help you steamroll BoW dragon with BDD like builds This sounds like a cool combo, as helwalker takes extra damage with max wounds, so u can hit yourself with high lightning damage and get good lash bonus, then use blade turning + BDD + salvation lol, so cheesyyy. Blade turning don't work with Daltro's cage. This is my vid from my old Barbarian build, nowdays Helwalker will be much better and will give you higher lash On 3:00 I did ~500DM per single spell cast
  6. Yeah you can also use (Helwalker/Priest) + Red Hand + Daltro's cage + Salvation of Time to +200% lash for 45s. In fact this is single DPS boost that help you steamroll BoW dragon with BDD like builds
  7. My list of OP's things in 3.0 * Brilliant inspiration + Salvation of Time + BDD - Invicibility * Brilliant inspiration + Crushing Doom - Infinity accuracy & damage bonus stacking * Combusting Wounds + Blunderbusses | Minoletta's Minor Missiles - Infinity stacking * Armor stacking from Paladins - 300% damage reduction * Resonate Touch | Whispers of the Wind | Inner Death - all L8 - L9 Monks abilities * Wizard Invisibility - Single invisibility spell which doesn't cancel after next attack * Avenging Storm + AOE Full attack + Blunderbuss - This combination allow you to clear all non-boss mob on single ability use * Streetfighter + BDD - +150% attack and 50% recovery speed for free
  8. I agreed with @mosspit 1. Multiplicative damage reduction 2. Additive damage bonus With upper and lower bound will completely fix issue for current armor system * I will set max damage reduction to 60% (no matter armor or graze or DW) and min DM reduction to 0% to prevent negative math * Plus max damage bonus to 300% and lower damage bonus to 0%
  9. I think that I need to explain why casting in Shifted form should be enabled and why casting in Human Form should be disabled: * This feature will add more fun to Shifter game-play: - Give you possibility to create ****er/(Wizard, Cipher, Priest) classes - Allow you to Buff/Debuff party members without annoying micro-management * This feature is pretty balanced because: - All power-game Solo or even party builds use shield , because shield usually mean from 30 - 40 (Passive Deflection), Shifter can't do that, that mean that all Bosses will crit them constantly, but even Group of normal enemies without shield can cause a problem - Shifter can't use weapon, armor with PL bonuses or power-game weapon such as Scordeo's Edge * Disabling spell-casting for shiftier in human form in armor, will mean that you don't have chance to use shield or strong weapon as fallback
  10. I will test it today against boss fights With enabled spell-casting in shifted form you can return this back - Removed Spellblocking when wearing Armor in Human Form. - Enabled spellcasting when shifted That is cool, now you can mix you Shifter with caster classes, but then you need to think which spell can be used by Shifter and which not
  11. Currently viable only Heavy Armor, especially Black one with -1 Armor for offensive setup and Painted for defensive
  12. You can check my Harbinger of Doom build, this is not single class but multi-class with priest, so you will lose +1 pen/+4 acc/15% and 3PL ~= 0.15% of damage But the highest Carnage damage you can get only with Helwaler/Barbarian - because Carnage formula = (BASE * 0.33) * (1.05 * PL) * (MIGHT) - which mean that 3PL will give you only 15% of Damage and 10MIGHT (PASSIVE) from Helwalker will give you +30% of Damage
  13. With 15PL MONK will give you +8PEN/+30ACC/+110%DM With 15PL TALENT will give you +6PEN/+22ACC/+80%DM
  14. You need PL > 10 You also wrote about mystic quality, but mystic quality give you only +18ACC and +5PEN, I don't know what affect Obsidian make this decision but Monk's fists the best weapon in the game, because it has unlimited scaling In fact you can stack 15PL (Pure Monk + Death Godlike + Potion), I will test it and write more info in this post
  15. They both scale with PL and on 12PL Monks fists will give you +7pen/+26ACC/+90%DM Unarmed training will give you +5pen/18acc/+65%DM (I never tests what you will get on 13PL, but you can stack such PL on no-multi-class monk +2PL from potion, +1 form prestige talent, +1 from Godlike passive) Death Godlike + BDD spell + 2PL potion allow multi-class monks get 12PL and benefit from fists scaling
  16. I also found that Paladin + new Shifter can stack to much armor for current AR system Shifter + Rogue could have high AR without penalty to AS Shifter + Monk is OK Shifter + Fighter is OK Shifter + Ranger is OK Shifter + Barbarian is OK I don't test Shifter with any mage class because of disabled spellcasting
  17. My first impression, the mod is really cool and give you a lot of different options and tools to deal with your enemies What is good and well balanced: Healing on Spiritshift 2 Damage Types Passive & Active bonus for each form I found next bugs: 1. On L5 you get Nature's Terror, Elemental spell 2. After PL5 you can't see Spritshift forms on level up screen 3. Beast Slayer give you accuracy vs Primordials 4. Your wolf summon behave as Ranger summon, but should behave as Chanter summon 5. Passive armor bonus and pen bonus also applied on normal weapon and normal armor Level progressions suggestions: 1. Put Pen and Armor passives on PL7 and PL6 2. Put Beast Slayer and other abilities PL4 Ability suggestion: 0. Resulted Pen 15 is pretty high, could you give only 1 pen instead of 2 1. Make Terrifying Roar -> Terrify but for short period of Time (6S) 2. Paw Swipe is useless, I suggest you to change it on something else 3. Make Thunderous Blows duration little bit longer, at least 24S 4. I suggest you to move Taste of the Hunt to Wolf form + change (Wounding Bite and Strikes ability to something else) 5. Finish Them is useless, I suggest you to change it on something else 6. Game Over AOE is Very small + I suggest you to make this ability Immobilize targets 7. I suggest to make stag furry attack all targets Around you but with Primary Attack + for defense 8. I suggest to make - (Armor Breaker) - Each time the enemy takes damage, the effect's duration is increased 9. Revenge duration is too long, could you make it for 6S I will do more tests with bosses fights tomorrow
  18. I think that you can increase your average damage output with Sun & Moon + Flail Modal (especially for enemies with 110* reflexes) 1. It trigger 2x carnage which also trigger Avenging Storm, plus do raw damage 2. It reduce reflexes for all enemies around you 3. It give you 5% chance to repeat any-attack with fire damage, which work Blunderbuss modal 4. It will restore 20HP - 50HP per HoF use P.S I posted video with Sun & Moon setup for Ranger, but barbarian's HoF will work even better
  19. Yeah, I will start a thread with `How to build invincible character ` title, Obsidian very like nerfing everything under such titles
  20. 75% damage reduction equal to 0.75/(1 - 0.75) * 100% = -300% 50% damage reduction equal to 0.50/(1 - 0.50) * 100% = -100% With 75% damage reduction you enemies will always get -300% to damage, so damage modifier will be always negative. But I don't know what happen next, nor about damage with negative modifier computation If you know that small fact +50% from Helwalker look like small clutter, because of that small fact +3 Passive armor from paladin subclass equal to = -300% DM for Infinity time Of-course you need high defenses, but +15 passive to ALL defenses will help you with that small problem, I think for balance purposes Paladins should get has ability with +6 (ACTIVE) armor bonus for short period of time instead of +3 as passive, and +15 to all defenses except deflection and +5 to deflection
  21. You have +15 defense from paladin passives (for others classes it equal to equipping light shield) + your Flame of Devotion heal you for ~80 - 90 HP (Which also unique Paladin ability) + you restored 3 Zeal (which also unique Paladin ability) during fight
×
×
  • Create New...