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mant2si

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Posts posted by mant2si

  1. That's a nice summoned weapon.

     

    But Voidwhell for exemple does :

    10% raw

    10% corrode

    Corrode resist reduction on the ennemy

    Chance to proc a raw damage spell on crits

    Has much more penetration

    10% self damages but a weapon enchant can compensate for it.

    But there no +10 acc :D

     

    + 10% to Crit

    + 10% to Hit

    + 10% to Graze

    -  10% to Miss

     

    If you have 100 acc and enemy has 100 deflection for 100 attack (with 110 acc) you will do 10 additional hits, 10 additional ctrits and only 5 misses, 25 Graze

     

    + 5% fire lash

     

    As devoted you already have good +2 Pen, and +25% to Crit Damage 

     

     

  2. Check this thread https://forums.obsidian.net/topic/103151-firebrand-has-a-lash-now-and-is-finally-a-serious-weapon/
     
    Firebrand:

    Can be summoned with scroll +60sec (instead of 30 - 45s for other weapon)
    +25% Fire lash
    2 Damage Type
    There exist ring that increase Firebrand accuracy +10
    Modal with +30% to Damage
     

  3. I would love to see a justice system in place where you get some sort of penalty for stealing. Right now, stealing everything that isn't nailed down is a no brainer. Devil of Caroc's breastplate is insanely overpowered and easy to get. My Holy Slayer (Streetfighter / Goldpact) got this as soon as he got to Netekata and it was a game changer. I think when I use sworn enemy I end up with over 15 armor. That was around level 6 or 7

    Don't make it harder to steal or make these items unavailable. Give us something negative for doing this (reputation maybe?). Or if the merchant sees you walking into her store wearing her missing armor... I don't know.. maybe you get attacked?

     

    ... If you know how and where get Devil of Caroc's breastplate, if you know why you need this armor, then you already collect/studded required meta knowledge and this armor is your reward 

  4. I liked PoE I rest/cast/recovery/armor system, I didn't get why obsidian change ALL of them, they spent so much time on balancing game engine and ... then develop new one. They also didn't give good tools for mod developers for PoE I, but I dream maybe somewhere they make PoE I engine opensource :D
     
    I liked resource management aspect, when you need diced what and where you want to use you abilities, but you can use all of them at once or dived them for multiple fight
    I liked PoE I bosses with 130 Deflection, In fact to make PoE II bosses stronger, they only need rise their deflection and lower health
    I liked PoE I stun/paralyze/confuse cc's
    I liked PoE I barbarian carnage
    I liked PoE I priest buffs
    ....

  5. PoE II - The age of monks and unarmed fights :D

    I really happy that monk unarmed weapon can be used by any class, in PoE I this talent was garbage
    But I still don't understand why unarmed weapon so strong or why in PoE II so few good weapons :( 

    And the main question why 11 int, in 1.2 borrowed instinct was nerf. to 20s

  6. Let's calculate: 

    You need legendary weapon: +16
    You need highest active skill: +25 from Arquebuse modal
    You need highest passive skills bonus: +20 from Ranger, +20 from Ranger full attack
    You need highest perception bonus: ~+12

     

    + ring +4
    + head +5
    + ranger talent +5

    In summary only ranger can get  you +107
    With L20 you will get +77 
    = 184

    Highest defense in the game which I currently saw is something near +130, so you will has something like +54% - 84% to crit chance, then you need to decide which class suite better for you play-style

    Assassin is usually (3 - 4) crit and run guy, good DPS until you run of guile
    Berserker is really good: AS on kill, Hit -> Crit conversion, AOE attack
    Devoted: +10ACC, +25% Hit -> Crit, +2Pen, +25% to crit DM, +Recovery speed from armor grace
    Street-fighter currently the highest DPS class +150% to DM, +50% Recovery speed, but not really good as ranger subclass

    So I offer to go with Devoted as more stable class or as Street-fighter if you know how to get your bonuses


     

    • Like 1
  7.  

    I don't know why everyone skip first legendary club from port maje (https://pillarsofeternity.gamepedia.com/Shattered_Vengeance), this is one of the best weapon against bosses for all martial classes

     

    Club curse stacked 6x times and give you +26% damage to all attack against target to infinity period of time

     

    I've given that club a fair chance. Even tried it with a one handed style flurry monk to try and stack that curse quick enough but it just builds up way to slow to justify the low base dmg of the club. It is good with the modal to lower will but imo that's about it.

     

    Yep you need only stacked curse debuff, then you can switch on your favorite weapon. As I written I used it only on bosses. DW it with any range weapon to increase recovery speed for all non monk classes

     

    With enough accuracy monk can spam full attack, I usually use it with saber that give you +% to lash damage

    Pure monk can spam L9 ability which hit target multiple time, but now pure monk has so much OP abilities that you usually don't need this debuff :D

     

    You can always pick rogue and apply curse + generate cold lash with crippling strike and reset fight :D

     

    • Like 1
  8. I currently doesn't has time to check my assumption (maybe on weekends), but if now main (not assets)  PoE II data stored as JSON files, then you can just put all files under local  GIT repository and track changes by committing each steam/gog patch :D Then you can easy connect patch notes with file changes and revert some changes in future 

  9.  

     

     

    This together with the Rooting Pain fix, I spent about 2hours?

     

    I couldn't carry on playing my playthrough due to these bugs so it seems like the most productive thing to do lol

     

    sure it is fixed? i thought patch 1.1 mentioned it was fixed. gosh how i wish obsidian has more talented people.

     

    The fix I was referring to was with regards to the bug introduced by patch 1.2. I created a bug report at https://forums.obsidian.net/topic/103172-bug-12-rooting-pain-no-longer-triggers/ but so far radio silence from Obs.

     

    In nerfing the proc rate to Rooting Pain, it resulted in wrongly assigning 2 different status effect objects of infinite duration to the skill. 1 that governed the proc rate of 25%, and another that depended on the former to trigger the actual Rooting Pain attack. I fixed the bug by changing the second status effect object duration to Instant and thereby avoiding the status conflict.

     

    TBH creating the fix was not as much as an issue as not receiving any response to bug report...

     

    Just an update. Obs fixed the issue and even changed the proc rate to 0.33 instead of 0.25 :)

     

    Just checked the

     

    "DebugName": "Rooting_Pain_SE_AttackOnApply",

    "ID": "3c9bd134-371d-4238-aa6d-b8faeb2a0d19",

     

    and in fact the DurationType was indeed changed to Instant. Thanks to for the fix again :)

     

     

    Did you put entire data folder to git repo :D 

  10.  

    Nice found! So you mean dual wielding blunderbuss + Whisper of the wind to get maxed stacks on enemies, then trigger Resonant Touch?

     

    So if I remeber correctly Whisper does 5 full attacks, so if there are 2 enemy, one get two full attack one 3. So the one who get 3 full attack will get 3x8=24 stacks. And then with resonant touch it’s 24 x 27 = 648 raw damage ouch :)

    If there are 2 enemies in 99% of fight there is no need for resonant touch, casue both of them will be death after 1 or 2 WoW attack. Only excetion are bosses, but only huge one - dragon and kraken and nemnok (i made some test just now - since lava dragon always summon some magma slime, after 2 uses of WotW he was hit 4times with full attack, his health bar was 90% full, and after that RT take him down in 1 hit :D - so even if enemy have high DR and we gigle him for 1-2dmg, after blunderbuss combo one RT will make him KO) arkemyr or lich will die after 2 attack :/ Also one more thing - if we use Avenging storm from scroll or uniqe helmet it will proc WotW nice and we can ko whole screen in 1 attack :D

     

    Nothing changes :D I thought that after Neverwinter Nights where DW monks can do > 10APR developers learn something

  11. I found a way - how to make this build even stronger

    1. Now in the game exist grimore that give you additional spell for each level but interrupt on damage, to bypass this limitation you need helm that give you immunity to interruption with at least 1 injure :D +7 Spells and Immunity to Interruption for free

    2. While weapon didn't affect your spell recovery speed you can take https://pillarsofeternity.gamepedia.com/Sun_and_Moon with small shield, your accuracy will stay same but you will get +2PL, +20Deflection, +20Ref

    3. With shield you don't need Entonia Signet Ring, you can pick https://pillarsofeternity.gamepedia.com/Halgot%27s_Warmth and sometimes cast Consecrated Ground, because if don't planing to escape you will have 1 free L2 spell

  12. I used this

     

    https://www.reddit.com/r/projecteternity/comments/8jiez5/poe2_modding_tutorial_rough_and_ready/

     

    You need a suitable editor. I used Notepad++ and JSON formatter plugin from http://www.sunjw.us/jstoolnpp/

     

     

    Honestly, it is pretty straightforward.

    Thanks, good point for start

    I using VS because I working on Linux  :D

    I assume that more info can be found in modding forum

     

  13. Ok so....

     

    According to the bundle files,

     

    1. "DebugName": "Wahai_Poraga" (1700bfb4-6ca5-4789-988c-1ad629d2965f)

    is the entry point of the attack, and the attack has an ExtraAttack will leads to...

     

    2. "DebugName": "Wahai_Poraga_AoE" (8266b7fd-87ce-44ca-ab11-ca11775c8eab)

    which is an AoE attack which does no damage which in leads to a RandomAttackAoeComponent ....

     

    3. "DebugName": "Wahai_Poraga_RandomAttack" (5e0495a3-a335-46e3-aad9-f7a076aa7e2d)

    This was previously predefined to have 2 extra attacks with the max number of attack on a single target as 1. This attack will have proper dmg values.

     

    It should be fine up to here. Problem is "Wahai_Poraga_RandomAttack" itself has an ExtraAttackID node too which leads back to "Wahai_Poraga_AoE". So basically, it creates an "closed" loop between 2 and 3. Until there are no suitable targets based on the proc conditions governing 3.

     

    You don't even need any critical procs or full attacks to create massive carnage, you just need to be surrounded.

     

     

     

     

    The fix is quite simple - set ExtraAttackID within 3 to 00000000-0000-0000-0000-000000000000 and the loop breaks

     

    If anyone is interested, you can try the fix from here

    https://github.com/mosspit/df_wahaiporaga_fix

    Yep this works, lol how much time you spend on this fix :D ?

  14. With Ring Leader you can probably solo most of the game with any class (not only with fighter or paladin) and you don't need either soul annihilation or WotEP for that. While the active parry is still nice and can be a source of free dmg/focus, you can obtain the same results by using weapons with better dps. Also at high level SA is much less effcient than Disintegration.  

    I mean really tough fights, maybe Queen, with a lot of healer guys

     

    > Also at high level SA is much less effcient than Disintegration

     

    Currently Disintegration is bugged and with graze you get higher DPS than with hit, but most of the game enemies has very high constitution, and if Obsidian make opposite effect with graze. then you will do more damage with sword

     

    Also if you like spamming Disintegration you should pick class with additional PL

     

    > same results by using weapons with better dps

     

    It is not 100% true, I already tested this build with improved Firebrand, and while Firebrand give you additional +25% lash, when you fight at least 3 enemies WotEP has better average DPS

     

     

    Paladin doesn't have armored grace.  

    I written in my post that I changed class from Paladin to Fighter in my build version

  15. Don't worry about it(me). I think I solved my issue with "difficulty" by turning Level Scaling off so I am not really interested in a mod Up-scaling even more. I played the game enough to know what is possible and whatnot. It's really simple, as I mentioned already, get higher stats than enemies. So if enemy will not get higher stats neither I need to get them and the result will be the same, as we say "nula od nuly pojde" 1/1 is the same as 10/10. 

    Ok :D I like this feeling when I found skill/gear/consumable combination that can do solo DD/Upscaled/PotD

     

  16. Help me? What would help me would be a video playthrough with this mod on from level 1(4). Then I could judge for myself if it "feels really good" and how a build "can deal" with the mod. Otherwise, I have to take your word for it and, with all due respect, I will not simply because feelings are subjective. 

    Start island is very bad example man, same as Ukaizo fight. Let's wait for the 1.2 release, and I will post videos with some low level fights for my next play-thought 

     

    Can u even reach 120acc on a wiz/priest post 1.2?

     

    120 is ACC from your video

     

    > Keep in mind that ANY build made before 1.2 patch can use alchemy for around 30acc and 8ish Xtra pen. This is no longer possible. 

     

    20 (Base) + 57 (Level) + 10 (Perception) + 5 (From Aware) + 10 (Priest buff)  + (8 - 4) (PL) + 3 (Bracers) = (109 - 113) + ring that give you +10 to fire spell acc + 2 if you picked race with perception ~= 119 - 125

     

    ​I forgot about drug that rise your perception +3

     

    If you picked Skaen, you can cast some buffs and drink potions in invise

     

    There also exists weapon that rise your fire power level +2 and potion +2

  17.  

     

     

    Did you try to play with DD mod ? Over-leveled street-fighter fights look really boring on normal PotD

    Does it do anything other then further boosting enemy stats? If it reworks encounters and the AI then I'll gladly play it, otherwise I rather not. The enemies stats on upscaled POTD is fine, it's the AI design that is not.
    In this mod Daggers, Sabres .. etc usually can't penetrate boss armors, you need to use food for penetration, and you will lose your affliction imunity

    Experience reduced and you can't get L16 so fast

    Enemies has +20 deflection, and you can't crit them on each attack, +30% to health

     

    With this mod PotD feel really good

    Yeah so pretty much adds imbalance between classes by highly promoting ranger/devoted for ACC and pen and chanter/cipher for unlimited resources?

     

    Why is sabres mentioned? Sabre modal gives u pen unlike many other weapons.

     

    > Yeah so pretty much adds imbalance between classes by highly promoting ranger/devoted for ACC and pen and chanter/cipher for unlimited resources?

     

    120 ACC is OK

     

    Nope, there exist good Wizrad/Priest, Monk/Devoted I posted Wizard/Rogue build concept, that can solo this difficulty

     

    > Why is sabres mentioned?  

     

    Modal didn't stack with potion, but mace modal that reduce enemy armor stack ;)

     

     

  18.  

    Did you try to play with DD mod ? Over-leveled street-fighter fights look really boring on normal PotD

    Does it do anything other then further boosting enemy stats? If it reworks encounters and the AI then I'll gladly play it, otherwise I rather not. The enemies stats on upscaled POTD is fine, it's the AI design that is not.

     

    In this mod Daggers, Sabres .. etc usually can't penetrate boss armors, you need to use food for penetration, and you will lose your affliction imunity

    Experience reduced and you can't get L16 so fast

    Enemies has +20 deflection, and you can't crit them on each attack, +30% to health

     

    With this mod PotD feel really good

  19.  

    Does it still work with 1.1 ?

    The nerf of the WoEP makes the weapon very situational now and not using it makes the deflection stacking less important.

     

    Right now it's better to focus on armor/penetration and I will probably replace the WoEP with the Willbreaker and Gipon Prudensco with the Blackened Plate/Patinated Plate, but I need more testing before updating the build.

     

    After testing my 2H ideas I also ended with something similar (while Obsidian continue change game balance I don't want to create new build topic, and want to share my ideas in this post).

     

    Soul Annihilation in 1.2 increase your base damage roll and convert all your damage to RAW, so you can do 60 - 120 RAW AOE per hit

    WoEP riposte will generate additional focus, and you can spam Soul Annihilation, each second attack

     

    I don't like Armor Stacking,  because of that I picked Fighter with Great Sword specialization, now in 1.2 you will get +3 passive penetration

    Unlike Paladin you can get only +14 deflection from passives, but you will have more stable deflection bonus from armor buff

     

    In 1.2 you can farm Gipon Prudensco, but it will give you only +10 to deflection in summary you can hit something like +140 deflection

     

    With Armor Grace + Pet your armor recovery = 0%

    Dump dexterity, use drug that increase action speed, use helm that reduce 2h recovery, use food that reduce recovery speed, with that setup you will end with 1.5 sec to recover

    You can also increase your damage with next modifiers: I picked human +15% damage, +15% from Fighter, +25% to crit  from Fighter subclass, +30% from 2H modal

     

    With Ring Leader this build can solo most of the fights without problems

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