Ancelor
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Posts posted by Ancelor
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most of the people complain about are things that you need to buy the game to experience.
So it must be a combination of bad marketing and focus on other games that came out at the time
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In my honest opinion for POE3:
fix penetration
fix stacking
improve main story quality (BW for example was great)
improve companion quests and you're good to go
all else is pretty much fine for me.
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I do remember there was extensive feedback regarding the weapon modals in the early stages of the game.
It's just there was alot to do in the area of bugfixing that re engineering the modals was never on the list
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you fell right into my trap
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no idea...I just saw it after I posted it ...strange stuff
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13 hours ago, Blunderboss said:
Weapon modals being considered active effects is huge oversight too,they should have been unique effects that stacks with everything since all of them have drawbacks attached to the buffs.
this
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I use magran's blessing currently and I like it (I also like the shield's design)
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I also wished that weapon perks worked in a different way.
I usually prefer a passive bonus when I pick weapon ability although I liked how they used specializations with fighter abilities.
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I haven’t played Kingmaker yet but I’m a veteran DM of the tabletop DnD game.
I can only say that it was a feat to make the game enjoyable for a low level party of wizard, bard and rogue.
I get that people love to powerplay but DnD games in general have the tendency to include builds that make all others irrelevant (I’m looking at you Stormlord cleric of NW2).
In that regard I think POE’s vision of all playable styles being viable and the result of being competitive with different playstyles is no small thing.
One additional thing I want to add is as someone mentioned above Deadfire is a really underrated game (provided I started playing in v5.0 with all dlcs)
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Ι think the introduction of grazes helped a lot against the misses issue.
It's only a matter of fine tuning the numbers in the end
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I guess it stacks with constant recovery as well
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Simple question. Do they stack?
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good job man.
downloading it today
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wasn't there an initial discussion of adding a +% to healing received to one of the attributes anyway?
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2 hours ago, Boeroer said:
Its base healing of 14 does scale with Power Level. Every PL adds 5% base healing.
It also scales with Might (as usual 3% per pount above 10), but additively.
Other stuff that boosts it aditively: Practised Healer (10%), Physiker's Belt (10%), Footprints of Ahu Taka(10% ), Bone Setter's Torc (10%), Prissy Pet (+15%), another fiting pet on Edér (5%).
When you are dual wielding it fires twice (base of 28 then basically). You have at least graze the enemy though or it will not trigger.
Let's say you have 15 MIG (+15%), have 10 PL and the above bonuses then it can do 14base*1.5PowerLevel*(1self+0.15Might+0.1PracticedHealer+0.1PhysikersBelt+0.1AhuTaka+0.1BoneSetters+0.15Prissy+0.05otherPet) = 36.75 * 2 (Full Attack) = ~74 in a fairly big AoE. In therory...
Interestingly the combat log gives you these numbers if you unfold the entry. For example I just did it with PL 10 at 15 MIG and those items and the combat log said that I did 36.5 (I guess some rounding) healing two times. BUT on top of those two entries it says 46...? And also over the head of my party member that I healed it says 46. Huh? I checked the gained health directly on the target and it did indead heal for the higher amount. I tried to alter the MIG of the party member and that doesn't do anything. CON: same. RES: nope. Dual wielding is also not causing this. Power Level on taraget: no effect. Also it's the same on all my party members so I doub't it's any item on them. There is some other hidden bonus (most likely a bit glitchy which would explain the dubiuos combat log entries). And it's quite big. It seems to be a multiplicative 25% increase that always applies.
Could be Community Patch but I don't recall any changes to White Flames...?
So yeah basically tl;dr: you can calculate it like 14Base * 1.25SecretBonus * (1+PowerLevel*0.05)PowerLevelBonus * (1+ additive_bonus_1 + additive_bonus_2...)additiveBonus * 2FullAttack.
I think it's good enough given that it's a AoE and it is just an attachment to a quite damaging attack. It is already better than most restoration spells - especially if you factor in the damage and cost of only 1 Zeal (you have to take into account that you might miss the FoD strike though).
seems good. even though I use a shield and I multiclass (hence max PL will be 7).
Maybe I'll need to find a bashing shield
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I see the heal amount is a set 14. In game it is affected by might and possibly by PL (haven't confirmed that though).
In any case even with PL increase it seems to me that with the multiplicative formula the amount of heal will be insignificant in late game.
Now I have a mod in place that can add 1 or 2 HP per level in order to scale more meaningfully.
Has anyone played a Kind Wayfarer late game to confirm if I should use this mod or if it's better to leave it as is balance wise?
Thanks
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maybe they should have added a small buff in acc or dmg to make it more worth it
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it mentions that it hits all disengaging enemies at once I think. Is that an upgrade?
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doesn't guardian stance add damage?
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15 hours ago, Wotcha said:
I don't remember offhand, does WoFS replace the base Sworn Enemy, or is it a deal like Escape where the upgrade doesn't replace the original? Because if it DOES replace Sworn Enemy, I think a very modest mod idea would be to change it so that it does NOT replace Sworn Enemy, so you can still use the no-recovery, 1 Zeal "basic" ability when all you want to do is slap the debuff on a target, but still have the upgraded ability for... flavor? I guess? I really don't like it.
It's like a separate ability so you can chose which version you want to use.
With increased penetration I find it to be not so bad.
the faith and conviction however really pisses me off
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10 minutes ago, Wotcha said:
It's a completely different situation compared to PoE1, where F&C scaling was excellent, good enough that Obs relented and gave Pallegina some auto-scaling with level so she didn't get entirely stiffed. The benefit of reputation scaling in PoE2 is relatively modest by comparison. I mean, it's a little irritating that you're not getting reputation bonus, but it's hardly the biggest black mark against Pallegina. If I was going to pick something, I'd pick how her Wrath of Five Suns upgrade for Sworn Enemy is pretty much crap compared to either Brand Enemy or Sworn Rival... or even just basic Sworn Enemy for that matter. Again, it's a big change from the excellence of WoFS in PoE1.
Yeah I modded WoFS... added penetration per PL and it's decent.
Now I need to find a way to do the same to F&C
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according to the guide above Pallegina's abilities will not scale which sucks
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does anyone know how it scales and if deep faith upgrade is worth it on Pallegina?
Help with Crimson Helmet mod
in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Posted
to anyone reading this and has modding skills.
This mod from nexus breaks my game by greying out the "load" and "continue" buttons of my starting screen.
Any idea why this happens?
I play on steam by the way