Everything posted by Lampros
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In-game damage meter: Does it count DoTs into the equation?
I recall that the PoE 1 version did not, and, as a result, huge damage skills such as Sacred Immolation and Dragon Thrashed were not registering at all. Is it still the case in PoE 2? If yes, then is there any alternative damage meter mod? I recall that MaxQuest's mod (I think it was his) corrected this problem, but I don't know what's been going on with PoE 2, as I bought the game only a week or so ago. Thanks in advance!
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"Set Poe1 game stats" - questions For min/maxers ?
I just realised he was asking for stuff that happens specifically in Deadfire, and not carryovers from POE1. Reading comprehension ftw Sorry, perhaps I was a bit unclear ! I was in fact thinking of all carryover changes that come with Poe1 choices into Poe2 ! not the ones that you find in poe2 (as theres already a good thread about that one) : this is a good min/max guide for poe2: https://forums.obsidian.net/topic/101300-guide-permanent-bonuses-approach-for-a-no-rest-run/ Awesome stuff!
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[Guide] Permanent bonuses / Approach for a "no rest" run
Utterly awesome thread. Thanks!
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"Set Poe1 game stats" - questions For min/maxers ?
That sucks
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"Set Poe1 game stats" - questions For min/maxers ?
What about in PoE 2? Are there quests or anything that gives permanent stat boosts?
- How do you allocate skills to your party?
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Do you find Devoted worth it (question for people who got far in game)
What would you consider the main DPS classes then - melee-wise (I don't enjoy ranged combat)?
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Q: Abraham the Pet and Recovery Time for Armour Penalty
Neither stealthed, and I was looking at the main character. But let me check again once I re-start. And thanks for the note on only the secondary effects influencing other members; I didn't know that!
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Do you find Devoted worth it (question for people who got far in game)
Ah, thanks! So Fighters do have useful DPS tools and are not just tanking or CC-bots.
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Q: Abraham the Pet and Recovery Time for Armour Penalty
I still don't see the reduction on the tool tip for Abraham. The math is already done for you - it's like Armored Grace. Look at the Armor recovery penalty, it should be lower. Ok, I will check again when I re-start the game. (I went down the Old City lift at level 5, and I didn't realize it stayed up only for half a day; so I had to re-start.) But when I checked it on the armor tool tip, the recovery time was the same - regardless of whether I equipped Abraham or not.
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Q: Abraham the Pet and Recovery Time for Armour Penalty
I still don't see the reduction on the tool tip for Abraham.
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Q: Abraham the Pet and Recovery Time for Armour Penalty
Jesus. So the best pet?
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dps tests of some classes/multiclasses * some values will change with 2.1 patch
Just know the test I run are at lvl 20 characters with optimized equipment and basically ignoring incoming damage so take it as it is. Over the course of the game I have found the following for example: -Barbarian (Berserker) -Streetfighter (Blunderbuss/ recovery reduction) -Cipher single class and their multiclass variants Can do impressive damage from the start of a game throughout the playthrough and tend to out dps other strong dps classes like monks and wizards until the very late levels. Like wizards and monks / monk/x variants to spectacular damage but at very late levels when they get key decisive abilities like the level 8/9 nukes in case of wizards and turning wheel , heartbeat shenanigans in the case of monks. What about single target DPS - especially melee? They are generally lower than spellcaster/ ranged builds. Barabarians and monks are quite good when optimized but in general aoe blunderbuss/ spellcaster builds that can jst stand in one place and pewpew of course do more damage. Like in my game right now a ranged shadowdancer streetfighter/helwalker with blunderbuss and pistol is doing more damage (though not by much) than a melee witch zerker who has to chase some targets during target swap sometimes. I may also try a Blunderbuss build then. I worry that a pure spell caster will be too annoying to script
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dps tests of some classes/multiclasses * some values will change with 2.1 patch
Just know the test I run are at lvl 20 characters with optimized equipment and basically ignoring incoming damage so take it as it is. Over the course of the game I have found the following for example: -Barbarian (Berserker) -Streetfighter (Blunderbuss/ recovery reduction) -Cipher single class and their multiclass variants Can do impressive damage from the start of a game throughout the playthrough and tend to out dps other strong dps classes like monks and wizards until the very late levels. Like wizards and monks / monk/x variants to spectacular damage but at very late levels when they get key decisive abilities like the level 8/9 nukes in case of wizards and turning wheel , heartbeat shenanigans in the case of monks. What about single target DPS - especially melee?
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Do you find Devoted worth it (question for people who got far in game)
I am wondering about the same thing as well. What can an end-game Fighter expect in terms of crit rate? I think that determines how much that 25 percent crit damage is worth?
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Skillz
Ah, ok. So max out 1 active and 1 passive? And having 28-30 in one skill is insane. I don't recall that you can get that high in PoE 1, though I am an old man with a fading memory
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dps tests of some classes/multiclasses * some values will change with 2.1 patch
Amazing thread - I was looking for something like this!
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Melee weapons help
By the way, how strong are Devoted Soul sub-class Fighters as pure melee DPS characters? Can they compete with Rogue or Barbarian DPS now?
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Skillz
LOL, for just a regular 5-man PoTD party Arcana: Useful if you plan on using scrolls. Must have if you don't have a single-classed wizard/priest/druid for the end-game spells. Whoah, so multi-class Priest or Wizard (both of which I have) are not enough? How high do I need to bring their Arcana then? (I figure it makes more sense to increase Arcana on casters.) Also, when you say cover every skill, how high do I need to go exactly? Like 9-10? If so, I assume one character should focus no more than 2 active and 2 passive each - or something like that?
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Skillz
LOL, for just a regular 5-man PoTD party
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Skillz
What are the most important skills to have? And equally important: What levels do I need to be effective?
- Aloth: To Multiclass or not to Multiclass?
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Melee weapons help
Thanks so much! The scripting help is especially useful. On my own, I think it would've taken an eternity to figure out what's going on...
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Companions AI sheet and build
Thanks; it's very helpful to know that heals should be the first script. So I assume purging negative buffs - at least for support - should be next? Also, if you write a custom script, will the AI ever use abilities you didn't write in?
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Melee weapons help
The helwalker/streetfighter might have the highest burst if you're using full attacks+scrolls and if you like to micro manage your character more than actually fighting. However for steady dps the best ranged weapons are Red Hand/Aamiina's Legacy. Also I don't see the point of using Wahai Poraga/WotEP at range when their AoE stays always near you. Instruments of pain works only with Citzal's Spirit Lance but it comes very late and isn't really required. PS. Also I'm not sure if most people are aware, but while Citzal's Spirit Lance does normal single target damage, its AoE damage isn't better than what WotEP does. You micro less than with a ranger pet Ai script is really simple once you break it down and commit to blunderbuss since you are streetfighter and use something like scordeo's trophy in the main or off hand. For Aoe use Fire in the Hole+Scordeo's (usually good enough as you want both pistol and blunderbuss modal on). For single target Scordeo's+Xefa's. Script is as follows: (Turning Wheel active) 1.) Lightning Strikes 2.)use scroll/ ability of avenging storm (optional) 3. Enduring Dance 4. Thunderous Blows (when attacking high armored targets) 5. Arterial Strike (if target has no bleed effect) 6. Finishing Blow (If target bellow 50% health) 7. Stunning Surge (lowest fortitude or was it reflex?/ target has affliction to fortitude/dex) It is higher dps naturally by far if you can crit consistently so party support of zealous focus / devotions for the faithfull etc help a lot. ...because then you get into a chain sequence of spamming stunning surge with you aoe mortars/ multihit blunderbusses. Hey, so I am actually currently using your Faceless Dancer as my main character. Two follow-up questions consequently: 1. Can I afford to take a bit off Resolve and put it in either Might or Dexterity, since I will have a Swashbuckler along with him in the front line? 2. I played a bit of the first map, and I am a bit confused by the AI behavior editor thing. I assume I cannot rely on the default one, and instead construct my own customized AI? If yes, what should I prioritize? And will any skills that I do not put in as part of the custom AI not be ever used? I noticed that my Holy Slayer never used any Rogue Trickster spells, and I am wondering if this is just coincidental or whether they will never be used as long as I rely on the default AI.