
LampStaple
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Ability durations and attributes
LampStaple replied to Lamppost in Winter's topic in Beta Feedback for Turn-Based Mode
5 seconds is a round. I don't know about action speed, but as for %duration, and at each 5 second interval is a "breakpoint" where the ability duration is extended by a round. Say a buff has a 30 second base duration, and with int modifiers it lasted 44 seconds. Round it down to 40 and that would be 8 rounds. This means you need to have 100% buff duration to extend a short buff by a round. Makes playing an assassin spellcaster harder because 30 int can be kinda tricky to get and you can't finish casting a spell before being stealthed wears off unless you have 2 rounds of invis -
Man, I hear you Here you go: Though honestly the godhammer plate with the 2H battle axe is more badass IMO: The new 2H sword is perfect for the "gold knight" setup: Now I just need the Sanguine Plate for my Watcher to be Little Red Murder Hobo (well, not so little, being an aumaua.) do you have the stats/effects of the gear? or is there anywhere online I can check?
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Obvious one is that helmet that prevents interrupts while injured in conjunction with grimoire of vaporous wizardry. Another great one is the mask from the vithrack in delver's row that gives +2 illusion PL with the wael scepter from the south part of the map that you can enchant to give +3 PL. +5 illusion PL is a HUUUGE duration increase when you cast ryngrim's enervating terror, considering terrified is easily one of the best afflictions in the game, which you apply in a gigantic foe aoe. magran's favor battleaxe with the ring that gives +10 accuracy to fire keyword attacks is great, too. Optionally, you can add the pistol from uto's that gives you +melee attack speed after you fire it. For boss fights, you cast minor avatar, fire the pistol for the melee action speed bonus, and whale on the enemy with the battleaxe with bleeding cuts for a bit, then you cast cleansing flame. The accuracy bonus from the ring almost ensures you hit it, and then the boss just melts. Probably want to throw in a shining beacon/devotions for the faithful before then, too.
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No, they are all items that are otherwise available. Still, they are incredibly good - especially the cloak of deflection/protection that go for 775 each, and the 3000 gold gloves that gives wizards a +2 PL boost to evocation spells (that's an extra projectile on all missile spells in addition to the damage bonus of missile spells)
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So in pillars 1 casters could be gods, spamming shadowflames to annihilate bosses and stacking shining beacons and storms of holy fire to obliterate the thickest of mobs. But with massively bloated casting times in deadfire, is it still possible? Cleave-capable melee characters can do the same amount of damage as spells without expending resources and also attacking faster, in addition to being sturdier. How can my priest of magran or evocation wizard compare to a barbarian's carnage or a greatsword fighter's cleave stance?
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Holy ****, you're a wonderful person. Thank you for this. Also, I'm overjoyed to see that quarterstaff - staff-wielding mages is one of my favorite archetypes that I couldn't optimize in PoE because most of the staves simply weren't good on casters (the fireball staff was nice, though, I ended up using that so my priest of magran could pretend to be a wizard)
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If you're set on having max res I would move 8 points from con into might, having a character that can only tank is pretty damn useless. With more might not only will you be able to contribute damage, but you'll also heal a lot more. You'll still be getting fortitude, and though your max hp pool is smaller, your effective HP will be significantly higher given that lay on hands, your only zeal-spending ability, is a lot more effective.