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Posts posted by fced

  1. 1 hour ago, JerekKruger said:

    I'm not sure there's any way to get a Power Level anywhere near 50, even temporarily. Normally, at level 20, your base Power Level will either be 9 (if you're a single class character) or 7 (if you're a multiclass character). Given only single class characters can get Prestige it'll always be +1 on top of a base Power Level of 9.

    To give you some idea of how powerful that is, if you're a Monk it'll upgrade your fists from +65% Damage, +18 Accuracy and +5 Penetration to +80% Damage, +22 Accuracy and +6 Penetration, taking it from slightly better than Legendary to significantly better than Legendary (and slightly better than Mythic).

    Ok, i didn't knew Power level apply to weapons also...

  2. On 2/22/2020 at 7:02 AM, Boeroer said:

    No. I think you mean Prestige (the ability that gives you +1 PL), not Power Level itself.

    Power Level is a secondary measurement of class advancement. A bit like character level (since your basic Power Level is tied to your class level), but it will get altered by multiclassing (lower PL than single class in general) and can be increased/decreased by abilities, consumables and items. 

    Little problem: the "base" Power Level also describes the ability tiers. Tier I = Power Level 1 up to Tier IX = ability tier 9. This might be confusing for some people: that the term Power Level is used for that char-level-like thing as well as for the ability tiers. 

    Multiclass chars can only reach base PL of 7 (they can never pick abilities of the tiers/PL 8 and 9). They also reach Power Levels more slowly than single classes. So in order to reach PL 3 for example a MC char needs more character levels than a SC char. That also means that SC chars reach certain abilites much earlier in the game.

    All abilities automatically scale with your "actual" (not base) Power Level. That's your base PL +/- abilities (like Wellspring of Life, Tactical Barrage/Acute/Brilliant, Blood Scarifice, Ascension, Prestige and so on), consumables (like Potion of Ascension) and items (like Stone of Power, some pets, Spine of Ticket Green and stuff). However, those bonuses don't change your base PL which determines which ability tier you can pick from. They only chance your "actual" PL.

    Abilities gain PEN, +5% base damage, accuracy and other goodies like duration or more projectiles etc. per Power Level. So for example a SC lvl-20 Paladin's Flames of Devotion will be more powerful than that of a MC Paladin/Wizard at lvl 20. Because the first one will have reached PL 9 and the other one PL 7. That means the SC Paladin's FoD will have 10% higher base damage (among other things like higher PEN and accuracy).

    But... wasn't all that explained above by other posters already?

    Is there a way to see our actual "Level of power / Power level" (Prestige add +1 level of power/power level) ?  If at lv20 we have 50 power level it is not interesting, but if we have 4 power level/level of power "Prestige" can be very interesting...
    I have found some help for calculation of PL by Level on Gamepedia but not sure if it is for POE or Deadfire because the max character level = 30 and on Deadfire i am maxed at LV 20 : https://pillarsofeternity.gamepedia.com/Power_levels
    Edit  : I got my answer, if this table is true, "Prestige" passive will increase ability power scalling from +-10% for Tier IX abilities to 5% for tier I abilities, not sure it is a good idea to get it... 

    ------------------- >

    Power level for nth level abilities

    The following tables list the power level of nth level abilities given the above power-level-by-character-level. This is the final power level of an ability, assuming there are no other external factors.

    Single class power levels
    Power level by
    character level
    Ability native power level
    1 (I) 2 (II) 3 (III) 4 (IV) 5 (V) 6 (VI) 7 (VII) 8 (VIII) 9 (IX)
    1 0 -1 -2 -3 -4 -5 -6 -7 -8
    2 1 0 -1 -2 -3 -4 -5 -6 -7
    3 2 1 0 -1 -2 -3 -4 -5 -6
    4 3 2 1 0 -1 -2 -3 -4 -5
    5 4 3 2 1 0 -1 -2 -3 -4
    6 5 4 3 2 1 0 -1 -2 -3
    7 6 5 4 3 2 1 0 -1 -2
    8 7 6 5 4 3 2 1 0 -1
    9 8 7 6 5 4 3 2 1 0
    10 9 8 7 6 5 4 3 2 1
    11 10 9 8 7 6 5 4 3 2


  3. On 5/31/2018 at 10:05 PM, PIRI said:

    Snakeskin Grimoire
    Lvl 4 - Nannasin's Cobra Strike


      Reveal hidden contents







    Ninagauth's Teachings

    Lvl 3 - Ninagauth's Death Ray

    Lvl 4 - Ninagauth's Shadowflame


      Reveal hidden contents






    Llengrath's Martial masteries
    lvl 8 - Llengrath's superior elemental bulwark


      Reveal hidden contents





    Arkemyr's Illuminating Discoveries
    lvl 6 - Arkemyr's Brilliant Departure


      Reveal hidden contents





    Arkemyr's Grimoir
    lvl 6 - Arkemyr's Brilliant Departure
    lvl 8 - Arkemyr's Mercuriaql Madness


      Reveal hidden contents





    Iron Glasped Grimoire
    lvl 2 - Concelhaut's Draining missiles
    lvl 7 - Concelhaut's Crushing Doom
      Reveal hidden contents







    You missed this one : Jernaugh's Equalizing Burst

  4. On 2/19/2020 at 2:55 AM, jiwei said:

    My id is PSN-US id.And there is no update about the POE2.🤔 I think it will take a month to begin to update about the crash-bugs.

    may be it depend the country, some players got 1.03 last week, i got it when i posted the message...

    Today my fight with Nemnok was almost at an end, and the game crashed, i have to restart it, one hour lost.

  5. On 4/3/2018 at 1:05 AM, Yosharian said:


    Others can explain better, but basically it works like this.  Power level is a component of multiclassing, so I'll use that as an example.  Think of a single class Wizard versus a multiclass Wizard/Fighter:


    1) The Wizard/Fighter can cast some of the same spells that the Wizard can, but at slightly reduced power (less damage, less duration, less penetration, etc).  This power disparity increases slightly as the two characters grow in levels.


    2) The Wizard can cast higher level spells earlier than the Wizard/Fighter can.  For example, a Wizard would get Level 5 spells faster than the Wizard/Fighter.


    3) The Wizard can cast some very high level spells (Level 8 and Level 9) that the Wizard/Fighter will never get access to.

    Power level is a common passive ability tier IX passive (any class have it if i am correct) so i doubt it permit to launch higher tier spell sooner (it is a Tier IX ability - you can get it only at LV 19, max is 20), i wonder how it work too, i think it increase the power of any ability, but i would like to have the maths...

  6. It would be nice if we knew which weapon are : Nannasin's Cobra Strike, so we could get the weapon ability which correspond to the spell, i took war bow ability for

    Caedebald's Blackbow and it work perfectly   , i would like to do the same for Nannasin's Cobra Strike, but not sure what weapon type it is (it is not scepter/quartertaff/wand/sword/unarmed/warbow/warhammer of this i am sure because those ability don't appear when i am using Nannasin's Cobra Strike)...

    Any idea ?

  7. Hello,
    I would like to know which type of weapon are each summoned weapon (to combine with the appropriate weapon skill)?
    Is there any source of informations somewhere ?

    I start with :

    Wizard :
    Caedebald's Blackbow
    is a War Bow,
    Citzal's Spirit Lance : is it the one hand lance or the two hand ?
    cobra strike   :  No idea about what weapon it is 
    Concelhaut's Parasitic Staff : Easy it is a two hand staff (the melee staff)
     Any other ?

  8. 18 minutes ago, Daudastund said:

    There is a thing among stats which is called "Will". It pretty much sucks because many of my abilities needs to tackle that.. "Will" thing to even work.

    SO.. how can I deubuff enemies "will" stat? Maybe it is a "noob"  question, but if someone could help me with these game mecahnics, because I just really dont get it.

    Also, how can I improve my summons? I mean my summonded Drake does piss poor damage and then vanishes after 25 seconds. In my experience enchanters really suck asses because thats all they can do really 😕

    EDIT: I am lvl 16 Harbinger and on the icy island getting wrecked by that Messenger, did he got patched or something becaue too many tryhards were bitching about too easy fights? Well, ef you then..

    In game, if you go where you have all your quests, you have tutorials for the basics and encyclopedia for anything which concern affliction effect, and which spells do intel/will/dext/perception ... affliction... If you are on PS4 press L2 -> on the right of the wheel (at 2 o'clok) the log/journal/don't know the real name in english, click it, then L2/R2 to navigate in this menu

  9. 1 hour ago, thelee said:

    Party assist always works except: for actually using the skill (i.e. actually stealthing, actually pick-pocketing, your actual use of explosives or traps). the exception is mechanics, which uses your party assist mechanics to disarm traps (but uses your un-assisted skill to set traps).

    The oddity about skill checks IME has more to do with the fact that sometimes in encounters only your watcher is allowed to pass a check, and sometimes anyone can volunteer to pass a check, and it's not always consistent or makes sense with the encounter. (And in rare cases, sometimes a specific arbitrary ally is picked to have to attempt a check, which is extremely annoying).


    So it sort of depends on what @fced means by "dialog" and "can't pass." If you can select the dialogue option (e.g. it is not red) then you by definition you have passed the check. But not always does selecting a dialogue option unlocked by a skill mean a good resolution, so it might still seem like you "failed" even though you were able to use the dialogue option. If however by "dialogue" you mean "scripted encounter" then it's possible that a character has 10+4 diplomacy, but a different character is being selected to actually pass the check and they're failing.

    Example : Rongi in the plucked fruit quest (he was thief), Serafen had Bluff 8 when i spoke to him, but no way can't bluff him, i stay stuck on this quest for long time, i finally solved it by raising my perception to 19 while i was on the beach, and i found the fruit...

    • (source wiki) If you inspected the reeds, you can question Rongi about it. He will confess with Bluff 7, or Intimidate 8 + Intellect 14.
  10. 2 hours ago, Boeroer said:

    It's good that you made a detailed list. The only problem is that it's not Obsidian who did the port. That list should go to Versus Evil (I don't know which company they enlisted to do the port). I doubt that anybody from Obsidian will take this list and forward it to them - since they don't support Deadfire with patches etc. anymore. I doubt they are even reading the technical support forum atm. :( Maybe they do though, but my experience suggests otherwise...

    I know, but it is Obsidian responsability to read this list and transmit it to their contractor (Obsidian is the game creator), I am graphic/web designer, sometime i give work to somebody who have a knowledge i miss, and if my customer have a problem with this work, i will solve it, i will not tell my customer to contact my subcontractor... And same for Versus Evil, it would be irresponsible to them if they don't come here check the technical support forum...
    Versus Evil don't even have a forum dedicated to the game they ported on Console...
    What is a forum ? give me 1 day i create a working forum
    , with a chat and everything (PHP BB), The simple fact Versus Evil don't have a forum mean they are not serious or they consider them as subcontrator (mean : it is not their job to collect infos on the game they ported, it is Obsidian job)...
    An info about a Discord channel splitted on Reddit with an invitation system, 24 hours later the invitation don't work anymore... It is not our job to peel Internet to find a way to send them info, Google POE Forum, Deadfire Forum or tech support you will find Obsidian Forum, for me it is the correct way to do things.

    I am a little angry against Obsidian like all of us Console players, because they don't communicate with us, don't underestimate the power of a single word, in fact like us they are they have been swindled (not sure it is the correct term), i mean Obsidian are Victim like us in this story... but it is time they show their teeth to Versus Evil...

    PS : i also sent a link to my topic list to one of the developpers (message not read yet) Cdiaz

  11. On 5/18/2018 at 5:35 PM, Myrtillo said:

    You always get 1 active 1 passive per level, but with party assists you can use a lot of skills in interactions with decent efficiency.

    It don't always work, sometime, even if i have 14 diplomatie (10 on watcher + 4 from other companions) i can't pass a dialog which require 14, i don't know exactly how this is working...

  12. 15 hours ago, Kyroh said:

    So a few things that you might want to fix in the new patch for the XBOX version. 

    1. Constant sound of water flowing, no matter where you go in game. 

    2. Removing a person from group will still have them show up in all maps of the game. I’m sure this is probably a bug?

    3. Unable to remove party members weapons. 

    4. Constant crashing or having the game say it “couldn’t load map”.

    5. Upgrading a person gear will also make the game crash or freeze. 

    This is what I managed to find in a day of game play. 

    Not only on Xbox, on PS4 too, if you want to check a list of bugs, have a look in the support section of the forum... I created a topic which list all problems..

  13. 2 minutes ago, oulzac said:

    You have to manually update it, as its not a bug patch. It only fixes language files in certain regions. So on your PS4, hit options on the icon and then check for update. It will then download it.

    I tried to "check update" on Deadfire many time since i read your post, but still no patch for me... this is ridiculous, the game is clearly broken, nobody from the devteam come to speak with us about patch resolution... Deadfire is one of the most broken game i have never seen and it seem not disturbing them...

  14. On 2/15/2020 at 12:08 AM, IST said:

    So the status effect window (top left, with all the food/buffs/debuffs etc) wasnt a problem until I hit the undercity....then boom! Multiple status effect like slow/poison etc were stacked on and now it covers the ability bars full left side rendering my abilities newly impossible to see/choose correctly in combat!!!

    Even with font turned way down it reaches there, please, someone help us console pirates X

    not smaller but larger, if they use two columns instead of one column (one column is not understandable considering our screens are more larger than higher), too small = world map too much infos one over the other, unreadable...

  15. If i could i would change the name of this topic in : Reparation patch for Deadfire PS4 release date ?

    I am glad to have the game but it is broken... it would have been wise for the developpers and Obsidian to test their work for one month on different configurations before releasing it, because in the actual state, for us it is more frustration than fun, and for them it destroy their reputation...

  16. Have someone tried to put every unique item in a container (the one on the first ship in the captain room for example) and keep only the item you want to enchant and see if it crash ? I suspect the problem come from the quantity of unique items we have with us..., sadly only the first ship have containers in the captain room...


    Edit : I have given all my unique items except those i want to enchant to my companions, they i gone on the ship deck (i am no more part of the team) and finally the game didn't crashed when i clicked Enchant.... (Better way than selling all items or returning to the starting ship but now i have to put all the items back in the reserve)

  17. On 2/10/2020 at 11:16 PM, oulzac said:

    I can't find anything online. But on the PS4 update history after it downloaded, it just says:

    • Added European Spanish Language
    • Added European French Language

    This is all this patch did huh. All these issues, and all these complaints. And this is the thing that gets a patch. Obsidian, you better never work with the company you hired to do this console port again. Because this port is a shambles. And its hurting your reputation with those that don't know any better.

    Do you have the digital version or the DVD version of Deadfire ? on digital PS4 version mine is 1.02

  18. 20 hours ago, Crispy_oglop said:

    Hey folks, 

    I'm a little over 70 hours into the game on my PS4 Slim console. I'm really enjoying this so far just a much as I did with the 120 hours I put into the previous game. One thing that really sticks out for me here is the level of optimisation for consoles - specifically around the control interface - in that it's actually very very shoddy. I do not hold Obsidian accountable for this, but I honestly think that Obsidian should be absolutely holding Versus Evil accountable for the job they did in porting this over to the console format.

    I have worked in the gaming industry for over 10 years now and I don't really know what kind of contract you had with VE, but I would seriously seriously consider either contesting their salary or negotiating the originally agreed upon contract you had with them based on what they delivered in their port. Usually when something like this ships in this state, you are looking at a pretty heavy duty set of open or backlogged QA JIRA's which should have had better prioritisation, because for a game like this to ship with so many crashes and gamebreakers is pretty difficult to rationalise, and you should probably address it like that. It should absolutely have been QA tested more or at least with a bit more oversight around what the shippables looked like before it hits General Availability to the public.

    Anyway, look after yourselves Obsidian, I think this is a wonderful game from a story, setting and character experience. I'm a little sad that by the time i've finished it, it'll be before a patch comes out to fix these issues. But even so, I can't wait to see more from the PoE franchise.

    Below you can find a list of the more major/frustrating stuff i've found, along with some steps to repro, to help speed things along.


    1. Issue: Lag/FPS drop when entering a town/city map
    2. Issue: Lag/FPS drop when opening inventory
    3. Issue: Lag/FPS drop when moving around areas within a town/city map



    Issue: Some environment points that should be interactable do not show the X button prompt when near them

    Frequency: Regular

    Steps to reproduce

    Steps to reproduce

    1. While in any explorable area (except for sea traversal map gameplay) move over to a blue highlighted interactable point.
    2. If the area is considered to be unreachable by the character the prompt will not show, rendering it impossible to interact with.

    Note: for this one the workaround is to press Triangle, manually move the cursor over the interactable and press X. However this doesn't always work and there are just as many locked interactables as there are interactable ones.



    Issue: It is not possible to interact with a vendor inventory, preventing the player from purchasing items they have on offer.

    Frequency: Intermittent

    Steps to reproduce

    1. While in a town/city area, find a vendor and press X, selecting the option to purchase something from them.
    2. When the purchase inventory menu appears, attempt to use the D-Pad to move over to the Vendor NPC inventory



    Issue: Interactable 'area exit' icons which allow movement between sections of towns/cities go dead and cannot be interacted with, resulting in the player being trapped in a particular area.

    Frequency: Intermittent in most areas but happens almost 100% regularly in The Gullet area within Neketaka

    Steps to reproduce

    1. While in a town/city area, move to any exit until the 'leave area' icon appears and press X
    2. Party and/or single character automatically runs back to the last point of entry into the map and interacts with that icon instead.



    Issue: Interactable 'area exit' icons which allow movement between sections react incorrectly when interacting with them, causing the party or one single member of the party to automatically run to the point where the group last entered the area. Either from another part of the map or a building/house within the map.

    Frequency: Regular

    Steps to reproduce

    1. While in a town/city area, move to any exit until the 'leave area' icon appears and press X
    2. Game does not react trapping player in area, forcing them to restart game.



    Issue: Game hard crashes to a blue screen when attempting to switch between a town/city map and the ship traversal map

    Frequency: Intermittent

    Steps to reproduce:

    1. While on the 'fast travel' map of any given town/city (e.g Neketaka) move the cursor over the leave city by sea icon in the bottom left of the screen and press X
    2. Wait for the loading screen to pass
    3. Game hard crashes to error report screen a few seconds after the sea traversal map loads in.



    Issue: Game hard crashes to a blue screen when attempting to enchant any item with the enchant option.

    Frequency: Intermittent at first - but now happens 100% of the time, blocking me from accessing this part of the gameplay system.

    Steps to reproduce:

    1. Hold L2 and select Inventory menu
    2. Use D-Pad to highlight any enchantable weapon and press Triangle
    3. Press Square to open enchanting menu - all icons display a white box with a red X on them momentarily
    4. Game hard crashes to error report screen



    Issue: Game lags and freezes when attempting to enchant any item.

    Frequency: Intermittent

    Steps to reproduce:

    1. Hold L2 and select Inventory menu
    2. Use D-Pad to highlight any enchantable weapon and press Triangle
    3. Press Square to open enchanting menu
    4. Game freezes or lags for 1-2 minutes

    I can no more enchant weapons, sometime when i am alone on the ship (without anybody in team) it work, but ...

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