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UltimaLuminaire

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About UltimaLuminaire

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    (2) Evoker

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    Software engineering, screenwriting, and illustration.

    Strong passion for video games (competitive or otherwise), movies, books, comics, oh my.

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  1. @Boeroer @Elric Galad @Phenomenum @Grape_You_In_The_Mouth No time to test Blood for now, but I went and inserted the seemingly nonsense Spirit Frenzy attack component that only targets self into the status effect IDs for Spirit Tornado and lo and behold, stagger works on everything. Madness.
  2. It was just humans after boarding a ship to battle. Pistoleers, fighters, weather mages, and a rogue or two. I'll use the console this time and dig around to see if I can figure out why it isn't working for me. UPDATE: Tried again with multiple spells. Thrust of Tattered Veils, Web, the fire ray, Fireball (again), but Staggered did not apply with Spirit Tornado. I was still able to apply Stagger via weapon attacks and Carnage regardless of which upgrade. Roars and Shouts also did not work with Spirit Tornado, so that was a bad call on my part to give that info off hand. I think this is an issue with Spirit Tornado and not Spirit Frenzy. No matter what spell I used, whether it be from the wizard class, a scroll, or an item, the Spirit Tornado would never apply Stagger. Only thing that worked normally were weapon attacks. I did confirm that Spirit Frenzy still applies Stagger with all attack spells regardless of whether they did damage or not (ie Pull of Eora). This is without any mods on other than the community mods, and then tested again without community mods. This also explains why I've never seen Spirit Tornado inflict both Terrify and Stagger even though, if things were consistent like with Spirit Frenzy, applying both afflictions should be the case. There seems to be something wrong with Spirit Tornado itself. I'll investigate the files. UPDATE 2: I'm having trouble finding the cause. The issue is not the status effect entry for stagger on hit or crit. All of entries are identical save for the attack component. Surprisingly, Spirit Frenzy has an attack component that targets yourself. I'm not sure if this does anything since the attack doesn't do anything, but it's the only thing that stands out when comparing it to Spirit Tornado. Spirit Tornado has a AoE attack entry. The major difference between the two, other than the damage and Terrify effect ID, is that Spirit Frenzy has "Require****Object": "true" while Spirit Tornado is "Require****Object": "false". I'll need to mod and test things but not right now. I have to be somewhere in 2 hours. At the very least, from my other mods, changing Spirit Tornado's AoE attack to "Require****Object": "true" did not allow me to Stagger enemies with spells, shouts, or roars. @Elric Galad @Phenomenum Any insight?
  3. No but before I made my post I really did go into my game, load a save, and threw a fireball while in Spirit Tornado rage. None of the enemies were staggered.
  4. Well, sans the blessing to get to level 4 from the get-go, you can quickly gather xp from just sailing around. Consult the thread on gaining experience without much combat here: There's also an xp bonus for just encountering new locations. Nemnok's dungeon gives some sky high discovery xp, so consider those if you really need to push for xp.
  5. Madscientist, I like how you ask those questions after Boeroer said they'd be unable to access the game for a week. Carnage does not generate focus. This was a specific design choice the team was transparent about since the kickstarter/fig campaign. Focus will still fill fast with Draining Whip, so take that. You can also still generate focus off of certain blast effects, like from a rod modal. Blood Thirst applies to the next attack made within 10 sec. This is applied for each hand, so if you have a weapon in each hand, the 0 recovery will affect both before Blood Thirst is removed. Brute Force will apply to all attacks that target Deflection. There are very few spells that target Deflection, so I'm not sure what you're trying to do here. Frenzy upgrades will not work on spells. At least, not with Fireball. They will work with summoned weapons. Frenzy upgrades will also work on vocal canon PL 9 roar/shout abilities, which is where they will shine the most.
  6. Ah, dampened abilities will say suppressed. If it doesn't say that, then the ability wasn't affected. You can also tell if a buff is suppressed if it is grayed out.
  7. Spell Disruption has synergy with Carnage. When it was useful during my solo Mage Slayer run, Carnage was an abuseable factor due to how Carnage grazes work. If you keep Spell Disruption, don't get rid of Carnage arbitrarily.
  8. Nah, you just haven't been around long enough. Basically, the Barbarian's melee passives and abilities are not strong enough to outweight the power of their other abilities. The action speed modifiers are more useful for most builds than any of the Barbarian's melee abilities. Carnage in particular is looked down upon for having low damage output and less cheese than in PoE1 due to being smaller in AoE size and having no compatibility with most unique weapon abilities. As for Heart of Fury, it works with ranged weapons, as does Barbaric Blow. If you dual wield pistols, you can fire the first pistol and then bypass the reload by using HoF or Barbaric Blow to fire twice. With certain builds, this can lead to a lot of action speed. You do not have access to HoF if you don't solo class, though, and the benefits of getting another class for higher damage modifiers is often more important than a costly HoF if that's all you're going for.
  9. I wouldn't exactly call that care if all you're doing is making the resistance friendly and increasing it with power level. It's not a popular subclass to begin with and the identity of the class has always been in conflict with itself since you'll kill most casters faster than you can actually benefit from its features. As it stands, even the usefulness of Spell Disruption is underwhelming due to how most enemy spell-like abilities are not actually spells for the purpose of the subclass feature. The drawbacks are also beyond just indiscriminate spell resistance, as you are also unable to use poisons and other non-magical consumables. I think Elric has a blank slate on their hands in regards to Mage Slayer. It doesn't have much going for it aside from the magic resistance, and that's coming from someone who decided to do a solo Mage Slayer run. Probably the most I got out of the resistance was in SSS and only in a few fights. Armor still mattered more.
  10. I can confirm the fire keyword is fine on IoBR, though it comes too late to matter.
  11. It's a random street event that can happen while traveling between points in Nekataka after you've gone to Serpent's Crown and had the scene with all the major players in the palace. You should be able to trigger this event before Hasongo, but the rate at which you can encounter events increases significantly afterwards if you still don't encounter the event before then.
  12. Set based on number of resources available instead of cooldown. Opening volley with pistols should be tied to HP of healthy enemies. If there are no enemies with that hp value, switch to a different weapon and attack.
  13. Ah, you missed what I typed. The Frenzy duration is checked at the start of your turn and will not decrement the turn you activate the buff. So you won't see the duration change until the start of your next turn, and the game will grant you the buff during the 0 round in order to make full use of the remaining time the buff would have had in real time with pause. IIRC in Deadfire DoT and regen effects in turn based are applied in the order the effects are received.
  14. Ah, well then I should clarify how 4e worded powers and effect durations. D&D 4e pen and paper rule set clarifies the phases of a turn, which in truth have always existed in older editions but were rarely referenced specifically in spells or effects. A round is just a unit of time in which each creature in combat may experience a single turn. Each creature's actual turn consists of 3 phases: Start Phase, Action Phase, and End Phase. Normally, Start and End Phase are checked in case something affecting you interacts with your character during those phases, but most of the time at the start of combat there's nothing affecting you so you ignore them and take your actions during the Action Phase. Once buffs, debuffs, and conditions are deployed, their duration would specify whether an effect interacts with the Start and/or End of turn phases for either yourself or the target. Depending on the power or condition, both phases could be utilized (the Ongoing Damage status condition, for instance, always interacts with Start Phase, and is always saved against at the End Phase of the target's turn regardless of available actions). For the sake of everything working in a video game, this concept of start and end phases effectively exists for each turn in initiative. This is in order to make sure certain checks are made when they're supposed to be made. To give you an example for Deadfire, just now I started up a new game in Turn Based Mode as a Barbarian. I activated Frenzy before taking further actions. Frenzy will last 3 rounds thanks to having a high Intelligence score. I benefit from all the pleasures a Frenzy provides, including the Strength and Constitution buffs and an action speed modifier. At the end of my turn, initiative is calculated using the action speed modifier, but the duration of Frenzy is not checked until the START OF MY NEXT TURN, so it remains at 3 rounds. Next round, my turn comes up. At the start of that turn, the duration is reduced to 2. This continues at the start of each of my turns until the duration is reduced to 0 rounds and Frenzy ends (the 0 round counts as the final duration for the buff and the buff terminates at the end of my turn). If I choose to renew Frenzy before the duration ends, the duration does not stack and the new Frenzy will override the existing duration. As you can see, Deadfire is quite generous in how it calculates when the buff should end. In the scenario you've listed, where a deflection buff would only last 1 round, that deflection will benefit you for your turn and your following turn. This does not make it useless or wasted, because the purpose of such a short buff is to disengage, dodge a big attack, or reposition with impunity. The Rogue's Escape ability comes to mind.
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