Jump to content

Delekii

Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by Delekii

  1. Silver Knight is definitely better all around pick vs Her Courage. +10 Deflection is actually big in this game. I don't think any heal will keep you up with Sacred Immolation. The way it scales it can deal to you 190 crit damage per tick.... This isn't necessarily true (the first line); 10 deflection is big but its impact may not be depending on where you start. Characters with low starting deflection won't gain as much absolute damage reduction from it, while the shield is essentially flat DR. 10 deflection is never going to be a bad thing, but it's definitely possible for it to be worse than 10 shield/3 seconds (or 6 seconds) for non-tanky characters. There are cases where the shield will just be numerically better, but even where the deflection is better on average, the shield is lower variance. Frankly though, there are very few cases where I'd use either of them.
  2. That's artificial difficulty. Likewise the people who want an easy time should just play on the easy difficulties. Path of the Damned was designed for a challenge and is incapable of providing one at the moment. It does indeed not provide a great challenge to characters that are fully min/maxed and using scaling gear with min maxed skills to match these items. It does, however, provide an interesting challenge to characters that are built with a minimum of roleplay where choices are motivated by more than mere stats (like companions and sidekicks are, btw, and there is no denying that they are a massive part of the experience intended by the devs). Still not enough challenge imo, and we all know it has been acknowledged by the devs, and will be tuned, but interesting challenge nonetheless. The conception that PotD should be designed to accomodate powerbuilders is subjective, and quite frankly, not really fitting a game like POE2:Deadfire that focuses on writing, environement, and roleplaying. Also, why putting restrictions on yourself would be artificial difficulty ? Isn't it the essence of a RPG to make choices that your character would make ? Or to reflect his actual skills in the stats ? Is your 4 resolve watcher really a coward ? Does he really know all the history of Eora, but can't even slightly bluff, has zero interest in metaphysics despite being a watcher ? And more importantly: What difference does it make to your personal single player gameplay experience if you: A - don't use an option because you think you will have more fun like this, or B- the option is simply removed from the game ? This is a nonsense argument. Single player games still need balance to be fun, and the place where that is most important is at the most difficult point. Anyone who wants less than the most difficult challenge can opt to make a choice within the context of the game to make it easier than doesn't involve them simply not using something available in the game. When you find a ring of overpowered overpoweredness in a game and don't use it because it's too powerful, that is definitionally artificial difficutly. When you make a game on a difficulty less than the top difficulty it is also artificial difficulty, but it doesn't require to to alter what you do in the game in a nonsensical way. It changes the entire environment, rather than making you as the player change something that makes no contextual sense in the environment. You are flatly wrong about PotD not being designed around powerbuilders; it is subjective but it is based on the ideas of the game creators. PotD triple crown in PoE1 was "subjectively" designed and balanced around mechanical prowess, and PoE2 will be the same when it is balanced; the devs have already said that they simply didn't have time to balance it and it will come in time.
  3. RE: The unbending discussion above; it's true that you don't need it, but you can literally auto the game if you get it. There simply aren't enough "necessary" abilities in the build to not take it for the part of the game where you don't have the full package yet. It lasts for more than 30 seconds with the amount of INT you get on this build and has no activation time. It's the ultimate lazy ability I didn't take the upgraded version; the base unbending does the job just fine with might and the passive healing. Anything that doesn't literally one-shot immediately heals to full.
  4. I feel like a vital aspect of this system is missing; the "has inspiration" stuff is a start, but far too many spells fall outside of those criteria. It should be possible to set spells to only cast when their effect isn't already in effect. This is basically what the inspiration tags do, but it is needed on so many more. You can work around it with timers, but timers don't work for spell effects that can end early (summons dying, buffs being removed like wizard's double, etc etc) Is there a way to do this that I'm just not seeing?
  5. I don't really understand the choice of Helwalker; it seems like an exceptionally bad trade-off for a character who's defenses do matter a little. Maybe I'm wrong and the defenses don't matter at all, but it seems like many enemies don't have a lot of additive damage to their rolls, which makes the helwalker multiplier exceptionally bad. Might gives 3% damage and healing per point, additive with all other additive sources. Going from 18 to 28 might via helwalker takes you from +24% to +54, which is 20% more damage. That is best case, assuming you max might and have literally zero other sources of additive damage. On the other hand, each wound increases the damage you take by 5%, so at the same 10 wounds you take 50% more damage. This is additive with enemy additive (and subtractive) damage, but there generally isn't as many terms for enemies as there are for players. Usually its just their own might multiplier and a modifier for your armor rating difference. In any case where they lose damage vs. your armor, the helwalker damage bonus is actually increased in efficiency in terms of increasing their damage. I haven't played the build so I don't know how relevant incoming vs. outgoing damage is for it, you talk about having extremely high defenses so perhaps it doesn't matter. But the opportunity cost vs. the gain for helwalker is extremely bad for a character that is expecting to tank everything. It's a shame all of the other monk subclasses are based around wound mechanics which essentially mean nothing to this build, but I'm not sure I'd even pick Helwalker over no subclass in purely on-paper terms. If you do decide to go for helwalker, another potential choice is to drop your base might significantly in favor of dex or perception. Both dex and perception are functionally multiplicative with might, whereas might is additive with itself. Dex is additive with swift strikes so perhaps its just trading one inefficient damage add for another, but I feel like there are significantly less sources of action speed than additive damage in general. The caveat there is that neither dex nor perception increase efficiency of limited resource abilities (lay on hands, flames of devotion) where might does. Whether or not this is worth it really depends on how much of your damage comes from auto attacking vs. limited use abilities, but acting faster has use even there. Perception is the gift that keeps on giving, it is very underrated because people think its "just 5 accuracy" or whatever, but that too never loses value because of the way the system works. Anyway, just my two cents.
  6. How many hours a day do you play this game Prestidigitator? You have like 5 or 6 build guides written up, have you actually played them all through PotD? I get that it's easier than it should be but it still takes a hell of a lot of time to get through a run? Good guide anyway.
  7. Might is the only additive damage modifier as far as I can tell, additive is only bad once you try to stack several of them. There are very few damage scalars that do not stack additively with might. The grave calling weapon you showed in your video has +70% damage by itself.
  8. https://www.reddit.com/r/projecteternity/comments/8jdvki/psa_might_is_probably_not_as_powerful_as_you/ Might being changed from multiplicative to additive probably means that you're over-valuing might vs. dex/perception in a build like this. Given that you're devoted perception likely isn't that important as your accuracy is probably quite high and you don't focus all that heavily on crit-based mechanics, but dex is probably better than might.
  9. Okay, acc = 0, def = 0. We got 50-100 of 0-100 for hit conversion, so its 0.5*0.15= 0.075 Now acc = 50, def = 0. We got 0-50 of 0-100 for hit conversion, so its 0.5*0.15 = same 0.075 Whats wrong with your mats? Cases where you are above the threshold where this is the case.
  10. I'm new to the game and enjoying it so far, but this feature has me stumped. I go in, read the descriptions, choose the thing I think should do what I want it to... and the vast majority it does literally nothing at all? Take druid for example. There is a script called "Spiritshift" that literally has, as its first sentence of description, "This behavior emphasizes Spiritshifting as soon as the druid is able to Engage an enemy in melee". It sounds pretty damn straight forward and free from confusion. But, my druid has literally never used spiritshift without my instigating it. Why does this feature exist if it just straight up doesn't work? It seems like some scripts work for some classes some of the time, but I feel like it would be better if it just didnt exist at all rather than the iteration it ended up with? Am I missing something? Is there a mod somewhere that makes it work properly? My warrior types happily run into combat and instigate with knockdown, but the druid will never shapeshift, and the rogue will never blind. The Wizard casts spells sometimes, but often misses entirely. What gives? I could understand if they are meant to be inefficient as a penalty for their use, but to just not work at all I just don't get. I would enjoy the game more if I could set generic scripts that work well enough, but at this point there is very little reason for me to use them at all. I've taken to just manually doing everything, which is fine, but I'd much prefer working scripts to function in the background.
×
×
  • Create New...