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Riftis

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Everything posted by Riftis

  1. Another interesting thing to note: If you want to have sneak attack damage but you DON'T want to run rogue, you could run a beguiler cipher single/multiclass instead and the effect is almost as good, except it takes one ability to get it up to the 30% of rogues sneak attack and it turns off when you hit max focus, but you're probably gonna be casting cipher spells at max focus anyway.
  2. I'm actually okay with this nerf, despite wanting to play a mindstalker (cipher/rogue). I think it should have been down to 30% rather than 20% but 50% was too much when you take multiclassing into account. Whenever I was thinking about multiclassing I always had it in my head that I could combine X with rogue and get 50% bonus damage. I should mention, even with this nerf beguiler cipher + rogue still gets 50% sneak attack damage when you take biting whip at power level 2 (and 40% before), so it seems like mindstalker is the class to be if you wanna focus on sneak attack damage.
  3. Not sure, though you will have to pick spells every 3 levels when you go up a power level. I find the idea of a spellblade who focuses mainly on rogue stuff and just steals spells from other grimoires thematically appealing, though. I say go for it, it may or may not end up being a bad idea but its cool thematically. ¯\_(ツ)_/¯
  4. He cried in my arms for a solid 10 minutes but he's better now I know, I was looking for a work-around or a hack.
  5. It's one ability per level except when you go up in power level, then you get one for each, or single classes get two. Here is the chart:
  6. I work independently as a gay escort so I can take breaks whenever I want, my excuse? "I'm unavailable". I never elaborate. I love being self employed ~
  7. Normally I hate the idea of using black jacket to weapon swap through firearms cause it seems cheesy and against the spirit of the subclass, but when combined with bleak walker it actually does make a lot of thematic sense, brutal efficiency and all that.
  8. Either way I'm okay with this, multiclassing always seemed more desirable to me for the inherent synergies between classes, giving them more abilities was just the cherry on top that they didn't seem to need. Good to see some more advantages to going single classes.
  9. Erm I believe you are mistaken on this point, unless my information is outdated. My understanding of it is that single classes get a new ability every level, and gain a power level every two levels. Multi classes gain an ability every level, and TWO abilities every three levels, one for each class, when they go up in power level. This means that multiclass characters do end up with more abilities, and it also means that you can't pick a multiclass character and then only pick abilities from one class, you'll need to pick one from your other class at least once every three levels. Yours
  10. Erm I believe you are mistaken on this point, unless my information is outdated. My understanding of it is that single classes get a new ability every level, and gain a power level every two levels. Multi classes gain an ability every level, and TWO abilities every three levels, one for each class, when they go up in power level. This means that multiclass characters do end up with more abilities, and it also means that you can't pick a multiclass character and then only pick abilities from one class, you'll need to pick one from your other class at least once every three levels.
  11. I tend to change my ideas a lot but currently I'm planning on playing a mindstalker, rogue with no subclass + beguiler cipher. My sneak attacks will do 70% bonus damage and I should have plenty of ways to trigger it. My character will be a ranged dps/debuffer probably using rods and/or scepters, and a club for melee, since the proficiency ability reduces their will, which should leave them vulnerable to being dominated or otherwise debuffed. Thematically I find the fact that my resource pools will be guile and psionics very pleasing. Where possible in interactions I intend to make my char
  12. Wrong. Josh said... I'm just working with the numbers here. As far as I can tell there is no point to light armour and very little point to medium armour without taking overpenetration into account. Regardless of what Josh's vision was, this is the result as far as I can tell.
  13. I'm playing devils advocate a bit here, but it seems to me that the purpose of armour (outside of heavy armour) is not to get your armour over their pen, but to protect yourself from over penetration. At equal power levels, there's literally nothing that can overpen medium armour. So for medium armour it sounds like you're paying 35% recovery in exchange for generally not getting overpenetrated and taking 30% more damage. 35% recovery for the ability to (probably) not take 30% more damage does sound a bit steep, but that's that. Light armour is similar, at equal power levels its 20% recovery i
  14. It's difficult for me to come up with a solution to a problem when I haven't even playtested the game, maybe I'm getting all up in arms over nothing, or maybe this really is an issue. as for a solution though, I don't think this would work without potentially adjusting penetration values across the board, but instead of having a flat damage bonus when you have double penetration to their armour, make the damage slowly scale up the more pen you get, and the same in reverse. The lower your pen is compared to their armour, the less damage you do on a scale, that goes down maybe 5 or 10% per point
  15. I do hope they adjust the system to make all types of armour relevant. From a thematic standpoint medium armour has always been my favorite so this is a bit disheartening. Even if they do add a variety of enemies with different penetration levels, it doesn't change the fact that the system as it stands can create deadzones where changing armour up or down makes zero difference on your defenses in a given fight and only impacts your action speed. Equipping better armour that comes with a bigger drawback should always net you better results, except in the instances where the enemy is usin
  16. Ah, but there is a deadzone? I thought there would be. Light armour being redundant does make sense, the system even in its revised state does seem to punish players for wearing light armour, they can't just give the enemies lower pen to make light armour relevant cause then heavy armour players would nullify enemy attacks. The more I think about it the more I miss the flat damage reduction from pillars 1. I do see the potential for this system, I love what penetration is trying to be as a stat in the current iteration but idk, it still sounds like it needs work and its so close to launch...
  17. Well, I like that better than the original system, though you still need double the pen to get the 30% damage boost, rather than it scaling up to that? Am I correct in assuming that this is more of a bonus that adds some extra damage to your crits if you have enough pen than something you should be aiming to get for your regular hits? I like the idea of playing a blackjacket with various melee weapons who always uses the best one for their resistance, but even with a bunch of weapons (and maybe multiclassing to get +2pen) it seems like it'd just be an inconsistent way of getting a measly 3
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