Jump to content

Lokithecat

Members
  • Posts

    224
  • Joined

  • Last visited

Everything posted by Lokithecat

  1. Seems perfectly reasonable especially with Blessings... plus Gore street you can just sneak past everyone and pay off the jerk at the end of the street, 40 gold, then head back collect 1000 gold from the Jailor.
  2. This really makes no sense at all. The number of classes that can really use the Int bonus for becoming 'Super powerful' is pretty small. Sure, a charm, or debuff that lasts longer is handy, area spells can usually target everyone anyway, but extra 'space' is always handy... either way, certainly not 'Super powerful'. If it was switched to Perception, then everyone and their dog would be using this (and probably helwalker), 10 Perception, 10% better chance to land effects, crit, etc... that is going to be useful for 95% of the builds out there. It would be much more of an 'imbalance' to add 10 Perception to x multiclass, than 10 Int is currently. As for the 'stacked intellect overlapping with Clarity of Agony upgrade making it semi useless' I'm not sure what you're talking about at all. They stack, so if you are building a character interested in duration (which you think is super powerful) then another 5 Int is great. Its also a Counter to Int Afflictions. With all this (+15 Int, +150% duration) the idea that you think Swift Strikes needs an upgrade to duration is just confusing. Swift Strikes duration is fine, especially if you're following the trend of low Str high Int build on Monks, while maybe you can't get away with the entire fight on 1 shot of it, you're getting way more duration out of it than, say, a fighter and Barrage, or a poor brain dead Barbarian Frenzying.
  3. If you're not using the AI, and are attempting to rely on Auto Pause + Manual pausing to issue orders, I'm not surprised in the slightest that you are having problems. While it sounds reasonable that you should be able to do this, it doesn't really seem that was the way the game was designed to work. Hopefully if there's an issue with icons indicating your actions, gets cleared up. Or, maybe they might one day add in two buttons for Start / Stop Pause, instead of one that just toggles... Then, if you have your auto stop, and you want to advance a second to see how your spell / effect landed, you could press the 'Start Time' button, to have time continue, and use your 'Stop Time' to halt it. That way, if you hit the Stop button, just as an Autopause triggered, you wouldn't accidentally restart the combat. (at least I think that's what you were saying in one of your posts) Otherwise, maybe just try removing some of the autopause triggers, and adding in the time based one, so it pauses every 2 (or w/ever seconds). But the best option, that you could do right now, without waiting for fixes... would be to try creating some AI Scripts. They are impressively flexible, while I certainly wouldn't let them self govern their way through all the fights, you can at least keep them doing 'reasonable' things, til you over ride them with specific orders.
  4. There are +Penetration Modals, for 2h as well as 1h, so didn't bother listing any of that. Full Attack is the only thing that is really disruptive to the 2h v 1h system as it stands, and the armor increase (if its enough to cause Under Penetration) hurts 2H less than Dual. The system is fairly counter intuitive, compared to most games. Many games, you'd have 2H attacking less often, Dual attacking with both weapons at the same time.... here a 1h + Shield, 1h and 2h, attacks just as often, as a dual wield character. Until talents, when the Dual will have 5 attacks (3 Primary, 2 Off hand), in the time that the other guy has 4. The special moves (with pools being refreshed every encounter) throw it all out of whack, with Full Attack skills. In spamming Full attacks, a Dual character will now have 10 attacks, in the time the others have 4. Making it even worse, in most cases these Full Attacks specials will be better attacks, like 10 attacks at +50% vs 4 attacks at +50%. Even in cases where its just applying an effect (Blind or something) where you can't double Blind someone, a Full Attack version will have 2 saves to try to get it to land (I think?).
  5. I know, end game, that the swings (just attacking) felt like comparable damage numbers. In most cases I was just using whatever had the 'best' effects for my build, and not really sweating the numbers. ​Just glancing at some of the actual numbers, for comparison. A Sword is, 13-19, 6 Pen, 0.7 Attack, 4.0 Recovery. A Great Sword is, 18-24, 6 Pen, 0.7 Attack, 4.0 Recovery. So, before talents, Dual Swords is doing 5 less damage every attack, at the same speed. With Talents speeding up Dual, and increasing 2h Damage, the 2h Side still outdamages. Adding 2 Armor to everything doesn't change the results, if anything, it hurts Dual more than 2 handed. Eg. assuming max damage roll (just base weapon damage / talents) and, Sword is 19 +6 Pen, 2H is 27.6 +6 Pen. With 20 Armor, Sword is 5 (reduced to 2.5 due to under pen), 2H is 13.6 (reduced to 6.. With 10 Armor, Sword is 15, 2H is 23.6. With 2 Armor, Sword is 23 (increased to 34.5 for over pen), 2H is 31.6 (increased to 47.4). So, with Under penetration, basic attack, and Over penetration numbers, comparing a Full attack Dual vs. 2h we get... 20 Armor, Dual is 5 Damage; 2h is 13.6 10 Armor, Dual is 30 Damage; 2h is 23.6 2 Armor, Dual is 69 Damage; 2h is 31.6 The only scenario that 2 Handed is better damage, is heavily armored enemies... so why would +2 Armor make 2H useless? The other issue, is that every 'Full Attack' Dual wield has 2 rolls to hit, which could be good or bad, depending on skill v armor numbers. 2h (in a well balanced world) should have better significantly better enchants / effects, considering that a Dual or Sword & Board build has two items that can be enchanted, and you want some degree of balance.
  6. I went Spirit, although I missed a lot of the benefits, due to starting Frenzy before I was in melee range, and then leaped in. Didn't really see the point of Blood, since you are either fighting trash that will refresh it, and you have the Rage points to burn; or you're on a hard fight, where you won't be refreshing it with kills.
  7. 1. 2h Should deal substantially more damage than a 1h to represent this, not ignore more armor. Otherwise, on a creature without armor, there would be no benefit to a 2h. At least on paper a 2h that hits for 20 to 25, 5 Pen compared to a 1h that hits for 10 to 15, 5 Pen... or something. Balancing where those numbers fall seems like a giant mess, especially when trying to add in 'full attack' or not on abilities. Although I could see an argument for making the damage equal, and massively jacking up the 2h Penetration, making overpenetration (+50%? damage) almost a certainty.... 2. The 'theory' is supposed to be that you really do well when you come across an armor that has a significant weakness vs. one of the types of damage... if x armor had a 40% weakness to x, you do 40% more damage, which should result in more damage going through after their armor is dealt with, even if the base is a couple points lower. In general though, it really feels like a lot of the damage numbers, are set up to be balanced under 'best case' scenarios... like the 2h version of the Whispers sword, does less base damage than the 1h version... which is just silly, no matter how you try to explain it. Although if you get 5 creatures all piled around the 2h version, and you hit them all every swing, you'll do a lot more damage overall... There is also Raw Damage, which ignores all the armor... but can't benefit from overpenetrating for bonus damage... or under for penaltys... so balanced? The system seems logical... just a matter of getting values worked out... and then tuning them for difficultys.
  8. 1st level priest spell (and ring w/same effect) works too, Suppress Affliction... doesn't get rid of the Dom / Charm, just temporarily (10 sec + int bonus) turns it off... that could be enough time to deal with them.
  9. I always figured the dominate was a gaze ability, given how often they're doing it. There is a few immune gaze items that could help out, if that's the case. I ended up having most of my party die, while killing off the majority of them, and ended the fight with Eder getting dominated, swinging once, redominated, swing once.... until he killed off the remaining two. If theres only one or two of them, focusing them down before they eat your party isn't bad... but that cave full of them was a pain. There is a bow that strips all the buffs in an area, might work well to have someone with that, parked a ways behind the main party, dedicated to de buffing everyone.
  10. If you are finding that all of your party is acting too slowly and you're bored with waiting for everything, just run the combat in fast mode... I'll often queue up a series of actions or self buffs, then jump to quick mode while it all ticks through. As far as 'oe noe you are wrecked my game I are hate you sooo much' nonsense, hopefully the developers have a convenient way of just flagging those accounts, and being able to ignore everything they post. Maybe they over did changes, maybe there's a longer term plan involved with the upcoming changes... but seriously losing your **** over a beta version of a patch is just ridiculous. Its not even the actual patch, just a 'test' patch... "We are intentionally sending them to the beta branch before they have been fully tested, so big issues may occur." ​As far as anyone knows right now, they just randomly decided that % drop was put in, and they are just trying to make sure that the reduction works properly, without exploding the game.
  11. There is a Spear that uses Survival scale, for damage. Actually had it with my tank, since it was decent, and spear modal for + engage is handy. Another useful thing I noticed, for casters / support characters taking a shield, with a modal ability is a great investment with very few downsides. Especially if you can afford to spend a talent on the Weapon/Shield style for the +Def and Shield Def bonus to Reflexes. If your character is a healer or buffer, they don't realllly need accuracy, so taking a tower shield + modal is a giant boost to your Deflection, Reflex, and helps vs. range damage. A Medium Shield (If you are closer to front line, and can take a -4 accuracy hit) modal has a 30% chance of ignoring being hit by weapons entirely. Small Shield (meh) Gives you +Accuracy after someone misses you, and is more useful for a front line melee character. The down side to shield Modal is recovery, but if you look carefully, the recovery penalty is only to weapons. So putting a medium shield (and modal) on your nuke wizard, greatly enhances survival, and the only penalty to using it (and the modal) is 4 accuracy.
  12. If you leave Galawains machine intact, at the Coral growth island you get a 'boon'; you will get a message later on if you decide to attack the dragon in the Lava land, referencing it... didn't check to see what actual bonus' it provided though.
  13. I liked having Eder with a shield... and a spear... plus modals and abilitys he could engage most entire pulls. And make them count as flanked... Didn't care about his DPS at all, he was there to just survive, occasionally trip people, and debuff for my dps'ers.
  14. Yup, Lantern you get one set of enchants for being 'light', another for being 'dark'. Base enchant (quality) should be accessible whenever.
  15. Brilliant should have been changed (as an 3rd tier Int buff) to +5 Int and Concentration or something. Having a lvl 7 chant, giving you Quick, Insightful, and multiple (10+Int) power points back was just stupid, when a level 9 gives you back ('His Heart did fill') one, and is only accessed by non multi class characters.
  16. Did you get the Lantern upgrade, that gives you spell resistance? That affects all spells, not just enemy... could be they just resisted them?
  17. Maybe, by 'prioritizing' the non stealth aspects of rogues, fixing stealth becomes a lower priority. There's already a lot of complaints about Smoke Veil being buggy, especially with dots involved (although the idea that you can dump a bunch of dots and then just hide while everything dies seems pretty stupid), this could just be a way of focusing people into the 'preferred' mechanics.
  18. Charge is broken especially with all of the attacks triggering procs on weapons. Giving more HP to the enemies doesn't correct that.
  19. 1. With Weapons (the + accuracy from quality) or fists (at higher levels the +Accuracy etc. from Suffering is comparable to Legendary gear) the mid and late game is quite easy. If you get some solid weapons in the early game, shouldn't have any issues. Also, many debuffs (Chill fog) will have effects that help you hit them (-Deflection or Resolve). 2. Ran a Helwalker Berserker, and needed armor to not just get splatted, in early game. By mid, and later, damage was kind of meaningless, and there are some great light armors that will be more than sufficient. Eder was my main tank, the MC Hel/Ber was dps, and jumped into the back ranks solo to squash mages and range. 3. Barbarian is more about soaking (Armor) damage, they get a talent for +1, and the Berserker (If you go that way) Frenzy gets you some in addition to the bonus HP. Berserker has +2 Penetration to everything, which is more than any other class you should be able to smash through everything that isn't a boss without an issue. From my experience, this character is very solid, and you should have less problems if you are looking at Shattered instead of Helwalker (+50% Damage can really suck). Blade Turn is a great damage avoidance, and if you really wanted to be a primary tank (you shouldn't) then you can always take the +Con +Armor side of Duality, instead of +Int +Fire Damage. End game you'll be smashing things so quickly most enemies will get at most one attack (non boss) before they are smashed out. Just keep an eye on whats happening, focus your DPS (Leap) on their dps (Mage / Range) and knock them out quickly, the ones that run in to melee your actual tank can be dealt with after that.
  20. There's much more 'OP' stuff (and broken stuff) in the game to bother complaining about this.
  21. It's still a bit buggy, but using Arqebus / Arbelest out of a Smoke Veil works okay for backstabbing, and the Assassin passive is really strong. Melee weapons aren't working yet though, so it probably sours a lot of peoples experience.
  22. Lots of +Engage for a paladin, without having to waste talents on it. Gear, Weapons, Shields, Modals, not to mention all the Multi / buffs from other classes. Whats the desire to have a junk talent that isn't worth taking...
  23. So, I was messing around with an Assassin, when I noticed that the Assassin class perk isn't just for weapons... Was that obvious, or is that actually really kind of frightening?
×
×
  • Create New...