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Sotnik

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Everything posted by Sotnik

  1. Quoting MaxQuest: https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/page-4?do=findComment&comment=2033902 That's strange. Just frapsed my attack + reload time with a Scordeo pistol, and counted the frames: - got 24f (0.8s) for attack time, and - 83f (2.766s) for reload time While the tooltip was displaying 0.8s attack time and 1.0s reload time: image As I understood, reloading animation (unlike recovery animation) is consisting of animation chunks that are played several times in a cycle, plus an additional animation of jitter at the end. In case of pistols visually it looks like the character is taking bullets from his pocket and putting them into pistol's gunpoint; repeated n times. Each such chunk takes 57 frames (1.9s). And it looks like there can't be less than 1...
  2. It's a lot worse, it's not even worth considering unless you're a shapeshifter, since it seems to stack with your claws. I am interested from the Devoted point of view . As usual, there is no hint from the official sources. Is single class Monastic Unarmed Training worse than multiclass Monk? Is it better than multiclass Monastic Unarmed Training?
  3. It has already been discussed here. You might find it useful to find the thread. Just want to add that it would be better if detection checks relied either on Perception or Mechanics, taking the highest into account.
  4. Hi! Thinking about a masochist build. Is there a way to flank yourself without a blunderbuss? My purpose is to have the both Streetfighter buffs at the start of the combat.
  5. Devoted: don't forget he has Unarmed proficiency as well. Make your own conclusions . I am very disappointed by Shifter, really. Not from the balance perspective. To me, this sub-class looks inconsistent and silly; I wish it was specialized on one form with some interesting bonuses like an additional active ability in a spiritshift form plus a longer spiritshift. I don't know if Trickster's -20% sneak attack malus scales with PL, but in general, it is quite an interesting option and the best for a riposte rogue - at least within single classes.
  6. I don't know if your are lucky or vice versa. I am waiting for balancing before playing the first time. And I really want to put PoE2 aside and completely forget about it till the balance patch is out. So the date would be appreciated.
  7. Nalpazca gives you great bonuses with NO maluses at all (beside the arcane dampener that was mentioned). As for the sub-class... Wait, is the game so boring that no specific build is attracting you? Then try Human Nalpazca Streetfighter with blunderbusses on a constant crash focusing on Confounding Blind. Let me know the results .
  8. I actually think Black Jacket is really good, in a party anyway. Certain modals are really powerful. Being able to quickly debuff an enemy's Fort and Will is great, and there's no excuse with a BJ on not overpenning constantly. In a party Constant Recovery isn't as useful as solo since you'll likely get healing spillover from your other companions. Really the worst part about it is how micro-intensive it is. Is there a way to set AI for weapon switch?
  9. A very unfair statement. Most sub-classes are great if used for a specific role or with synergies. There are just some specific sub-classes that need a boost, probably 1/4 or so.
  10. Sharpshooter. At the moment neither the maluses nor bonuses make him distinct enough (slower recovery does not affect guns, does it?). I think that such things +range, more hit-crit conversion (or accuracy instead of conversion), more critical damage, an effect on a weapon critical hit would make him viable and interesting even at the cost of slower fire. Wizard sub-classes should be useful while using only one spell type. The maluses make great job of demotivating from using other types. If there is a problem here, it is connected with weak bonuses. Corpse-Eater. What could be done with Flesh Communion: 1) no/less recovery; 2) Power Level scaling of Rage received; 3) level scaling of the healing component (start with <50, end with >50). The ability becomes viable, but still too situational. Solution: the rage cost increases only if there are 2 or more dead or alive hostile Kith, Wilder and Beasts within the party vision area or if Flesh Communion was used. Let's call it "distracting appetite". Not much to eat = no appetite. In this case the Corpse eater will sometimes act as an ordinary Barbarian and in the other cases he will act as a Corse-Eater which, first of all, implies focusing on more expensive abilities. BTW, that's pity that Flesh Commution does not work vs undead. Eating a zombie would be hilarious . P.S. Could anyone advise how disengagement work? In particular, what makes an enemy disengage?
  11. It is probably the same as how the enemies prioritize their targets. I presume the class and resistances are taken into account, but I don't have a proof.
  12. Right Click the skill and look at the duration. Set the delay to that # or # + 1. Thank you, I will probably use this advice; the problem is the duration of spells changing due to intellect buffs.
  13. My character sheet tells me my reload time is 1.7 seconds, however in fact it is about 3.1. Same with 2.3 seconds in the char sheet. Tested with a pistol and blunderbuss.
  14. When is the next patch planned for?
  15. If the ability adds +20 defence (or any other buff that is not an inspiration), is there a way to make the character use this ability as soon as the buff expires?
  16. I don't know how this would help It's the only fair mechanic that can easily be implemented into the game without killing the stealth options entirely. Unless you invest in stealth and runs real fast, the invisibility spell will expire. And choke points with enemies preventing them will reveal you because the circle goes up much faster when you're in a crowd. It's the only way to fix stealth mechanic without resorting to creating skills that completetly illuminate area or creating anti-invisibility monster. There are 2 problems: 1) The sound detection is limited in range. 2) The sound detection is predictable. Another option: whenever an invisible character moves, the enemies make a perception check for revealing him/her once per 1d4 seconds. Plus, as I have mentioned: 1) being invisible within the enemies' vision range should not cease the combat; (necessary) 2) enemies would slowly move towards the invisible character to close distance unless they have other priorities; (desirable) 3) make more combat encounters unskippable/inescapable (desirable). If this is too complicated and there is no better alternative, I am afraid it would be better to scrap the AI aspect of the invisibility mechanic and replace it with (untargetable) + (cannot be engaged) + (high resistances buff) + (backstab and assassinate buffs). If "untargetable" leads to the AI entirely ignoring the invisible character, Invisibility should not have this property.
  17. And if you have both positive and negative speed modifiers, you will see the negative one higher than in the ability tooltip (I had -33 of the Arquebus modal instead of -25).I don't think this is true. This is why I am pushing the point to MaxQuest that in his OP his statement about double-inversion making maluses overpower bonuses is incorrect. In reality it is because some maluses are phrased in terms of "time" and some bonuses in terms of "speed." In the tooltip, the game is showing you the coefficient normalized for "time." So if arbalest has a -25% speed in the modal description, that actually translates into +33% recovery time penalty in the tooltip (note the distinction between "negative speed" and "positive time" here). It's the same thing mathematically. It has nothing to do with there being a mix of bonuses and maluses. This ongoing confusion between speed and time (including my own until a few posts up) makes me think that this is a really huge systems blunder on Obsidian's part. Oh, seems like I have started to understand only now. It is hilarious: all the problems could be solved by replacing "action speed" with "action duration". This one of the most unintuitive mechanics and there is no tooltip for Speed at all . Now another problem: My char sheet tells me my reload speed is 1.7 seconds, however the actual reload speed does not drop below 3.1 seconds. Looks like there is an animation speed limitation or something else preventing me from reloading quicker.
  18. If you are wearing a blunderbuss with a weapon with a higher range, the main hand weapon's range is used for the both hands. I don't think it is OP, but informing in case it is a bug. What's more important, if you hold a scepter or a wand in the main hand and a blunderbuss/pistol in the off-hand, full-attack abilities cause NEITHER recovery nor reload. In other words, you can spam Crippling Strike non-stop as long as you have Guile.
  19. I also read that you can skip almost all the fights in the game (even some "end game bosses") with Invisibility. I think most problems with Invisibility could be solved if: 1) being invisible within the enemies' vision range would not cease the combat; 2) enemies would move towards the invisible character to some degree unless they have other priorities. 3) make more combat encounters unskippable/inescapable.
  20. Testing a blunderbuss with Confounding Blind. 1st pellet: the target already has -1 to armor due to Flanked, but does not have the respective deflection debuff. - I cannot explain this. 2nd pellet: the target has both debuffs. 3rd pellet: all the same. 4th pellet: Flanked debuff of Deflection is replaced with Blinded and the debuff is -12. Blinded is a separate effect that does not stack with Flanked. For some reason its effect precedes the attack roll therefore the forth one has 4x effect. Nevertheless, the first attack roll is affected neither by Blinded nor by Flanked. Confounding Blind stops stacking at 33. The tooltip misses this information. Please see attached.
  21. on the item 4 Testing a blunderbuss with Confounding Blind. 1st pellet: the target already has -1 to armor due to Flanked, but does not have the respective deflection debuff. - I cannot explain this. 2nd pellet: the target has both debuffs. 3rd pellet: all the same. 4th pellet: Flanked debuff of Deflection is replaced with Blinded and the debuff is -12. Blinded is a separate effect that does not stack with Flanked. For some reason its effect precedes the attack roll therefore the forth one has 4x effect. Nevertheless, the first accuracy roll is affected neither by Blinded nor by Flanked.
  22. Eliminating blow. The tooltip contradicts inself: first it mentions "shaken" and then "frightened".
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