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Metaturtle

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Everything posted by Metaturtle

  1. Shroud of Phantasm is pretty damn strong since they'll use any active abilities you learned. I tried going the path of Megumin on a wizard and unequipped my grimoire after only learning meteor shower and had some success of fishing out what abilities the duplicates use. They'll use it, but won't spam it unless there's some way to tweak/trigger their AI. Concelhaut's draining touch doesn't disappear on them when you summon with the weapon spell active. Not exactly just a cloak thing since the wizard clone can do it too, but having 4 clones mobbing an enemy with draining touch is pretty neat if they don't get gibbed in melee. Using frostseeker is also pretty nice when volleying trash with icy death. Only real bad thing is that the clones have **** for health so something like DAoM or berserker frenzy is a suicide button for them.
  2. Drugs, cheap food, chameleon's touch (if applicable) too. Since I'm in a party, I usually just get it from either a cipher or priest when I'm feeling cheap.
  3. Does not look like it: --- Interestingly enough, it DOES gain the accuracy from Marksman's Ring. Honestly, the fact that the damage is affected by armor is a downer. Eager Blade's splash attack when enemies get low is also affected by marksman ring although driving flight doesn't do anything to it. Armor affected lashes and splash always makes me sad. At least the carnage from Amra can crit though. The Riven Gore secondary effect is IMHO the best part about the weapon. Quickly taking out small fry or wounded targets is a massive boon. Right now trying to think of the best class combo to take. Holy Slayer (Streetfighter/Bleakwalker) is usually my go to, but I think I am getting bored of that setup. Yah. I am really loving it on a pure fighter in a party.
  4. Does not look like it: --- Interestingly enough, it DOES gain the accuracy from Marksman's Ring. Honestly, the fact that the damage is affected by armor is a downer. Eager Blade's splash attack when enemies get low is also affected by marksman ring although driving flight doesn't do anything to it. Armor affected lashes and splash always makes me sad. At least the carnage from Amra can crit though.
  5. Yeah it works on summons and you don't lose it on weapon switch. I don't think there's a cap on it either so it's a pretty neat trick for attrition fights. In the same vein, pet health on kill effects also proc on killing summons.
  6. The raw damage dots that druids get are awesome when they land. Be an evil bug caster spreading blight!
  7. You're joke didn't go completely woosh Manveru123 Yeah streetfighter/sharpshooter is perfectly fine for veteran though streetfighter/devoted is cool too if you're comfortable with that instead, hell I made a perfectly fine streetfighter/troubadour that had no problem in PotD. Notice the pattern here? lol. In PotD, you're probably going to have to max out perception since accuracy and PEN are the biggest factors there.
  8. I don't think Magran shield benefits from unarmed bonuses. That does make me wonder though if a "shield" devoted can increase its stats lol. hmmmm
  9. What difficulty are you playing on? If it's not PotD difficulty, you would need less accuracy where those stats could have been used elsewhere since normal crits only modifies your damage by +25% with an additional +30% if the crit makes you overpenetrate though hand mortars are kind of low on PEN to do that most of the time without using other PEN sources. You were most likely losing out to Eder being part rogue with his sneak attack + deathblow passives giving him heaps of weapon damage (~+100%). Some poison abilities come from equipment, but you mainly craft poison to use with weapons for single use applications of some nasty debuffs.
  10. I've looked into these a bit when I was experimenting with soul annihilation. Most of them have conditions, but here's what I got aside from the ones mentioned already: Resounding Call (tenacious buff on destructible kill) Watcher's blade (shade summon on kith kill) Cipher's Echoing Horror (frighten nearby target on kill) Rogue's Eliminating Blow (frighten nearby targets on kill) Sungrazer (fire aoe on critical kill) Last Word (resolve buff) Blightheart (chanter phrase) Saint Omaku's Mercy (religion scaled heal) The Twin Eels (religion scaled aoe) Xoti's Sickle (stacking dmg for sickles, religion scaled) The Red Hand (stacking dmg buff) Skullcrusher (max health increase) Wizard's Ninagauth's Killing Bolt (shade on kill) Chanter's ...Each Kill Fed His Fury (buff extension) Magran's Favor (Living Pyre buff stack) Karaboru (2.1, crit dmg buff stack) Priest's Triumph of Crusaders (heal on kill) There may be a few other stacking buffs from weapon kills I missed and a lot of pets too that I can't remember other than Abraham lol.
  11. Adding in a bit more info that might be helpful. If the affliction's attack gets missed by your defenses, it skips the affliction/inspiration check. If it grazes, it will do the check. Kind of obvious though. In the case of abilities that have multiple inspirations linked to it, it will break out into its respective types so it won't completely remove the ability's buff. Some inspirations/afflictions may also be linked to other types (fire, poison, etc) that can also cancel them out.
  12. Yes, they'll just go straight to the roster and you can't move them to your active group. They'll fight for you on the ship in their super gimp levels but they are bodies nonetheless. They also still can accrue injuries and die too if you do nonstop ship battles and make them get knocked out in combat repeatedly so watch out.
  13. How does it work now? Can you please elaborate. Actually disregard my last sentence of low INT. Just when I thought Obsidian had fixed the text for the total damage, it just made it even more confusing. My fault for testing low INT versus 1 INT lol. So I think it pretty much calculates just like any X dmg for Y seconds dot despite what the text says about its "full damage". :6 Grasida stated earlier how it gained "free" dmg in the beginning, but now it doesn't so you don't have this initial bursty tic anymore that made it do more damage than it should have.
  14. Checked disintegration to see how it has been patched. It does not get the front-loaded bonus damage on the first tic anymore and is a lot more stable to react towards its initial damage. Also looks like a scaling increase modifier on the timer via PL has been added? Or maybe it was always there since I never really did check the modifier breakdown for it. (Edit) Anyways, low INT still benefits only for having the damage reach its full course quicker. Can still be deadly when it lands, but not something "dumb" like 800 raw dmg in 3s on a high RES character.
  15. Ooh kind of excited to try abydon challenge. Kind of like gearing up fights using gear from a previous fight just to be cheap and less reliance on unique effects :9 I can hear the fist monks and casters shrugging.
  16. All that RP though as a transmuter loremaster drinking and clubbing with your ogre bros all across deadfire.
  17. Ya, I tested it too pre 2.1 and it didn't trigger before, but now it does. I am assuming wizard clones do the same too since the Shroud of the Phantasm cloak summon benefits from equips as well and wizard clones have your weapons unlike the twins !
  18. Stone of Power's "Power Surge" is only 1/rest. Do you rest after each battle or how can you use it in every encounter? I've noticed that a used Stone of Power is able to still stack with a unused Stone of Power, which resets the cooldown. What exactly do you mean by "resets the cooldown"? I mean it refreshes the Stone of Power charge. Usually items with charges of some sort like fireball necklace don't merge together once used or they stack and remember their uses, but for some reason Stone of Power allows it to still stack and it resets the charge.
  19. Stone of Power's "Power Surge" is only 1/rest. Do you rest after each battle or how can you use it in every encounter? I've noticed that a used Stone of Power is able to still stack with a unused Stone of Power, which resets the cooldown.
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