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Ymarsakar

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Everything posted by Ymarsakar

  1. Might should be named Power or Prowess or Mastery even, but it's more of a role play thing. Now if Pillars had stat usage comparable to Planescape Torment, then yea there might have been an inconsistency problem for me, but since it's more of a tactical combat plus rpg critical path story game, it's easy to ignore it or bypass it. The Japanese have an all general purpose word for that, chikara. It's either a limitation of English or a limitation of the culture using English, that there isn't a common usage world that encompasses all forms of strength, ability, prowess, excellence, mastery, etc. As for why Might might affect damage from guns, one must achieve mastery of one's own body and mind to be able to look straight at a target, without flinching or wavering or hesitating, and then pulling the trigger without jerking the gun off alignment. Which requires self mastery of one's muscles, which is also part of martial arts or the ability to react instinctively to danger. But the system generally doesn't make it necessary to think like this. Role playing board games, you probably have to think of stats more deeply, of course, since there's more interaction on and off the stats. In game, might affects the cipher the most, since they nerfed the initial resource they use to cast spells, and the cipher only gets it back using (food) dealing damage that bypasses DR. Next, it affects healers the most, such as priests or paladins. "This is the kind of discrepancy that a game end up with when the lead game designer considers "simulationism" a dirty word... " I think for most people that were designing this game, their experience revolved around Advanced Dungeons and Dragons, where Strength played a critical part in certain board game interactions with the GM and environment. Thus even if Sawyer changed the stats to be more unorthodox, it doesn't provide people a universal view that is out of the box. They still rely on their old experience to design new content, which shows. Now Numenera and Planescape, the board games, are out of the box enough that it tends to shatter preconceptions.
  2. I went normally with Arque bus and hatchet/shield. Being able to switch to a different weapon via a spell is very versatile. PER is very good early game and against tough bosses with high defenses, as it reduces graze and miss chances. Dex is something seen more in much longer fights or fights at higher levels that use more spells. Also in specific situations such as using the ranged weapon spell. Iron, that's some nice micro timing in the video.
  3. Someone needs more micro skills, ala League of Legend. It's very easy to mess up and think it's somebody else's fault.
  4. Predetermined higher levels for enemies after/during level 9, I would think. It won't be as OP as in other rpgs doing lower level content, but will be easier since you have higher accuracy and endurance pools.
  5. Fantasy mages generally aren't known to be strong. Real life magicians tend to need a certain amount of physical ability, however. Escape artists. That doesn't even get into the chi gong as practiced in the Far East.
  6. Only time I heard them talk about revamping the Stronghold was for Pillars 2, because they said it had too much mechanical systems in it but lacked content. It was a kickstarter stretch goal, so it probably got cut off from all quest lines, crit paths, and anything else having to relate to the A path content. Even after it was funded, that is, the priority on it would have been B, stuff that could be cut at the end to favor resources for the A stuff. If there are mentions of White March part 2 stronghold upgrades, that would be a hopeful early change.
  7. Yes it stacks. So it would add 50% of your main/secondary attack as the lash damage. Stacking lash effects of the same element can be a way to optimize damage application, as you aren't dealing with multiple .25 x DRs negating each lash. However, against very high DR or element immune enemies, it can still be blocked. They changed the ai aggro for caed nua henchmen and they won't attack me any more, as in become red. Probably due to people complaining that their aoes made their henchmen red when resolving stronghold fights manually. Using the blunderbuss, a minor 25% corrosive lash can actually be completely negated out by DR, putting it to below 1, essentially zero in the math. Usually happens on grazes. The Paladin's Flames of Devotion ability is another +50% lash effect, in the ability. That means using a two handed sword for high damage, plus flames of devotion for 50% lash, plus 25% fire lash on weapon, plus 25% from chanter aoe lash, gives 100% lash of fire.
  8. If you want the base accuracy, it's better to test it using fists on both slots, and then equip, rather than one handed weapons, due to what was mentioned above.
  9. I recommend 15 might and 10 con, reverse that, because your lay on hands is another endurance pool, and might increases your lay on hands, which can be used 2 per encounter. High might paladins are pretty fun because I don't need really large auras with a high int nor a high resolve for the conversation options that shortcuts through some quests. Dex can be lowered for a two handed weapon build, as it won't decrease the number of attacks substantially. 3-4 hits decreased by 10% is still 3-4 hits, whereas faster weapons can hit 9+ times in the same time period, so decreasing 9 by 10% is pretty noticeable in shorter fights. The paladin abilities are also zero recovery, so dex would only slightly increase the animation movement frames. Dexterity or action speeds reduce the time of all animation cycles. If you role play a main player paladin, you can get 6 deflection and 12 defenses. That's like 6 points of extra resolve. INT increases the number of ticks for lay on hands, potentially increasing the total amount healed. As well as the size of your auras, which are modal abilities. There are items that increase your aura range as well.
  10. For me, it is either harth harvest the hatchet for the +5 deflection or the warhammer that +1 engagement. For any kind of debuff effect, I tend to give it to ciphers and or rogues, people who can actually damage the enemy without needing support. I usually have a shield/weapon backup for most of my mainline, and just usually go with a dps/tank build for most classes such as Monk, Fighter, or Paladin. Chanter too, but they are different builds. So a monk dps mode would be dual fists, paladin dps mode would be St Rum or Tidefall two handed greatsword using Flames.
  11. A 100 damage hit from your normal weapon will count as 100 - enemy dr= actual damage. Then the lash effect is applied with a .25 x 100, so about 25 points of lash if your lash is 25%. That lash damage is elemental and is added on top of the one you see in the combat dialogue, but you have to expand it. I don't think it adds it automatically, it just shows you. It is added together on the combat screen when the numbers float up however. So 125 points of damage if dr is zero, 100 as the actual hit plus 25 as fire. The the enemy receives a limited dr to negate lash damage, as others mentioned about 25% of their actual Dr vs lash. Lashes and on hit effects don't work against Immune enemies however. Lashes are one of the biggest DPS add ons for any weapon, with some exceptions. To test combat effects, find a tavern with civilians, find a bottleneck, aggro entire tavern, then begin test while ignoring the adds by blocking the bottleneck with your tank. If they are annoying, just kill everyone except one civilian npc. Same can be done at Caed Nua if you have henchmen. Taverns are nice because of the party management and resting and they are more easily accessible than going back to Caed Nua all the time.
  12. Faction Merchants are unlocked by a quest. Just be sure to do all the faction quests before you start the end sequence.
  13. Many of the classes in Pillars are already hybrids and thus "multi classed". Like a Paladin is a combination of dps with tank/healing. How you build it makes it strong or weak in some sides. But the multiclass talents are more like a little extra, to add on top. Like a dps character might choose the mini sneak attack for more deeps. So if a person just wanted to charm everybody, but didn't want to run 3-6 ciphers at once, they could all choose the charm ability. Flavor, as has been described. One example is that when I pick the mini sneak talent, I get a different cursor when a target is under some kind of debuff. This can actually be very useful when planning tactics out, as you don't have to read the status symbols on every enemy. So it gives you a closer experience to playing a rogue. But you're not playing a rogue obviously.
  14. You're using 3 caster classes, and it is too much micro. Go with a composition like this one http://forums.obsidian.net/topic/82694-suggestions-for-potd-20-party/?p=1740886
  15. Ranger, monk, paladin, fighter, chanters are the easiest classes for beginners to use. Not weak, but very low micro, especially with the AI now. All the caster classes are a little bit complicated. The cipher and rogue are also complicated, although in different ways. The barbarian is about the same as a rogue. Medium level micro, mostly due to melee positioning issues and/or taking too much damage. "I am interested in suggestions for an easy to play less boring party." Don't use moontide to begin with, that's a rather OP racial. It's about the same as having 2-3 paladins on the same party. The setup I use consists of a ranger, a monk, a paladin, and a chanter. Very easy to micro classes, then I mix it up with a cipher and/or wizard, to make fights more "interesting". Any other spell casting classes like druid or priest can also replace the cipher and or the wizard. Any more than 2 caster ish classes and you start doing too much micro, in my view. What I like to use is IE Mod to class change the story NPCs, although I usually don't class change them as it isn't necessary. This way you get story companions and also some customization, but without going too far such as a moon tide paladin hired npc. The console can be used to change companion stats, but that's mostly for flavor.
  16. How can a ranger match the dps of a cipher or rogue? If you are high level, I suggest using paladin and chanter as tanks. Fighter, monk and barbarian are tankier but they lack the versatility of paladin and chanter. In my opinion, a good party should have 2 front line tankers, 2 second line casters equipped with hatchet and shield (wizard sucks so use a priest and a druid here) 2 3rd line damage dealers with 3 con and 3 res ( 2 ciphers would be good. lots of cc and huge damage output) I should have been more specific. I was basing it from the limited class list. If we're talking about all classes, then Highest sustained DPS is the ranger, because of the passive bonuses on the pet and other stuff. Of course if you lose the pet, and don't have stun locks on the ranger weapons, well, it isn't that high of a dps output. Ciphers have two spells, echo and antipathetic that have the highest Damage Per Second of any class, other than maybe some barbarian aoes or Fire aoe healing powers from the paladin. But those two spells are single cast abilities and may only hit like 1 to a few more people, if your position is good. So ciphers are good spike dps, but sustainable is left up to their weapon auto attack usually. The Ranger's dps and cc only gets better at higher levels. But the cipher and rogues have more front loaded dps. You see them at earlier levels and they can also dish them out earlier in a fight. The other bonus for ranger dps is that because they can hit out so far, they can afford to wear zero armor. Which helps their recovery, as they have no recovery time, other than base duration on weapon rof. This isn't noticeable in short fights, which is why I say ranger sustained dps is higher. A rogue melee has to position themselves and a rogue ranged type is still pretty close to the action. So a ranged rogue wouldn't work the same way because some of their talents really really need the melee dual weapon hits to dish out the pain. There will also be times when the enemy doesn't qualify for a sneak attack, although that is mitigated by critical build rogues. For the ranger, it can keep a target stun locked all the time with stun hit talent at high level. So to directly address your question, a ranger can equal a cipher and a rogue's dps when the ranger applies that dps equally, over a sustained period of time, to all enemies on screen. There's no huge jagged waves going up or down in the dps chart due to rogue or cipher abilities. There's usually little to zero dps lost from moving around. Being a ranged user, the ranger can also focus fire to make the best use of dps against weakened targets. So if anyone is stunned or cced, they can get hit by the ranger for more damage, whereas other people may reach that target only when the cc wears off. There's also driving flight + twinned arrows, but I'm more thinking of builds lower level than that. For the priest, I only cast iconic or repulsing see if the situation needed it. But when I did, they changed the field tactically, so it was very noticeable.
  17. didnt notice the option to remove a henchman in tavern, where is it? It seems IE mod for 2.02 hasn't released yet QAQ By remove, they mean remove from party to stronghold. They don't mean execute, that's not an option in taverns or anywhere else, other than combat.
  18. I think Ele won because his counterpart pulled the SJW trick build already. I'm surprised people know about that, when they don't know about crits and builds in Pillars. In case people didn't know or just skipped all the earlier stuff, the anti ranger position is centered around not knowing anything about Pillars mechanics, to the point where they don't know what the "critical" point of certain builds are. So, no build= no dps, I would conclude. If your ranger has 6 talents in "weapon focus" groups... well maybe it would have the same dps as a wizard using the same weapon.... you know. Sannom, maybe he was looking too much at the space pig, the transparency got in and stuck. Cantousent "I'll reread the whole thread also, just in case, but I haven't seen any reason that you guys can't get along on anything else just because you don't agree about the exact damage output of the classes." You might also want to pay some attention to the other threads started by the OP, which also got moderator closed for some reason. Pattern?
  19. What's the point of making the enemies harder when you have super items which kill them all the time? Is that like a way to pat oneself on the back because it makes it appear one has better tactics or strategies? "a weapon " may" stun if your lucky on a critical hit for 3 seconds" See, this is what happens when a person thinks they've played a game long enough to be good enough to criticize it. Except they don't even know one of the more "critical" builds out there. This is pretty entry level stuff here.
  20. I played on POTD 1.0 and used 1 rest per Caed Nua level. Resting when a party member is at red health and out of abilities, was also common. "Forced to" is a subjective test based on your tactics. "so basically the game forces me to play with a full party." Maybe the user who soloed Caed Nua all levels using one monk was thinking that too.
  21. Use Pallegina as a tank or your PC as paladin. Priest, wizard, and rogue can be some heavy micro, especially since they aren't all in the same spot usually. Your front line numbers is around 3, so will make some open field fights easier. That's the paladin, monk, barbarian. Plus the pet, which makes it 3.5 Hybrid classes can fill more than one critical role. So a wizard can fill a lot of roles, including dps and tank. The paladin fills two entire slots, primary healer and primary tank, at level 1. The chanter can also do a squishier version of a main line, and adds group buffs and summons. So semi permanent single target cc with phantom stun locks. Monk and barbarian are dps+tank hybrids. The barbarian usually wears medium or less armor, though, for the aoe dps. The thing about hybrids is that the more of them you use, the more stable your party list becomes, because you can use more specialists without gimping a role out.
  22. Chanters, paladins, fighters, monks, rangers are the easiest class to play for a beginner. From that list, the most versatile would be the paladin as tank/healer/dps. Most dps is the ranger. Most dps tank is the monk And second most versatile is the chanter, for buffs and tanking. Fighter is the most tanky, but you need two handed weapons to do any significant damage. The more complicated classes would be the V casters, wizard, druid, and priest. Some things have changed, but it's pretty minor. Perception becoming an offensive point bonus. POTD is pretty easy if you have paladins and monks. I would go with Paladin PC Paladin Pallegina Monk Ranger Chanter Wizard Aloth (can be replaced by a priest or druid) That's a pretty easy party to micro for people new or coming back to Pillars game mechanics. The base game is more or less the same, but White March is more challenging if you go to it at level 9. The difficulty of using a class is over the difficulty of story companion vs created npc. Meaning, Aloth's effectiveness is heavily dependent on whether you know of optimal spell chains or not. Whereas the Ranger's effectiveness doesn't change all that much, so long as you know how auto attack works. POTD was always doable with companions, but if you aren't an expert on the Pillars game mechanics, then go with the recommended party list or classes.
  23. Other people have posted polls on the forum here, so it is certainly do able, but I don't know the exact instructions.
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