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Ivanfyodorovich

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Everything posted by Ivanfyodorovich

  1. They do work independently somehow. There are 5 disease immune, but not poison immune enemies (various forms of bats), and there are several poison immune and not disease immune enemies (skeletons, naga). White Worms works on poison immune only and does not work on disease immune only. Same for Rot Skulls. Noxious Burst works on disease immune only, and not on poison immune only, etc. Based on that, and the fact that no abilities are flagged as both, I wouldn't want to add the Poison keyword to any disease abilities. If we want to create a disease keyword, just to make it clear how those abilities interact with immunity, that seems fine. It would also allow future modders to create gear or abilities that take advantage of that keyword. This seems great. I wouldn't remove anything from the disease flagged abilities. Their flavor is suitably disease-y (corpse explosion, rotting skull tossing, etc.). I'd suggest instead that you add a keyword, or at least update the descriptions. A Disease Keyword has no mechanical interaction currently, but it does clearly indicate what's happening with the ability. It also opens room for future mods w/ gear or abilities. That would affect these abilities (That I'm aware of). Druid Spreading Plague Rot Skulls Chanter White Worms & Upgrade (I can confirm that they both are flagged internally as disease.
  2. Also, Athletics & Cadhu Scalth gives you an additional +3 to +10.
  3. I don't think this is the best move. It feels much better to just make the abilities work consistently with +Poison PL. That opens up more build possibilities, and holds closer to developer intent, i.e. if a poison immune creature is immune to the spell, add the Poison keyword to it. As Boeroer showed in that DoT thread you linked, Druid has lots of spells that deal corrode/raw and/or are DoTs that work against poison immune foes. It would also make this work more consistently, as all of the wizard poison spells have the keyword and work as expected with poison immune foes. (Nannasin's Cobra Strike is the exception here, but summoned weapons work weird with PL, anyway). I also wouldn't mess with any of the disease flagged spells. There's no special powerlevel mechanics for them, and the descriptions of the abilities usually are clear enough. If desired, you could add clarifying language on spells that don't mention disease. Chanter White Worms invocation and it's upgrade do not work against disease/poison immune enemies. Description doesn't mention either disease or poison, so perhaps this could be changed to work against those enemies. If we don't want to change it, I think it makes the most sense as a disease ability, i.e. doesn't need any keywords added. What Rua Noka Found . . . (Dank Spore) summon regular attacks work against poison/disease immune and are not keyworded poison or antidote. The Spore Cloud charm attack is keyworded poison/antidote, and does not work on poison immune enemies. I would not make any changes here, seems to be working correctly. Boil Their Flesh From Skin to Bone does damage poison/disease immune enemies, and is not keyworded poison/antidote. Seems to be working correctly. Wizard All abilities with Poison keyword work as expected and have antidote counter (Malignant Cloud, Noxious Burst). The others are not keyworded Poison and work fine against poison immune enemies. Rogue Pernicious Cloud works against poison immune and is not antidote or poison keyworded. Toxic Strike does not work against poison immune. It does not have the Poison keyword or the Antidote counter. Note that Withering Strike DOES work against poison immune enemies. Note: it does not seem like Poison PL is affecting the ability, but because it's a weapon attack based one, it's hard to see exactly. Someone with better testing skills might be able to answer more definitively.
  4. I agree! Empowered Eld Nary is just so damn strong; that alone is worth it most fights. The debuff build is really strong, too. In particular, Ben Fidel's Neck Was Exposed (unique -10 all DEF), The Long Night's Drink Birthed the Revenge of Morning (unique -2 MIG + Weakened), and the stagger from Spirit Frenzy (which applies in AoE when used with offensive chants like Long Night's Drink) are such strong and unique interactions with very little investment. They also set up Eld Nary really well by lowering FOR defense in an AoE quite significantly, without even needing the Morningstar Modal. You can still keep the saber in the mix with the Howler, though of course less room for the empower talents.
  5. I was considering a debuff/support oriented Spiritualist for my next run in place of a priest. I had thought Beguiler, but now that you say this, Psion would work better, I think.
  6. Here's that list of spells to add Poison keyword to. Venombloom is funky, in that it's only a display issue, so I'd want to test to make sure it doesn't benefit twice if we gave it the keyword. I'd also love to know what is going on in the code there. [Vile Thorns] has counter: Antidote, does not have Poison keyword, confirmed does not benefit from Poison PL [Plague of Insects] has counter: Antidote, does not have Poison keyword, confirmed does not benefit from Poison PL [Venombloom] has counter: Antidote, does not have Poison keyword, confirmed DOES benefit from Poison PL Edge case [Wall of Thorns] does not have counter: Antidote, does not have Poison keyword, confirmed does not benefit from Poison PL, but description says "Applies a poison that causes a Weakened state." I personally would not make changes to this spell. Poison immune is so common, and Druid already has 3 spells that won't work on them.
  7. The sad thing is, anything with the antidote counter is already coded so that it won't affect poison immune. I agree about Insect Swarm staying as is (i.e. no Poison keyword), but Plague of Insects only works on non-poison immune foes, but lacks the keyword to benefit from the bonus. There are a handful of spells like that, iirc. I'd have to dig my notes back up. I agree with the rest, though. I think the update I'd want is to look at any antidote counter abilities and add Poison keyword on any that make sense.
  8. This is true for the insect spells, but Venombloom actually does benefit from +poison PL. It doesn't have the keyword, but does benefit when I tested back in 2019. The Community Mod didn't add poison to any spells, as far as I remember (maybe I can convince Elric to sneak that into his Polishing Mod).
  9. That's helpful to hear your thought process. I like that Loremaster Fassina build slightly better with Arcana, but I think a Sorcerer build for her with Poison is next on my list to play with. Both make good use of the +1PL from her subclass familiar. Untangling all the PL bonuses for those was one of the first reasons I read your FAQ and forum threads in depth. Fun stuff!
  10. Love this build. Killer theme and great use of underused spells, with Halt. It's good to hear that Sporelings stay useful as sponges. I always hire an Ancient Druid custom adventurer on Port Maje to get through the digsite on PotD or any Trial of Iron runs for exactly the reasons you are noting (also, Charm Beasts). This one hits too close to home. I just pissed away a double ToI run (started the character in PoE1) on Talfor. Immediately upon seeing the skulls I remembered it as one of those fights that stomps new players. Any other tips for poison use? I've got a Loremaster Fassina/Howler Konstanten combo build I've been working on that uses +poison PL for her, and I considered alchemy for the synergies. I use Blightheart, so the modal helps tremendously with the initial hit. Where does it fit in your typical casting sequence? Halt > Sporelings/Venombloom > Heals/Poison?
  11. Lucca Act I We speed through Act I as fast as we can, though we do all the quests in Gilded Vale, sans Raedric. We snuck in, talked with Nedemar, freed Giaccolo, and killed Osrya, though. Having Durance and a custom priest is slower than usual, but we make it through with only 1 knock out before Defiance Bay. The fights are much easier on Hard, but I'm still playing the big fights safe. We told Aufra the truth, told Wirtan to redeem himself, and sent Maerwald's soul free. On to Act II.
  12. Getting another run off the ground. Lucca, Moon Godlike Darcozzi Paladini: Introduction Game Version: 3.7.0.1318 - No DLC enabled Difficulty: Hard Settings: Maim Before Death: On; Injuries: On; Expert Mode: Off; Trial of Iron: On Mods: One-Eyed Molina's Gold-Fingered Spike-Flinger Fix Main Character Description: Lucca is a Darcozzi on the run. Fleeing the retribution of a rival Valian house, she fled with her employer to settle in parts unknown. Their escape was short lived, however. When the rivals found them it was already too late. Lucca escaped and drifted on ships until hearing word of opportunities to settle in the Dyrwood. We are planning to run with Aloth, Kana, Pallegina, Sagani, and a custom priest of Wael. I will be trying to get through as quickly and safely as possible, while setting up my Deadfire run. Here goes nothing!
  13. Jan, the philosopher Brawler (Unbroken/Forbidden Fist) has died in Neketaka. I was playing on Veteran, Trial of Iron, with several balance/bug fix mods installed. The Community Patch, the Balance Polishing Patch, Enhanced UI, and Carnage Visual Radius. All DLC installed. Playing Real Time With Pause. Because I am now playing on a Windows machine, I'm not able to load my PoE1 save file from Jan. Instead, I made a custom history that fit the choices he made. Here's level 1 Jan. I moved 1 point from CON and 1 point from PER and increased his RES. Dying and coming back to life can change a person, no? We made short work of Port Maje, bringing on 2 hired adventurers, an Ancient Druid and a Ranger, to help, along with Eder (Swashbuckler) and Xoti (Priest). We skipped the big beast fight in the center of the digsite, stealthing past. Inside, I immediately notice how much easier these fights are on Veteran compared to Path of the Damned. This sense of easiness will be my undoing. We hit level 5 upon arriving to Neketaka, and I set out to get my part together. I'm planning to run Konstanten, Pallegina, Fassina, and Ydwin. We are able to pick up everyone but Fassina right away. For her, we set out to do the Archmage's Vault. We are able to complete it with no combat, and the gang is all together. From there we go to the Gullet and complete quests until we get the message from Dereo. I like to go into the Undercity to find Botaro and fight some Darguls and Rotghasts as a test of our abilities. Those fights go smoothly, and we are level 6 all around. Along the way we hit level 7, and when Ateira tries to stop us, I try some different dialogue options and we end up in combat. That fight is so easy, that I am now thinking we are a force to be reckoned with. In fact, I don't notice that I haven't set up Pallegina's new chant (Ancient Memory). We head back to Queen's Berth to complete the Bardatto quest, and Talfor stops us along the way. Silly pirates, I think. We are now an unstoppable killing machine. I try to punch Talfor - I've never done that option, and what fun to try new things. Talfor is 3 skulls, and the rest of his group is at least 2. We start the fight surrounded, and even with several charms landing from Ydwin, the party starts dropping quickly. I realize I don't have Ancient memory set up, and can't get heals out fast enough. In the end, Jan is left along, unable to hit them, and slowly whittled away. RIP
  14. @Elric Galad - Could we lower the price of Adra Ban at Una to the default and add Sapphires and Rubies, too? Game files show that the designers intended these gems to be available via Una to high level players (similar to how Black Pearls and Emeralds are available at The Treasure Trove in Dunnage, requiring waiting to refresh the inventory as the main barrier) Typical vendor prices for these based on rarity level: 750 for Ruby, 850 for Adra Ban, 950 for Sapphire Making them all available allows more full use of the crafting system for potions, scrolls, etc AND helps the enchantment system be less punishing
  15. Got it. So specific would be only with certain types of attacks in this case? edit - maybe clearer to ask what is an active + specific effect?
  16. One that only applies in a more specific set of attacks, i.e. Hunter's Claw only applies to attacks against one type of enemy.
  17. I'm sad to report my first real NR run in PoE2 ended in totally unnecessary defeat. Aures cleared Port Maje island with Triple Crown enabled, but then died to Beggar Wifruth while on her way to Neketaka. I foolishly thought I could win a boarding battle against a host of pistol wielding pirates. What's even sadder is that choosing "surrender" let's you go on your way with reduced food, water, and gold, and I had very little of all three to worry about losing. I'm doing some more planning for my run with Jan, and will post soon about the progress for him. It will be slower, as I'm planning to run at least one other run in parallel to help me remember things before I take them on. Jan is adding Forgotten Fist to Unbroken Fighter. I'm excited for some brawler tanking w/ easy Enfeeble from the start. I'm planning for a VTC run, so will bring along Pallegina and Fassina, Konstanten, and Ydwin.
  18. Got it. It’s probably considered a passive source, then. Good to know for the accuracy with scrolls question. Ah! Good reminder! I was getting confused about it being specific vs. generic, but that doesn’t matter for active effects. I’ll add it above. Are there any other specific +ACC effects like Hunter’s Claw?
  19. Are all of the Ranger +ACC effects conditional (also passive, yes?), and thus stack w/ active generic +ACC? Marked Prey, Marksman, Stalker's Link, Survival of the Fittest (am I missing any?)
  20. This is mostly true, but I'd also like to list/know self-buffs in this specific category. A better wording of my question is, "What options are there for each (sub)class to get generic +Accuracy," which sprang out of an even more specific question, "how do I increase Fassina's accuracy with scrolls?" That's slightly different from the question, "How do I increase my chances to hit with my characters if I don't have a priest," which there are many, many answers to, including lowering defenses, etc. I'm editing the OP to list what you've all shared. Thanks for the reminder about pets! Small note, this one only applies for distant enemies. All of these pet bonuses will stack with generic +ACC (and will apply to scrolls, etc. in a similar way), there are a host of items that provide similar effects, e.g. Ring of Focused Flames, etc. It's probably enough to mention them in general above, without listing every effect. Edit: I forgot that the pets are all passive buffs, so they stack inherently. Great to remember them, though, for the original "scrolls" problem.
  21. I’m working on some party comps that don’t involve priests and looking to evaluate all active sources of plain +Accuracy (not Perception). What am I missing? Group Buffs Priest - Devotions for the Faithful : +10 AoE Paladin - Zealous (Exalted) Focus : +5 Aura Self Buffs Barbarian - Lion's Spring: +15 (on next attack) Cipher - Borrowed Instinct : +20 Fighter - Warrior (Conqueror) Stance : +5 (10 when above 50% health) Monk - Dance of Death : +3 to +12 Ranger - Hunter's Claw (+upgrades) : +1 to +20 vs. one creature type (can go higher due to bug) Wizard - Citzal's Martial Power : +20 Alchemy - Deadeye : +5 - Potion of Deftness : +5
  22. I think you need to click on the "EXE" (not sure what it's called on Mac) and select view package contents. Within that is where the override folder should go. Feel free to message me directly, and I can try to remember anything else I had to do to make it work.
  23. Yes! This is a great synergy. Everything that reduces the damage of the FF curse will also reduce the self-damage of SI. Also, side note - you can use mods with Mac OS, you just need to show hidden folders to install. A little googling should find how to do that (I don't have a link handy).
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