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lewis_cb

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Everything posted by lewis_cb

  1. Thanks! I only had to cast Slicken on top of her in the bottom right entrance of the area, then run to Belranga. In all my attempts she barely moved from there, I think because there is a burrow nearby that spawns a spiderling immediately. So I eventually decided to replace my Withdraw scrolls with something more useful
  2. Hi everyone, After abandoning it for some months I wanted to celebrate I recently came back and managed to solo defeat Belranga, with all Magran Fires on except Eothas & Wael (luckily she got Hardened & her spiderlings got Prowling). Such a challenge and awesome experience! My character is a Troubadour/Bloodmage. Normally Animated Weapons carry the fight with their dmg while I CC the enemies and the skeletons soak the damage, but Belranga's armor is too high and it eventually does too much AOE dmg too fast. I had to try so many approaches which I wanted to share, it made it so fun: My initial approach was to try to 1st destroy all the burrows (to hopefully keep Belranga offense-defense in a sweet spot), and in fact I managed to do so once, but she had already 100+ spiderling deaths and 20+ screams (concentration layers) so she was an unstoppable machine gun. She decided to chew me up twice (which I could have countered with the skellies chant but I forgot) and then have a final bite off Vela. Then I thought I could confuse her so that when she got to super low defenses & high accuracy she would 100% paralise herself when she used her ranged AOE attack on me. But she often switched to melee so nope, too difficult. I also thought I could petrify her with Gaze Of The Adragan, but even when she got to super low defenses it was paralising her for <5s so not worth it. Needless to say I was always buffing myself to the moon with WoD, Antidote, Arcane Veil, Llengrath's Safeguard, Displaced Image, Eldritch Aim, Merciless Graze, DAoM, Their Companion Braved the Horde Alone ... but at this point I realised I could further benefit from Potion of Perfect Aim (for Belranga high defenses) and Compassionate Soul Essence (for Belranga crits - it also seemed to help with blood sacrifice?). The shield modals The Wall & Block were also helping me hold against super-saian Belranga. And another super key realisation was Scordeo's Edge, perma giving me -60% recovery time (I opted for using the beginning of the battle to charge it up by shooting the burrows). ** So my quick slot items were: 5x Healing Potions, 1x Antidote, 1x Potion Perfect Aim, 1x Compassionate Soul Essence, Iron-Clasped Grimoire (no room for Withdraw Scrolls or Arkemyr's Illuminating Discoveries) ** My gear was: Horns of The Bleak Mother, Three Trolls Stitched (refused to use Shroud Of Phantasm), Bone Setter's Torc, Ninagauth's Teachings, Fleshmender (love it), Gauntlets of Accuracy, Voidward Ring, Ring Of Greater Renegeration, Boots Of The Stone, Physicker's Belt & Prissy ** And my 4 weapons sets were: (1) Scordeo's Edge + Shasha Scimitar -> (2) Griffin's Blade + Cadhu Scalth -> (3) Griffin's Blade + Lethandria's Devotion -> (4) Bardatto's Luxury + Phalanx (as a super-regen last resort if I ran out of potions) This still didn't work so I went for my last option which turned out to be the successful approach: removing concentration layers from her from the beginning to keep it manageable so that I could perma interrupt / prone her at the end. I did this by non-stop using Knock Down (from the Animated Weapon), Slicken, Minoletta Concussive Missiles (TOP) and CRUCIALLY Concelhaut's Crushing Doom (MVP). Even though she had +100% speed meaning she almost ignored interrupts, the prones from the several Crushing Doom casts pinned her to the floor. At some point where she was Near Death I was so nervous I was only spamming the Blood Sacrifice button and casting this lvl7 spell like crazy, nothing else xD (I could have use Death Ring I suppose but I forgot) Yeaaaah! Can't wait for the remaining megabosses. Love it!
  3. Thanks for the info TheLee! Glad I gave up killing her first! True you can't deaggro the sigils, I experienced it myself, tried Arkemyr's Departure but even if you are very far away when you become visible again they will attack you as long as they are active. This works if the active sigil(s) deactivate(s) and then you become visible while far away from Auranic though.
  4. True! I would have needed Resolve Immunity in order to use Death Ring when she is near death due to the terrify sigil being always active. So after killing her, would I have had to kill the 5 sigils simultaneously? don't they deactivate after she dies? Wow that is very weird. On the one hand it prevents the player from ignoring the sigils which may be cool, but on the other hand it makes these spells much less useful as to me their main use is finishing sturdy enemies like this one. I would surely have felt cheated on if I had tried it. Hold on, maybe I didn't get it. Do you guys mean that once she becomes near death she cannot die until she casts Endless Assault, or that she cannot die until you kill the 5 sigils? Thanks guys!
  5. Jesus! I am doing a solo Bloodmage/Troubadour run with most Challenges enabled and so far the water dragon and Concelhault have been easy, but this one ... took me a while to figure it out! I enjoyed it. Surely someone found a faster way but getting my ass kicked was refreshing and welcome. I had no Captain's Blanket, so I had to resort to Sandals of the Water Lily, Rekvu's Stained Grasps, and Evee to resist the sigils' hard CC. First I attempted to make my animated weapons kill her slowly while I remained invisible via Arkemyr's Departure, for which I found Cap of the Laughingstock useful as it made my summons immune to terrify and automatically debuffed Auranic. I was getting more and more confident after 1 hour seeing her just autoattacking my summons but that nasty surprise at the end ... killed my hopes. I panicked here, as all my single target and bouncing spells were reflected by the sigils and they were also immune to my animated weapons. I tried combusting wounds on them and interestingly I observed that after the invulnerability globe comes back the DoT continues damaging the sigil. I combined it with Wall of Flames but it barely did any damage, so I had to give up this route. I also saw how you could suspend any active sigils via Arcane Dampener, but it made things worse when it expired as you then had 2 active sigils. After trying many spells I found out Kalakoth's Minor Blights, Ninagauth's Freezing Pillar + Sun & Moon, and Arcane Reflection for the lighting and Chaotic Orb sigils work OK. Also I learnt better not to use summons while fighting the sigils (many bounces otherwise), and more importantly Arkemyr's Departure lets you reset the fight and heal. 2 hours later I destroyed all 5 sigils and got her near death. A little later I got distracted and she transformed me into a pig and summoned her phantom, which left me without summons or potions and despite using my new pig abilities (run!) to my best I died. Well that was time to go bed straightaway, and not in a good mood... Today after another 2 hours I destroyed the sigils and while I remained invisible my animated weapons finally killed her. What a relief! Anyway, good fun (if I had died again after 2 hours probably I'd have uninstalled). I have a question for you guys, do you know if Death Ring destroys near death enemies if it grazes? or only when it hits/crits? Because I had like 10% chance to graze her against fortitude, but perhaps with Eldritch Aim I could have succeeded at my 1st strategy and killed her without killing the sigils.
  6. That explains (kind of) how in this run unlike the previous Hylea's Boon & Adra Potion are stacking. I wonder how exactly you have to save & reload to trigger it (so that I don't do it next time). Or maybe this makes me consider trying The Ultimate...
  7. I meant I wouldn't be able to get Certain Mutiny and Brilliant at the same time. I am assuming Certain Mutiny procs and lasts for as long as an ally is Dominated. Would I lose Certain Mutiny as soon as I swap to Modwyr? or does Certain Mutiny have a fixed duration and continue even if the ally is no longer Dominated? Edit: I was wondering whether I would be able to get Energetic, Intuitive & Brilliant (and Swift). Those 3 could combo very well: Long Night's / Thick Grew could crit most enemies every 3s, hence interrupting them, and so could Chill Fog (Fortitude), Freezing Pillar (Reflex) and WoD (Will). Not sure how viable that would be, the skellies chant is super good. Edit2: I also wonder... do chants continue after using Citzal's Martial Power? if so I wonder how often they would crit & interrupt with it + Energetic + Intuitive + Merciless Graze (plus Spirit Lance too because why not ).
  8. Yep I am running a troubadour / bloodmage. Those are great ideas, thank you. Damn it I will have to find again room for more abilities The downside would be that I could not have Brilliant at the same time
  9. On a second thought, for my wizard/chanter solo run, provided I find a way to have DEX immunity (which could let me abuse Swift against melee enemies via DAoM or Squid's Grasp) and RES immunity... I think I could also benefit from the Confused portion of Arkemyr's Mercurial Madness, because I could then lifeleech the 4-5 "Many Lives Pass By" skellies via Corrosive Siphon (at lvl20 I normally underpenetrate enemies with it). Also once confused, I could extend it endlessly via the Confusion spell. Maybe also self-apply Combusting Wounds + Rekvu's Scorched Cloak ?
  10. At least it is possible. I wonder now how long it lasts. I was specifically thinking of my solo wizard run and trying to extend it via WoD. Int resistance is OK as it would downgrade Dominated to Charmed? Or if you charm yourself you are not able to use abilities, only autoattack? Very interesting nevertheless, thank you for it!
  11. For a solo wizard, what about Bekarna's Mercurial Madness on yourself? Couldn't try since I didn't get that grimoire yet, but it says "target", not "foe" so I was wondering if you can cast it on yourself.
  12. That was very well explained indeed, thank you very much Boeroer I guess it makes sense because otherwise the multiplier would get massive (it makes me sad too!). My impression is then it is as if both the fist and the sneak-attack scaling are the same kind of "weapon base dmg rescaling" and therefore additive with each other. Nice to hear it, I was thinking exactly about this combo, with rogue´s & Tuottilo´s riposte, and death godlike, surviving at 1/4HP thanks to its high deflection Edit: damn it, got another one. Does the FF damage to the enemy scale with PL (+5%)? and the self-healing? I think TheLee´s guide says the self-damage scales with PL ("+ 1 per PL every three seconds"), but not clear about the other 2: - no details about the scaling of the damage to the enemy (but I suspect there is) - the self-healing is said to scale like "+3 at every even unlocked AL" However I believe in the PL Compilation Thread it was said all abilities & spells generally get +5% multiplicative PL scaling?
  13. Hello, I have been reading this forum and playing Deadfire for a long time. Really enjoy both Not sure if this has been discussed before. I realised I don´t know how exactly the dmg formula of a monk/rogue multiclass sneak-attacking with fists would be (specially in terms of PL scaling). I am very curious about it since both are said to scale well with it. I have a few guesses based on TheLee´s guide and PL Compilation Thread, but I wanted to ask you guys if you knew about it. https://www.neoseeker.com/pillars-of-eternity-ii-deadfire/faqs/3036464-walkthrough.html#Monk https://www.neoseeker.com/pillars-of-eternity-ii-deadfire/faqs/3036464-walkthrough.html#Rogue SC monk, I believe the fists dmg scales like something like this? BASE * (1.05+0.15*PL/2) * (1+STR...) * LASHES Then SC rogue, the sneak attacks would be sth like this? BASE * (1.3+0.05*(PL-1)) * (1+STR+WEAPON_QTY...) * LASHES Finally the Monk/Rogue fist sneak attacks ... would it be like this? BASE * (1.05+0.15*PL/2) * (1.3+0.05*(PL-1)) * (1+STR...) * LASHES or would both PL be additive? BASE * (1.3+0.125*PL) * (1+STR...) * LASHES Thank you!
  14. Hi everyone, I know this is perhaps too late, but maybe for next game this could be a good strategy to allow both modes to co-exist. I had an idea inspired by reading other interesting suggestions about TB tweaks to make DEX valuable. Rationale: - On the one hand, I can imagine a pure time-based system could be too chaotic in the sense of sequence of turns being very different and unpredictable each round. - On the other hand, I think devs consider a set order more desirable, so that it is more tactical and tracktable. - However, I think both could be merged by imposing to the dynamic time-based system a turn resolution every X secs based on DEX/RES and not time * (so it's usually the same character order every round). * Note it would be more realistic to resolve character order based on whoever is available earlier but this would lead us again to pure time-based system, so no. The idea: - allocate every round a "budget" of 6s to every character (turns are sequential within the round as usual), - every round resolve character order based on RES/DEX and not time (i.e. char1 acts sooner than char2 if char1 RES/DEX is higher, even if char2 recovers from his last action before char1; see next point), - every turn give some flexibility and aim for at least one action but also open the possibility of several actions: a) let the character borrow maximum 25% = 1'5s from next turn (and/or save max 25% = 1'5s for next turn) b) let the character execute an action as long as the attack phase (hit*) is within whatever remains of the turn's 6s budget even if its recovery phase falls inside next turn and "borrows" part of it. That next turn would start with less initial budget (i.e. less than 6s) - buffs, debuffs and statuses in general cannot only start/end at the beginning of the turn as usual but also somewhere in the middle (see next point). This way, interruptions/dazes/etc could mean losing only part of a turn (e.g. some secs) and not all (avoiding making them too binary, either too strong or too weak), - let characters postpone (but never advance!) their turn within the round. Also let them waste time within the turn, so that e.g. a blind status wears off and the attack(s) have a better chance. * For reference, MaxQuest's great explanation and time diagrams of RTwP combat: https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/ I believe the RTwP engine could still be a great underlying system behind a turn-based appearance together with this DEX/RES-based sequence resolution. The HMI: - To make it more accessible, even if time is kept internally as the underlying measure of actions (e.g. 4'2s per attack and not 3 APs), the HMI could show a bar of e.g. 6 diamonds (APs, i.e. 1/second). - X additional diamonds can be shown on each side of the bar if seconds were saved in the previous round or are going to be borrowed from the next round. - If an action does not take an exact nº of diamonds but also a fraction of a diamond, this is displayed as that diamond having that fraction greyed-out and the rest still green (available). I.e. diamonds cannot only be either fully green or grey but also partially used/available. - This way, after some familiarisation and usage of tentative actions, a player can more or less mentally calculate or visualise combinations of actions in terms of diamonds (APs) and not sums of seconds (tedious). The advantages: - Inherit RtWP mechanics and fine-tuning which is already polished (with minor changes). - Make DEX and more diversity appear again, e.g. fast weapons would oftentimes attack twice in a row and similarly slow weapons would sometimes have empty turns where all time happened to be recovery time (i.e. borrowed). High dex casters would be tricky, but casting time could be made bigger and recovery smaller to enforce being exposed to interruptions 1 turn. - Movement could use a separate budget or the same one, by converting it to consumed time with some stride-to-time proportionality. What do you think? I can try to paint some time diagrams explaining the idea if it is not clear. I hope it doesn't sound very bad.
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