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Everything posted by Powerotti

  1. What do you think about this: BDD purges itself when triggered or is one-use per cast effect. Then creates barier (like Her Courage - which is actually temporary HP) for x+y*PL points for z sec, to protect character from instant death by next dmg. One still needs to react (heal or reposition), before barier will break or expire. This way one can extend BDD effect, but it's still disposable. Shield effect could be extended too, but it doesn't give immortality due to finite barier points.
  2. Yes, but the most boring one Some kind of unique mechanic for every class would be more satysfying and lore friendly, but harder to develop, indeed. It could even introduce some new build types - which is good. Bonding it to item with negative effect (-PL or reduced resource pool, or something) could balance things a bit. I really like the idea of fighter converting hit rolls to gain resources, seems very "disciplinary". As for the other classes: Bond - some kind of team maneuver with animal companion e.g chance for restoring resource if companion scores crit on enemy and the following hit roll is rangers crit (any kind - meele, ranged or spell). Guile - active ability like seal or trap, which can be placed during combat but only 5m away of nearest foe. If you successfully lure enemy onto it - gain resouce. Rage - chance when getting crit or when downgrade health tier (healthy->injured and so on), with cooldown to prevent abusing with friendly fire/HoT loop. Mortification - spend 10 wounds to get resource and injury like effect for some time. Zeal - no idea
  3. Play stupid games - win stupid prizes Let me repeat myself Was that irony or is it indeed not feasible? Not sure. Was it? Search carefully, the answer is smiling to you
  4. So every int affliction would cause crush, or just cancel inspiration and leave drugged status without any effect? Both are weird. With trinkets there's funny thing - if multiclassed, one would have to choose which class needs resource more atm and juggle them (and grimoires, if multi with wizard). @"debate"above - too bad, that it's apparently not feasible to include any way of regenerating in separate file, for those who like it
  5. So what about trinkets? Maybe items with resource regeneration effects would be better choice, than modifying abilities?
  6. It seems more like psychic equivalent of rogue's retaliation, so maybe %chance to trigger on every roll vs will, but without delay? Damage could scale with ciper's defence for 0.xx*will, so harder to hit cipher would backlash for more dmg. E.g. 100 will*0.25->25 base raw dmg modified further by might, captains banquet etc. Is that even possible?
  7. @BoeroerCan it produce multiple phrases at once if Her Revenge kills more than one enemy? Or it's capped like skald passive?
  8. Berserker (or Furyshaper) fits the theme of enraged priest of war goddes and is fun to play. Grab Magran's Favour and Sun&Moon, throw frenzy for additional might and pen, then drop the fire from the sky (Storm of Holy Fire and Shining Beacon can trigger Blood Thirst multiple times, which can be used for buffs or Pillar of Holy Fire - for even more Blood Thirst). Against fire immune enemies it's viable melee combatant. Ofc monk is better at everything, as always
  9. Priest of wael / beckoner is VERY party friendly as tank/summoner/support. With dumped might and per - focus only on buffing and healing (which doesn't require any ACC, so heavy shield is welcome), while summoned meatshields hold enemies thanks to The Sliver Knights Shields... They can also apply CC and do some dmg Celebrant itself can be excelent tank too, because of wael spells and many engagement slots from eq and Champion's Boon
  10. It's another possibility not a coercion, and if someone want to cheat make game more flexible - console is usualy the easiest way Casting time of summoning weapon can be simulate by switching recovery
  11. There's no need to mess with ability tree. You can spawn every summoned weapon as item with console command "giveitem <item_name>". Name for Black Bow is Caedebalds_Blackbow_Weapon
  12. @dgray62It is possible to trigger blade cascade and some other equipment abilities outside of combat or only in combat, but they won't get erased after combat ends (try shroud of the phantasm and least unstable coil for brilliant). Strand of favor affects actual, not base effect duration, so one can extend it endlessly, by puting SoF on and of a dozen times. Unfortunately it won't work with Nemnok cloack. No, only one conversion at a time and one can't reach 100% by stacking. It's good to have, but i find high acc much more reliable.
  13. If one can't outheal damage or restrain enemy, max HP is negligible, in most cases. Defences and AR have a way greater impact in terms of survivability, and ACC is much more important for removing the danger (killing, interrupting or hard CC). Unless someone is using Blade Cascade/Strand of Favor exploit There is very few type of builds, that prioritize something other than max per, dex, int
  14. I played FF/Streetfighter and it was really cool, indeed, but it was mortar focused. Firstly i dumped Con and Mig (with perma buffs it was above 10 anyway, so no negative modifier) - sneak attack and deathblows do the job for weapon dmg. Max Res, Dex, high int for mortar AoE and Deep Wounds- forbidden curse ticks when applied, then after every 3 sec, so making it last less than 2.9 is unnecessary. Powder Burns distracts to activates streetfighter bonus and wears off after ~3.5sec with buffed Int (giving wound, healing and activating Crucible of Suffering), so one can rotate stunning surge and forbidden fist. Toxic Strike, Stunning Surge and Confounding Blind on AoE are insane, especially with Fire in the Hole jump and Kitchen Stove 4 hit rolls on single enemy. I picked Human instead of Godlike, to put Helm of the White Void which works with all core abilities. Mach it with Guardians Plate and Frostfur Mantle - it's one of the few classes, that use it effectively, and get bonus for stylish look
  15. So i did some testing and results are surprising 1. I made custom monk/debonaire with total Acc, when weapon equiped - lower than 49 (dummys deflection), to prevent regular crits on dummy 2. Added Heartbeat Drumming by console command. Swift Flurry was off to not disturb the tests 3. Charm Dummy with Chanter Invocation, so only first hit can be critical - no HBD chains 4. Hit dummy 5. Profit! 1 - Chanters Charm 2 - initial frost head missed 3 - HBD triggered frost head hit 4 - HBD triggered flame head hit 5 - initial flame head hit->crit by Debonaire ability (this one initiate HBD) Here I was wrong - it does launches two hits Edit: I did some more tests, to confirm repeatability, and it seems like frost hit roll is counted as first and fire as second. Frost get converted to crit even if both head hits, but fire head, only when frost missed. Both can be converted to crits by One-Handed Style talent and both can trigger HBD. The order in the fight log looks like this: 1a. Frost hit roll from HBD 2a. Fire hit roll from HBD 3a. Initial frost hit roll 1b. Frost hit roll from HBD 2b. Fire hit roll from HBD 3b. Initial fire hit roll So all HBD procs are typed above the hit roll that launched them
  16. FF is meele but not weapon attack. Looks like fire part of Sun and Moon would be "proper" main hand (weapon, meele) attack, and freeze - "additional" (weapon, meele) main hand attack. Then, if SF/HBD uses only main hand, could the initial hit from frost head proc flame head chain? The spell effect of grave calling is probably tagged as weapon effect, and not meele. Then it would benefit from weapon upgrades, but can't proc SF/HBD
  17. Two initial rolls should result two times longer crit chain. Statistically. Another possibility is that every crit from one head launches two hits from both, but i doubt that
  18. It seems, like second (frost) hit roll is not "proper" weapon attack, but rather separate ability with 100% chance to proc on greaze/hit/crit. It work simillar to Grave Calling proc Chill Fog - CF benefits from weapon enchantments and other bonuses, like sneak attack, but not from single handed bonus Acc. The character sheet seems to confirm this, since it only shows dmg and acc of flame head, wich would be "main attack roll" of weapon. On the other hand, blunderbusses are described the same way (only one of four bullets in the weapon tooltip), but all of them gets single handed bonus. Weird Btw i found, that Ring of the Marksman acc and pen bonus works with Chill Fog from Grave Calling and other AoE spells from weapon, like Ghost Blades of Engoliero, but not with Sun and Moon.
  19. Ring of Focused Flame gives stacking +10 Acc to fire part of Sun and Moon . Unfortunately single weapon wielding bonus for Acc works only for fire, not the freeze part, as i remember. Bug or implementation method of weapon with double hit roll?
  20. That was the point to limit overuse complete spell resistance (arcane dampener/cleanse) and brilliant extending, but i just realize how op it would be with blade cascade and potion of the last stand
  21. So it needs to be: - comparable to other pl9 spells, but not op - unique and different to other summoned weapons - useful, but not must have - fun to use I'm thinking about something inspired by omnipotence paradox - "immovable object" for breastplate and "irresistible force" for weapons. But if it's fantasy world, it should work mostly for magic aspects. Breastplate have barier, that blocks all spells (from both sides, that's why one can't cast) and weapon attacks can't be resisted, so: - immovable object - can't cast spells, and gives 100% spell resist (or immunity to all afflictions, or reduction to negative effects) - irresistible force - reduce positive effects on target (like street sweeper) and prolong positive on user (like wall of draining) on hit.
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