NotDumbEnough
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I'd rather just remove all immunities and replace it with 30AR in the corresponding damage type, so you will always deal -75% damage but at least it's not zero. Some classes have a really hard time with immunities -- it's not fun dealing with Fire Naga as a Priest of Magran. Also, I'd delete poison/disease/ground immunity from the game entirely. It makes no sense that I can poison ghosts but not robots. It also makes Ancient druids super annoying to play due to plant spells basically all being related to either poison or ground.
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Not technically an issue with this mod, but still a useful bugfix if possible: Chanter invocations count as spells for Shifters (cannot use invocations while shifted) but not for Arcane Archers (non-elemental invocations suffer an accuracy penalty as Arcane Archer). Would be more consistent if it counted as spells for both scenarios.
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The point of going Chanter is for the Energized inspiration which lets you interrupt whenever you crit. Certain abilities like Venombloom have lots and lots of hit rolls (3 hit rolls per 3 sec) which translates into lots of crits. So many crits, in fact, that your enemies get permanently interrupted and can't move. It has its issues though. Venombloom is a poison effect so lots of vessels are completely immune. Wicked Briars is a ground effect so anything that floats or flies is likewise immune. Binding Web is a ground effect, but at least Pull of Eora is not, so AA is better than druid in that regard.
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I'm personally thinking of doing an Arcane Archer variant of thelee's Disruptor Theurge build. I already beat all 4 megabosses with a Lifegiver variant, and it was quite good between perma-interrupts and 500+ healing from a single spell cast. That said, it was not particularly great at dealing damage esp. versus single targets, and some of the druid abilities had very short ranges and were prone to friendly fire. Arcane Archer on the other hand has double Binding Web/Pull of Eora at relatively long range while also being capable of decent damage output thanks to the Nocked Her Arrows With Speed and Aefyllath Ues Mith Fyr chants. All this is just theorycraft though, so I'm looking forward to trying it out.
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The shrine on the same island as Neketaka seems to be different than the ones near Crookspur and Poko Kahara. This shrine doesn't eat up all your other resting bonuses when you use it, so it's a free +2 constitution on top of whatever else you already had. Seems to stack with resting bonuses, prostitute bonuses, the pool in Outcasts' Respite.
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The funny thing about Milx is that the game is super liberal about what counts as spells and abilities. I have seen disengagement attacks get converted, as well as ranger pet auto-attacks.
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Also, Thaos getting reincarnated as the Palace Guard, the Rauataian debating the Kuaru at the Brass Citadel, and so many more. Though that was kind of a thing in the first game too, with shopkeepers having Thaos' voice. I think the voice actor can't do any other voice, since he also uses the exact same voice during the intro for Hitman as Soders. But hey at least it's better than FO:NV where the entire game felt like it had maybe 5 male voice actors.
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Just used mostly the same party and cleared out the other 3 megabosses over the past week. It was my first time for the Sigilmaster (got wiped 4 or 5 times by the chain lightning obelisk) and Dorudugan (Vela got blown up by explosions before I could reach her with a scroll of Withdraw about 3 times before I got the hang of it). Thanks Belranga
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All Robust inspirations are base 10 healing per 3 sec. Scales with PL. My Lifegiver/Skald heals ~500 hp total per cast of The Moon's Light, and ~400 for Nature's Balm, under optimal conditions (transformed, int/might inspirations, singing Mercy and Kindness). Even without transforming it's around ~350 and ~300 respectively.
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Just something I noted today while fighting Belranga. If you dominate her, she periodically uses an ability (Shattering Screech) that grants permanent Aware to all allies on the map. Usually this gets used on her babies, so no interesting interactions. However, the devs didn't set the ability to expire at the end of combat. If you put on Effigy's Husk and upgrade for immunity to Perception afflictions, you now have unconditional permanent Aware as long as you don't gain Intuitive through Watcher's Mien, the Fighter self-buff, or Least Unstable Coil. I don't think there's any other way to gain Intuitive.
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Looking over my old AI scripts, I finally figured out what the problem was. Apparently, you're allowed to use Whispers of the Wind on yourself for some reason, and if you set AI to use Whispers of the Wind it will default to "Self" as target. You need to change it yourself, but if you never notice it you'll always start WotW by punching yourself. Posting this in case someone else gets confused why their monks are self-harming.
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I've never tried a Psion before, but I don't really see what's so strong about this. At max level, a multiclassed Psion gets 56 focus every 14 seconds. Meanwhile, a Skald can use his first tier invocations at roughly every 14 seconds as well (4 sec recovery, 6 sec/phrase) not counting phrases from crits. Considering that Skalds also get useful auras, can potentially get more phrases via crits, and only lose phrase generation if they're hard CC'd, I think the two are roughly comparable, and neither is overwhelmingly powerful.
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How good the healing spells are really depends on how much you lean into them. The thing about healing over time like Moon's Light, Moonwell, Nature's Balm etc. is that they scale quadratically, with Might, Intellect, and twice by Power Level. A high Might and Intellect Lifegiver multiclassed with a Chanter and singing the +healing chant can get upwards of 300 healing out of a single cast of Moon's Light or Nature's Balm. The same goes for Moonwell, though it is also very powerful in that it scales doubly with intellect as well (scales both AOE duration and effect duration), and it is a constantly refreshing buffer against fire attacks due to keyword interactions. e.g. you can have a Wizard toss a Fireball into your own team with little consequence, as it only eats up the Moonwell buff which gets re-applied a few seconds later. (I suspect Moonwell is therefore extremely good against Dorudugan -- no matter how much damage his explosions do, they should get blocked by Moonwell. But I haven't tested it yet)