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NotDumbEnough

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Everything posted by NotDumbEnough

  1. As you can see from my screenshot it just did. If you click on the enemy's name in the combat log it centers the screen on that enemy which just so happens to be the person I just hit. Look closely at the combat log: Watcher hits Pirate and then Watcher (Carnage) grazes Pirate. I am just below Eder in the screenshot hitting the pirate he engaged. Edit: Played around a bit more. Apparently Carnage is bugged ONLY while Benweth is attacking your ship. After you crash Carnage correctly does not apply to boars on the island
  2. I turned off this mod but kept the community patch - carnage still affected my primary target. Not sure if turning off the mod from the mod list and starting a new run completely wipes the slate clean, because that's what I did. Not sure if it's a lingering bug from this mod, or something to do with the community patch. Edit: I suspect this is a base game bug/stealth buff, at least during the first fight of the game. Turned all my mods off, still getting carnage against stationary targets, as you can see from the combat log. Guess that just makes Carnage a better sneak attack?
  3. Is Carnage supposed to apply to the target you're actually attacking? I don't remember if it happened without the mod, but right now it kinda makes Barbarians into Rogues with an AOE sneak attack.
  4. I would also add that Thunderous Report from Kitchen Stove fills your focus almost instantly if you hit 2+ targets which makes multiclassing with a martial class greatly redundant. On Ascendants in particular I feel that it is somewhat abusive. You start every single fight ascended and with Time Parasite and Borrowed Instincts you quickly start spamming Amplified Wave faster than enemies get back up.
  5. I personally had a lot of fun with a Streetfighter/Forbidden Fist multiclass (if you have the community patch, it fixes the forbidden fist ability to actually be a weapon attack that benefits from sneak attack). The idea is that Forbidden Fists have the unique ability to deal self damage extremely fast; a Streetfighter multiclassed with anything else can sometimes run into the problem of not losing health fast enough before his allies go down and therefore needs to cheese the subclass mechanic with blunderbusses, sparkcrackers and cinder bombs. Anyhow, you can go the safe route by being a Nature Godlike for consistent +1 PL, or you can take the fun route and be a Death Godlike which encourages not just being Bloodied, but actually Near Death, at which point you more or less ascend to godhood and have one of the highest single target damage potentials in the game (Mythic tier fists, Tenacious inspiration, chain attacks when you crit, -50% recovery time, ridiculous sneak attack damage, deathblows). You'll probably want to bring a priest with BDD of course. That said, you're fairly tanky too, so even without a Priest you won't die immediately even at low health as long as you don't have a ridiculous number of FF stacks. Stat distribution: neutral might and dexterity. Dump Intellect, you want FF debuff to be as short as possible so you can quickly acquire wounds by repeatedly gaining only a single stack and letting it expire. Max out Resolve, then Perception (you want crits for chain attacks from Heartbeat Drumming and Swift Flurry), then put the rest into constitution. On the rogue side of the tree Ring the Bell and Toxic Strike are useful in conjunction with the Enfeebled you apply through FF. Escape is obviously good for repositioning and getting out of dangerous situations. On the monk side of the tree you take Swift Flurry, Enduring Dance, Thunderous Blows and Turning Wheel. That's it, since FF has problems with generating sufficient wounds, and I like to save up Mortification to reuse SF/Enduring Dance when they expire. All your other skill points go into passive abilities, since both trees have lots of good ones. As for how far you should push your Forbidden Fist ability, you'll have to figure it out yourself. 3 stacks hurts a lot but only gets you to around Bloodied. 4 stacks will pretty much drain all your health. A fun fact is that if you have your negative effects suppressed by a Priest or Paladin, you can spam FF like you have no stacks as well. It will cost 0 wounds, but the debuff stacks will still accrue and eventually activate when the suppression wears off. With Xoti in tow, I started a lot of fights with Devotions for the Faithful - Dire Blessing - Suppress Affliction, and then when it was about to wear off, use BDD because the debuff would otherwise OHKO you with a single tick. For gear, I steal Tuotilo's Palm when I have ~10 ish mechanics on one of my party members. The Skaen Robe you find in the Hanging Sepulchres is really nice, as Might Affliction immunity prevents you from losing Tenacious, and the low health effect constantly triggers since you're often Near Death. Out of the 6 or 7 PotD upscaled runs I've done, this build had one of the highest damage outputs. Great fun. Josh Sawyer tweeting my screenshot of this build I posted on Reddit: His courage thick as steel:
  6. Frau Nils, the pet that gives +3 melee accuracy, is also affecting accuracy of The Dragon Thrashed, The Dragon Wailed despite it obviously not being a melee attack. Not sure about other offensive chants.
  7. Probably not related to this mod, but Her Revenge Swept Across the Land is weird in that the primary attacks have a base pen of 9, but the bounces only have a pen of 7. I noticed this while checking the combat log. I'm also not entirely sure how ability upgrades work, but it seems that it is counting as a PL1 ability in terms of power level bonuses to acc/pen/damage etc, but it also gets +1 pen from ability level (so it is being treated as a PL3 spell as well). So it is receiving doubled up bonuses as if it were both PL1 and PL3.
  8. IMO Boeroer's suggestion only works out well if you shoot a crowd of enemies. In reality, enemies don't just stand there and bunch up like that. Blunderbusses have a relatively long reloading time and a fairly hefty Blunted Criticals penalty so I would probably only use them against spirits. What I personally did on my SC assassin was wear the Devil of Caroc Breastplate, rest at the bathhouse for +1 Guile, and spam Gambit. With 100% Hit to Crit and +200% Crit damage you hit much harder than simply using Vanishing Strikes. Vanishing Strikes is mostly there as a defensive measure when under fire, or when you need the extra accuracy to hit a target with high deflection. Also, you can't engage while invisible, so you can't just use Persistent Distraction to trigger Deathblows. For this purpose one of the best weapons is the Ball and Chain which you can find on Crookspur Island. It's a flail that can be upgraded to prone on crit, and since you crit on pretty much every single attack, you can prone-lock enemy targets similar to Concelhaut's Crushing Doom. Use it in your offhand because flails are fast weapons and for full attacks only the offhand recovery is relevant. Your main hand weapon can be anything else, iirc there's Sungrazer which stuns on crit, which is useful if you're not invisible and triggering Ajamuut's Stalking Cloak. Don't use Rust's Poignard, Gambit is shoddily implemented and simply applies hit to crit/crit damage bonus to the first attack roll after you initiate the ability (which means that disengagement attacks, and weapon side effects, can eat up the hit to crit chance and make your actual attack whiff), and something about the weapon makes Gambit fail to crit quite frequently.
  9. For PotD in the first game you really only need to understand that every fight looks like: 1. Buff your own party's accuracy (with a priest) 2. CC the enemy 3. Kill them You also need to understand what status effects do since some of them can kill you really fast (such as Petrified). Since Priests also provide immunity to all sorts of status effects, and because they are great at buffing accuracy, they're the closest to being a mandatory class in the first game. Just open every fight with Devotions for the Faithful and upgrade your Radiance to buff accuracy. If you're really finding the game hard just reroll a priest with high dexterity and intellect (Durance has low dexterity so he isn't particularly reliable).
  10. Generally speaking, when the game says "take damage", it actually means "take damage after rolling for accuracy against defenses". So Blood Mage's Sacrifice won't break Dance of Death, nor does it trigger a heal from Unbending, etc etc, because it never rolled against any defense. DoTs such as a paladin's self-immolation skills, or Forbidden Fist, also don't count as "damage".
  11. No, it was the druid attack on Sayuka. I didn't kill that many enemies but I had 180 sec duration of spiritshift by the end of the fight, which isn't possible with just +duration on kill. I was also checking combat logs and I was scoring crits on enemies but nothing ever showed for the wildstrike frenzy effect.
  12. Empowering Avenging Storm with Fast Empower seems to be removing recovery from all of my weapon attacks as well. I'm also not seeing the interrupt and damage from Wildstrike Frenzy: Shock on my Fury druid. The duration of my spiritshift goes way up but I don't see any damage, nor do I see any rolls in the combat log.
  13. You don't even need Berath's Challenge for them to die; Rafiq the Redbeard has an imp on board that can cast Death Ring (with upscaling) and permakill AI companions not in your party. Edit: Crew members seem to be safe though, I once had Llendreth go poof from an enemy cipher's Disintegrate but he was just fine after the battle.
  14. The ability from a Fury's spiritshifted Storm Blight (the lightning bolt that stuns) seems bugged. It doesn't scale at all with power level/character level (the pop-up always shows a penalty of 1 power level) so essentially it deals the same exact damage with the same duration stun regardless of whether you're level 1 or 20.
  15. You can't just compare it to a skill like Meteor Shower, which has a long cast time, very short range, and severe potential for friendly fire. Yes you can melt bosses with it in seconds, but it's so clunky that using it anywhere else will probably lead to dealing massive damage to your own team. Leap and IoBR are both team friendly and spammable, in addition to being on a class that generally has competent autoattacks even if resources run out.
  16. Corpse Eater is a bit of a meme right now, imo. It's very very easy to stack ludicrous amounts of +PL for Dragon Leap and Instrument of Boundless Rage. For Dragon Leap you have: +4 PL Level Scaling +1 PL Prestige +1 PL Otto Starcat +1 PL Nature Godlike +2 PL Magran's Favor +2 PL Sun and Moon +5 PL Forbidden Flesh Pie. That's +16 PL!!! With 20 Intellect you get a stun duration of 6 * 1.5 * 1.8 = 16.2 seconds, on an ability that costs 3 Rage. Literally just jump up and down till the enemy dies. For more memes put on a Ring of Focused Flame, and choose a different race to put on Helm of the White Void, for +20 Accuracy. Similarly for IoBR you get +12 PL and with high Might you can hit upwards of 200 damage on the main target and 80 damage on nearby targets.
  17. Some minor feedback. I understand the changes to Finishing Blow & upgrades were to incentivize actually using it rather than just spamming Crippling Strike which was cheaper and often did more damage anyways. However I feel the buffed ability feels a bit overtuned on enemy units which never had to worry about resource costs in the first place and just start spamming the skill whenever anyone reaches Bloodied. At level 14, upscaled PotD, enemy rogues are hitting for upwards of 90 damage with these skills (with a hunting bow). At this point, tankier characters like Pallegina or Eder have something like 240 max hp. i.e. generic enemies start hitting harder than most bosses with the buffed ability.
  18. Been playing with the newest version of the mod. Something that I want to bring to your attention is that your "fix" for Shadowing Beyond and its upgrade isn't really justified. Your Nexus mod page says that the deflection bonus used to vanish after a single attack, which is precisely what it is supposed to do. The words "next attack" being the emphasis here. Otherwise, I mostly enjoy the mod. The only other thing I dislike is the Brilliance change -- it makes martial classes (who have strong starting and passive abilities that don't require any resources to take advantage of) that were already good at extended fights even better at them in comparison, while caster classes (which are kind of useless after they run out of spells) even worse at them. For wizards it's a bit more acceptable since spells like Slicken, Miasma of Dull Mindedness, etc. are extremely strong, but for priests and druids their stronger spells are usually at tier 4 or above. I'd mostly prefer an approach similar to Blood Sacrifice, where each tick of Brilliance only restores spell casts up to a certain ability level dependent on RNG. You'd get mostly lower level spells, but getting a high level spell back isn't impossible either. I also have my doubts with Salvation of Time + Chanter chants since it theoretically lets a single chanter maintain uptime for up to 4 chants which is quite strong. Though to be honest I haven't really put this to the test yet. Again, I mostly enjoy the mod. It makes a lot of things actually viable to use, and I appreciate single-class martial abilities not having absurdly high resource costs.
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