
yorname
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Both in-game tooltip and the wiki don't list some AOE weapons' damage, so I looked at the file, it's incomplete since I might have forgotten some. Citzal Lance: 10-17 crushing, 7 PEN Rod modal: 9-13 piercing/slashing, 6 PEN Hand Mortars: 5-8 piercing/slashing, 6 PEN Kalakoth's Minor Blights: seems to be the only true AOE weapon with 14-20 damage to every target Rot Skull applies a DOT that does 12 corrode damage per 6s. I'm not sure if it ticks when re-applied, but even if it does, being a DOT means it doesn't get as many damage modifiers. So wizard has an edge here. You can get dual-wielding speed with Minor Blights, and Citzal's Lance is the best among the severely nerfed AOE melee weapons. Rods are underwhelming considering the recovery penalty, IMO only the Watershaper one is on par with hand mortars. I can't remember if these 2 also hit main target with their blast, but anyway we're discussing about the AOE part. Edit: Wahai PÅraga only does 5-9 damage to secondary target(s). It's a wierd one: it only triggers carnage around main target, but I'm not sure if it only triggers Heartbeat Drumming on main target, or does it seperately on every target. "TreatAsWeapon" is set to true for the AOE circle, but false to both actual attack effects.
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I see. Megabosses are more "controlled environment" that avoid being hit isn't too hard. I was mainly thinking about SSS fights, those with ranged enemies are tricky. I got the impression that dealing damage or low defensive stats attracts enemy attention, not sure about CC effects tho. Focusing on CC/debuffing might be a good idea. Stone of Power trick is nice! Neck slot is generally not as good as head, it's a good trade.
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Any idea to make good use of Enchanter passive? They lose almost all wizard offensive spells except for Evocation, which makes them okay SC, even though immunity to dex affliction is less important for pure caster for how easy to get in BPM. Do I want to use summoned weapons when I have access to Missile Salvo? For MC it's less appealing just because Evocation spells are meh. Even if I want wizard side only for self buffing or tanking, losing repulsive visage and wondrous torment on a tank is painful. And wizard MC just doesn't bring too much to help ranged character. On paper their passive is pretty good, I just can't think of a good use for it. This is s not a proposition for change though, just a discussion for build ideas. Edit: I remembered, I made a trickster/enchanter hireling a while ago but the watcher was boring so I dropped. To me that combination makes some sense. It gets most of the things a spellblade wants and requires slightly less babysitting than a normal one.
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Exactly! The maps, quest design and storytelling were so different between 1 & 2. If you neglect the graphics, BG2, DAO to BG3 were not all that different, but BG1 was something else. I began to play when I was teenager because I was trying to be this edgelord: BG was not a huge deal in my country, the majority got PC and games slightly later, at the time of Warcraft 3 and WoW. So I just wanted to be different and play this "cult classic" someone told me about. It was the first game I played with proper story at all (with localization at least, Starcraft actually had good storytelling but no localization meant it was gibberish to 10yo me) so I didn't notice it. But after many years that I've played newer CRPGs, or even games in general, the difference was obvious. I too went back to PoE1 a few times but could not finish it again. I think the problem is that in many QoL aspects Deadfire is a strict upgrade, unlike BG1 and 2 where the different character levels made player experience different enough that it's only a matter of preference. For example I noticed that PoE1's shorter but more frequent encounters to be very tiring. You need to do the exact same things at the start of nearly every encounter, but every encounter is so short that you feel most of combat time is buffing chore. When playing BG you can afford being lazy, but endurance/health design in PoE1 means you want to at least do something in trash fights if only to preserve health.
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Yeah I played on BPM. It was quite rough. It was a good support but I couldn't get enough focus safely to be as offensive as I like, so maybe that's their niche use. I can only imagine vanilla would be even more so. I guess that means nature godlike is less important for non-BPM. If food PL happens to not stack, on top of 7+2(potion), their +1 racial can't increase focus gain.
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Also maybe a bit nitpicking here: the playlist page of the ultimate run specifically said SoF exploit was part of the run. I haven't watched to see how much exactly they relied on it, but the class is definitely not that powerful. CP soul mind is just something else. Without it I had to position much more conservatively and gear towards defensive stats to the point that offensive chanter spells felt bad to use. Even the "infinite CC loop" on the cipher side only worked once in a while.
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Does +1PL from food stack in unmodded game? It's kind of a big deal for psion especially MC. It's one of the few cases that nature godlike is really good: food + racial can raise PL from 7 to 9, so focus generation grows from 4/s to 5/s
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Basically I saw discussion in this topic, it seems vicous and speed 20 enchantments are applied to the character, not the one weapon, so having one speed weapon can reduce even eliminate recovery for the other hand? Is that true? It's hard to figure out by myself in game because recovery time isn't shown like in Deadfire.
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It seems -accuracy +damage means it's always going to be a win more situation. Did some quick calculations if adding +30% crit damage on top: If acc-defense = 25, weapon_modifier = 100%: no modal: 182.5% per hit modal: 191% if acc-defense = 50, weapon_modifier = 100%: no modal: 215% modal: 244% looking at the results, I think it's still "don't bother" territory. 100% total weapon modifier is not hard to reach with legendary weapons, and having accuracy be 50 higher than defense is quite situational. I guess a ranger against Guardian of Ukaizo is the example here, but would you be using a greatsword in that fight to begin with? I think if you intend to keep the +damage design, the numbers need to be much higher. Like resulting in a 1.3* overall damage when acc-defense = 50. It's kind of wierd that they got a pretty niche but accurate idea about longsword's half-swording, but greatsword is back to this stereotypical berserking meathead weapon.
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I'm wondering is there any way to make use of carnage crit, besides crit interrupt and Blood Frenzy? I looked at the character creation screen for a long time and couldn't think of synergetic abilities from other classes. The best I could find was the high INT/MIG from Helwalker. AOE melee weapons only trigger carnage once I believe?
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I see. I often see non-berserker-barbarian as the class that makes use of crit chance (instead of providing it) but I get your point. I guess I'm feeling BS as normal martial ability is a little bit unfocused because hit-to-crit doesn't help with graze or miss (is that correct?), and works best when you already have high accuracy. Like if my accuracy equals enemy defense, using BS means I have ~60% chance to get at least one crit, only 37.5% for a specific weapon crit. It's a huge boost from 0%, but it's still unreliable if the on-crit effect is what I'm paying for. So I still feel the overall damage boost is the main deal. I didn't pay attention to the Sap change before, but why did you give it resolve affliction though. I get that now rogue has all unconditional tier-1 afflictions, but Sap causing shaken, especially an ability called Perplexing Sap causing frightened feels really weird. My proposition was to change only the upgrade. I don't think overkill is a big issue, by design you either hit earlier and deal less damage, or hit later for more damage and waste part of it. It's not like fixed damage that wasting always equals worse.
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The power of Eliminating Blow itself is fine, but getting the upgrade only gets an Tier-1 affliction, that's a bit disappointing, especially because it's an ability you have to wait for the right time to use. My proposition is to change from shaken on hit to frightened + sickened on killing blow. Makes more sense that way and feels a little better to invest.
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But waiting for the right time is contrary to the purpose of killing the target fast, since barbarian class doesn't add much to a normal hit, you almost need to hold your hand to get the kill. If you get refund on kill with Crushing Blow, you can just queue up multiple uses and almost be sure you get the killing blow and for free. About the purpose of the ability, I think no-recovery at least is unique, and offers some multiclassing potential, like barb/rogue now can kill normal enemies really fast. In comparison 1-Rage Barbaric Smash is sort of awkward as just another martial ability with no clear purpose. Maybe it's personal preference, but I always feel bad when spending resources on martial abilities that only makes a harder hit, like crippling strike or wounding shot. But Barbaric Smash just doesn't have any unique function. Or maybe you can partially revert to the original design: one upgreade has no recovery but no refund, to quickly kill an enemy from full to 0; the other with refund so you only use it as a way to always get the killing blow.
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I don't know if this matches your intended purpose for these 2 upgrades: if one is unconditionally cheap and one is unconditionally without recovery, I'd pick the first for more conservative uses and the other one to quickly burst down weaker targets. I think you can push the burst damage idea further: if I want to use a more expensive version to get rid of recovery, it means I really want to be able to quickly kill some weak to mediocre enemies. So you can just give refund to Crushing Blow: it's always worse against tanky enemies, but it shines when you can use it 2 or 3 times to quickly kill someone without costing too much. Thematically, attacking faster and having more accuracy at the same time seems wrong to me.
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Currently the +% speed of Bonded Fury and inspirations from Vengeful Grief shows a duration of 15s, maybe because descriptions are auto-generated? Also can stag pet's carnage crit like barbs? Edit: tested, it can also crit and can even hit the original target. Seems to be a good choice for SC ranger.
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I wonder if there's a minimal interval between ticks of DoT? I'm playing a party with many summons + Spark the Souls of the Righteous. I tried to add the nerfed Combusting Wounds on top, I can't tell if CW ticks with every Spark, or can't keep up with the speed, only triggering once or twice whenever it's hit with 10+ Sparks. But either way I think currently CW is not broken anymore, theoretically it's 1/6 (or 1/7.2 ?) as powerful as before when abused.
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When you look at the crew in combat you'll see their injuries, or when they die if they get 3 injuries. Their job doesn't matter if you enter on board combat, they all randomly join.
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played with my ranger save a bit more, suddenly realized that if the attacker has a huge advantage of accuracy, they can affored to DW and use Rushed Reload at the same time for EAB, since it doesn't lose much on grazes. Also BPM nerfed hunting bow and pistol modals a little, so my numbers on them might be on the lower end.
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Even if some abilities say "on taking damage", they usually mean "on taking damage with attack rolls". Like Refreshing Defense doesn't add duration on DoT ticks. I wonder if there are other cases where you actually want to use Gouging Strike or Lovers Embrace on yourself? I can only think of monks. A Nalpazca with several DoTs was pretty good when I played one.
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I can see your point if you put it that way. If resilient is changed, then vicious stands out to be the only price to make it half decent and thus a must pick, I didn't think about it that way but it's true. I think action speed on bonded fury is good, my only concern is that would energized interrupt become better than they should be? Especially for lion. I must say I'm absolutely grateful for your work on this, even though sometimes I might get tunnel visioned, it's always great to have a discussion like this
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I meant SC ranger was not getting what's worth the points on the pets, who must rely on pet damage. I agree with resilient which is like pure potd tax and feels bad to pick, but I think paying for PEN is fine because even without it MC's pet can still serve a purpose, so it's not that mandatory for all rangers. Maybe to put it this way: I think pets should have a low base power, somewhere near current version, because MC are okay, but ceiling should be higher than current one, even if some passives are harder to trigger. I think the low base power part is where we disagree. 14 pen is very high for a summon, though SC ranger is also the only pure striker class that relies on summon damage. Chanter and druid has a lot more to do, so for SC ranger maybe let them hit just a little bit harder when they penetrate or crit, that's why I'm more into merciless and predators sense. I don't have a problem with 14 PEN after discussion, currently crit chance is pretty good.