Everything posted by yorname
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Whats better, deadfire or Baldurs gate?
yorname replied to Hafenguy's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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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[CLASS BUILD] The Ceaseless Siren - never stopping spell spammer of extreme versatility
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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[CLASS BUILD] The Ceaseless Siren - never stopping spell spammer of extreme versatility
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.
- [CLASS BUILD] The Ceaseless Siren - never stopping spell spammer of extreme versatility
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Enchantments that aren't limited to the weapon itself?
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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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
Yeah I was talking about Eliminating Blow. Sap doesn't really need any more change I guess.
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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
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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A rough DPS calculation on some crit-based ranged weapons (single target only)
I thought the minimum was around 1s? Really hard to reach with the penalty.
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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
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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Hired Sailors disappearing into thin air
yorname replied to Hariwulf's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)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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A rough DPS calculation on some crit-based ranged weapons (single target only)
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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Help with ranger AI
I'm still angry there's no hold position, especially given Stoic Steel exists.
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What "on taking damage" effects are actually "on taking damage"?
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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Balance Polishing Mod Release 1.0
I encountered some bugs/annoyances with Bleak Walker's FoD: They can only pick Spirit of Decay when they haven't picked an upgrade for FoD yet, otherwise it's greyed out saying "require FoD" Also Eternal Devotion's text still says burn damage.
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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
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.
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Balance Polishing Mod Release 1.0
For a functional ranger half, I think (unupgraded) mark, (unupgraded) Hunter's claw, stalker's link and driving flight are really necessary. Which isn't that bad in comparison, considering accuracy helps anything offensive, a MC with such abilities is good enough as a supporting half. Protective companion - stalker's link is the part that's probably problematic. MC Barb is similar in lacking an op ability and relying on small upgrades. Even non-tactician fighters. Unbending is op but that's rarely why people pick a MC fighter Resilient can be something more situational, but I think vicious does serve a purpose of distinguishing "SL only pet" and "having any offensive potential", and it is a meaningful choice imo. Not sure what can be done to stalker's link, does switching SL and protective's effects make sense to you? Even if give pet default 1 engagement, +2 engagement can be situationally useful if I want to get accuracy on more than 1 enemies, or just in case multiple enemies jumped to the back. Makes more sense if this one is behind a mandatory pick.
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Balance Polishing Mod Release 1.0
On the topic of that 2 passives, Confident Aim, Weapon Masteries, Marksman, Gunner vary greatly in terms of importance despite all being "non-core" passives. Weapon mastery is better than before and good in it's own, but weapon specialization is so weak that I practically never find a reason to pay the 2 points. Especially at a pretty high tier when fighter has a lot to pick. Confident Aim I just never picked in BPM, because it only helps a little in extremely unfavorable situations. If my accuracy is so low, I'd never want to waste resources on a one-hit ability if miss chance is so high. For repeated attacks like weapons or pulse AOEs, it feels slightly better but is essentially a pit I really want to crawl out of. When ACC = defense (which is not hard to get except for early game), Confident Aim only moves 6.25 rolls from miss to graze, and loses value with every additional ACC. Compared to Dirty Fighting, the latter is much better because it keeps its value until ACC is 50 higher and there're so many ways to make use of a crit. On the other hand Marksman and Gunner I pretty much always pick. If I'm using ranged and reload weapons. So if we compare "3 or 5 dmg per hit from a pet" with them, I think it's better than weapon specialization and confident aim, but much worse than Marksman or Gunner. Pets are stuck with their weapons so factor in underpen, despite being pretty fast, the power increase is limited and there's no way to scale except making the pets even faster. It's made worse by the already demanding ranger tree, that you need to squeeze a couple points only to get these very mid passives.
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Balance Polishing Mod Release 1.0
Does MC ranger need a better default pet though? They already have +20~40 accuracy over other classes, Driving Flight has huge synergy potentials, a cheap reposition and a non-spell dispel. That's a lot and already holds their own as a multiclass, albeit with pretty heavy investments. Sometimes for a MC combination, it's perfectly fine if they don't have a pet at all, so I just pick Ghost Heart and never summon them. Now if their pet AR and PEN get increased by default, they seem to be getting too much for free. The one thing that I do think is mandatory but shouldn't be, is Protective Companion. By default animals don't have engagements so even if I don't need it to do damage and not pick Vicious, I have to pick this so the animal companion isn't completely useless. Instead of AR and PEN I'd want them to have 1 engagement by default so they can "cover the flanks temporarily" without any investment. That seems to make more sense than a default pet that "can survive and do some damage by can't engage", it would be better if the default pet offers ultility, instead of being a mediocre striker. But the order of Protective Companion and Stalker's Link makes less sense then, if you don't touch the ability tree.