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limaxophobiacq

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Everything posted by limaxophobiacq

  1. I did not. Its still listed as having frost keyword in the in-game description though (Condemnation, Frost), as does the wiki. I guess it's just bugged in vanilla.
  2. I have community patch installed, but even when disabling it in menu and restarting it still happens. Works fine against other frost spells.
  3. Oh, thanks for the correction. It seems Call of Rymrgand also has faulty keywording then because it doesn't apply against it either.
  4. This is thread is ancient but since its the first result for searching for Deadfire Mundane Shell its as good a place as any for me to report that this item is bugged in that the frost resistance part of thermally stable doesn't work, you only get the resistance against fire effects. Discovered while trying to stand inside friendly call of rymrgand + maelstrom and not take damage.
  5. Yes I know, I might have been unclear but the thing is the might inspiration, specifically, does not get a duration re-fresh when re-casting the abiility after its been upgraded by slayers claw. So if casting Each Kill Fed His Fury again with say 10s left on the duration of the old one (which means the tier 3 might inspiration has ~25s left because upgrading it with Slayers Claw seems to re-set its duration), the duration of the Con and Res inspirations are refreshed, but the duration of the Might inspiraion after upgrade stays the same and instead of having a suppressed tier 1 might inspiration that kicks in when the tier 3 runs out (which is what I thought would happen) Fassina ends up with only con and res inspiration and no might inspiration after the duration of the might inspiration from the first Each Kill Fed His Fury cast runs out. Progression of ..Each Kill buff over time with first on cast with slayers claw equiped -> upgrade when blights switches element -> con and res inspiration run out -> re-cast -> might runs out I guess I just didnt really know how suppression with inspirations work, basically I thought the tier 1 might inspiration from the re-cast would exist but be suppressed and kick in when the tier 3 runs out but it seems it does not.
  6. Yeah but im using BPM which changes it to give inspiration (but doesnt increase duration on kill). Edit: I dont know how it was double posted.
  7. For this Fassina build specifically it seems a bit buggy. The Energized buff after being upgraded lasts longer than the con and resolve inspirations, but unlike the tier 1 inspirations the duration doesnt get refreshed when re-casting Each Kill Fed His Fury if it's still active so I have to wait untill it runs out to re-cast (it also doesnt give a suppressed tier 1 might inspiration which i would have thought if buffing while the tier 3 is still active).
  8. I guess it's possible everyone knew this already but I was trying a build for Fassina as loremaster using the BPM fixes to Each Kill Fed His Fury and Set to Their Purpose to focus the chanter half on team buffing. The plan was to run Slayers Claw + Sashas scimitar, open fights with empowered Set to Their Purpose into Each Kill Fed His Fury using the 3 phrase refund from Sashas, upgrading the Might inspiration to Tenacious with Slayers Claw then use Minor Blights to replace Slayers Claw in the main hand and use it as her primary source of damage. What surprised me is it starts out giving Tenacious but the first time Minor Blights switches from one element to another it upgrades the might inspiration again to Energized, presumably because there's an instant where Slayers Claw get re-equipped and upgrades the inspiration again. I tested and it also works with just switching weapons so I guess this could also be useful for any blackjacket with access to a tier 1 might inspiration like a blackjacket/skald who want's to build for crits anyway and also has access to Each Kill Fed His Fury.
  9. Hey it's not Citzal's Martial Power fault other wizard spells are too good to disable casting for +20 accuracy but it shouldn't be forgotten .
  10. You're not wrong the spells are very good but the thing is so are a lot of normal druid spells, foe only Freezing Pillar is a worthy level 9 spell but you have to choose between casting it and Great Maelstrom. You are also missing out on Form of Demelgam and Plague of Insects which are a bit situational but really strong in midgame fights like kith bounties and boardings. It's a pretty strong subclass, but so is lifegiver and a custom lifegiver gets to have good stats and a good subclass. Again as I said Tekehu as druid is perfectly adequete; he has his most important stat as his highest and a special subclass as good as any of the standard ones which is better than what some other companions get.
  11. I havent played Hierophant but the consensus seems to be that its very strong. A single class priest & druid are never wrong, and the call of rymrgand + maelstrom combo late game is excellent. For the third one I would say assassin/ascendant (of course you want kitchen stove with Thunderous Report with assassinate bonus on this one) over assassin/helwalker. The assassin wants to use high damage abilities in the opening of combat from stealth for the assassinate bonus while the helwalker part wants to get wound then use abilities with +10 int & might which is a bit of a conflict, also for weapon attacks if you are getting sneak attack and deathblows (+110% damage) already, going up to +140% from helwalker might bonus being worth taking +65% damage is questionable. Transcendant (monk/ascendant) with the hand mortars is also and option and very solid for spamming stunning surge with the +25 accuracy from borrowed instinct + tactical meld, I would not go helwalker for this combo since it's not that great for weapon damage or disintegrate (bugged might scaling on the later) and you are going to be pretty close to the front line. Since you want a second tank and a chanter have you considered War Caller (Blackjacket/Skald)? Due to the weapons skald can benefit from (Sashas scimitar for free empower and phrases at the start of combat, Sun-and-Moon for generating crits and debuffing reflex, Griffins Blade for +10% damage when casting Thrice Was She Wronged) blackjacket instant weapon switch can be quite effective and i think will work better in the role than hunter or wildrhymer. Fighter also gives tactical barrage + tankyness and action speed if you go with the Contenders armor + max athletics & armored grace, or means you are not unbearably slow with deltros cage for +2 electricity power level. Of course a herald troubadour is also never going to be wrong for a chanter and tank. Bear pet on a stalker while not fragile is not really a tank and a Wildrhymer with only the stalker +5 deflection +1 AR to protect him isn't really either when compared to the paladin or fighter multiclasses. Edit: For Tekehu specifically you definitely want the priest casting Devotions on the party (good for everyone) and one of the ascendants targeting him with tactical meld to make up for his awful perception and might when casting offensive druid spells. I don't know why exactly he is the only non-custom character you decided on (his unique spells are good but his attributes are pretty terrible). He's perfectly adequete so I'm not going to tell you to drop him if you want him for RP purpose but a custom lifegiver would be both a better healer/support and damage dealer.
  12. I think fighters in PoE1 are better than most people give them credit for (their accuracy with scrolls and item abilities alone make them pretty solid), but then I never take clear out or sundering blow so those seem like good abilities to buff and rogue is IMO uncontested for weakest class. Is changing per rest to per encounter possible? In that case i would move clear out to per encounter at 2 uses. It's a smaller AoE than Heart of Fury and fighters don't have carnage to do AoE*AoE so two uses seems like it should be fine. I don't think these changes will move down Priest from S++ (minor avatar + aggrandizing & inspiring radiance for +10 to all attributes & +10 universally stacking team accuracy would still be in the game) but then I wouldn't really want them too. Since inspiring radiance stacks there's no way you only want 1 priest, also defensive mindweb + priest (+10 to all attributes -> +40 fort/ref/will) + wizard with arcane veil (and shield + hatchet) is comical for how high you can push everyones defenses.
  13. Priest of Wael works with pretty much anything melee because of defence buffs. In addition to Shai Huluds suggestions just a simple cleric (Devoted: axes for Magrans Favor) works very well. Early game Monastic Unarmed Training + devoted with arcane veil & mirror image is very strong melee, and later you can buff yourself to 170+ on every defence long enough to last through every non-megaboss fight, and for megabosses you're a priest with a cipher in the party. Does solid spell damage thanks to tier 2 int/might/per buffs as long as enemies aren't fire immune and for that you can at least still tank + heal and throw a Gaze of the Adragan. Speaking of fire; on the off chance you go single class I would personally recommend a class that gets a symbol that deals something other than fire damage (so Wael, Berath, or Skaen) since priest is already stacked with fire damage spells at 7 and lower. Also sidenote; since waels symbol is keyworded as an inspiration, you should be able to steal Xotis lantern for +2 power level with it.
  14. I would still have thought since almost everything dealing with durations and damage in the game is floating point (and you get damage for partial ticks), it would at best divide by 1.666... or at worst the actual number of ticks you get (after Int bonus and target resolve penalty) but it seems its does 'base duration'/3 rounded down to an integer.
  15. TL;DR: from how I thought the ApplyOverTime abilities worked, Cleansing Flame should have noticeably reduced bonus damage from might, but from a bit of testing I did it does not seem to be the case, possibly because of it's short (5s) base duration? So while trying out the community patch 'extra' changes, I edited the cleansing flame files to remove the increased DOT tick rate (since it inceases it's own and other tick rates without lowering duration which seems incorrect?) but since it felt pretty weak after that, I then tried to restore the original base 48 damage/tick (that the game actually interprets 80 over 5 as) while keeping it as ApplyOnTick, and I realised it ended up doing exactly the same damage per tick as in the unmodded game despite my character having 31 might (i disabled the mod and removed it from the override folder and checked that the description was the ApplyOverTime one to make sure). So i tried testing it on some target dummies (again with no mod) with and without a might inspiration, for +53% damage bonus (from might 26 + Infamous) vs +68% with inspiration, and did 88 and 97 damage per tick, which with what should be a 1.53 vs 1.68 damage multiplier or ~10% proportional damage bonus, seems exactly right, and is indeed the numbers it shows as ApplyOnTick in game with the mod active (with 48 damage per tick) at 88.1 vs 96.8. So maybe if an ApplyOverTime effect is short enough that it has only 1 'full' tick with its unmodified duration, Might actually works fine?
  16. Paladin is not really much of a melee damage dealer and Pallegina also doesn't have the stats for it. For melee damage dealer off the official companions and sidekicks Rekke as Fighter/Monk or Fighter/Barbarian is your best bet, very solid 'bruiser', after that Mirke (as single class Monk), or Serafen as single class Barbarian. Aloth as Fighter/Wizard can also do it but I assume you already assigned him to another class.
  17. You are right about PoE2 of course but in PoE1 there was a cap on any source of speed bonus except Dexterity since all other speed bonuses only affected recovery, so when you got to 0 recovery you couldn't get faster (except with more dex). (The stacking rules in PoE1 are ridiculous however, like some attack speed bonuses multiply to get the bonus, which is then applied as -% modifier on recovery. F.ex. frenzy (+33% attack speed) and bloodlust (+20% attack speed) stack for 1.2*1.33 = 1.596 -> +59.6% attack speed, which is then subtracted from your recovery for 0.404 (-59.6%) of your original recovery. Thankfully no one has to do the math anymore thanks to MaxQuests speed calculator.) As for OP single class monk is very strong in PoE2, stronger than it was in PoE1 for sure. I wouldn't focus too hard on dexterity at the expense of intellect/might/perception in PoE2 though since your offence is more limited by your wounds than by attack speed and as a monk you also get a +5 dex self-buff which gives a speed boost on top equivalent to another +5 dex that you can have on all the time.
  18. Personally I take tactical because wizard 2 is so stacked with good defensive spells for a battlemage (mirror image & Arcane Veil) I'm not sure i want to spend one on Infuse when i have the option of tactical barrage.
  19. Of the companions the gameplay I've probably enjoyed the most is Aloth as two-handed Battlemage in his starting armor (with structurally stable for no Crushing AR penalty) and Heaven's Cacophony helmet as an off-tank. Conquerer's Stance for always on +10 accuracy and Tactical Barrage/Refreshing Defense + Spirit Shield/Mirror image/Alacrity/Spirit-Lance only take ~3 seconds to cast (these are the only spells I'd take as abilities and then I'd use grimoires for the rest, and ideally take the path that gives him -1s grimoire switch time) so he can quickly get to throwing Spirit-Lance Clear-Outs (with the option of Avenging Storm from Heaven's Cacophony), knock-downs, and 4th/6th/7th level spells from grimoires. Does a lot of damage and CC against groups of enemies while being quite sturdy (with wizard buffs and Int scaling for fighter buffs battlemage Aloth is tankier than Eder can hope to be in Deadfire). People tend to argue for using Xoti as a priest and while that's not wrong her single-class monk path ends up quite strong; really the only thing not to do with Xoti is multiclass. Xotis monk subclass is bad early game when you're spending 2-3 wounds instead of 1-2 for your abilities but late game 6 wounds instead of 5 for Whispers of the Wind doesn't even matter and WotW tends to kill people -> more wounds for Xoti. Keep it simple and use monk fists which are very generously statted while saving you upgrade supplies + Ajamuut's Stalking Cloak. Single-class monks as a base are just really good and she mostly just a bit worse in boss-fights where she can't get kills. Because I am incredibly lazy I just gave her heavy armor + Iron Wheel and a script to use WotW on the nearest enemy if she had 6 wounds and a a might inspiration.
  20. Is there a difference between 'Always True and (second conditional)' compared to just having the second condition as conditional alone?
  21. For perception I think the only class of those that really demands more than 12 (as long as you have the Priest accuracy buffing) is the barbarian, who is also able to make better use of the interrupt bonus than anyone else. I will respectfully disagree with Boeroer a bit here on Fighter vs Monk. Fights in late game PoE are very explosive and the comparative speed of a fighter with instant activation accuracy and defence buffs (and Charge for mobility) vs having to take wounds as a monk is a big plus for the fighter, my experience with monks in a full party is a lot of the time they don't get to do much because your party has CCd all the enemies. I would suggest a high-dex/high int dual-wielding fighter with light armor after the very early game (plate is great at low levels but by 7 it falls of a lot, padded then upgrade to scale when you get durgan enhancement since fighters can get durgan scale down to 0 recovery penalty with Armored Grace). The fighter class is tanky enough in itself thanks to high base defence + Vigorous Defence to make up for the lighter armor and no shield. Due to their accuracy high-int fighters are also amazing when it comes to using offensive item abilities and scrolls (with a bit of lore). If there's one thing I'd question it's the druid shapeshifting focus, the level 4 & 5 druid spells are so good that by level 9 the spiritshift just doesn't look that great compared to casting with a hatchet + small shield doing both more damage and being more survivable in harder fights.
  22. The thing unbending doesn't say in its description that makes it so effective with high Int is how the healing over time effect works that triggers every time you get wounded while Unbroken is active. At base it heals you 25%(or 33%) of damage taken as 5%(6.6%) of damage taken every second for 5 seconds (so 5*5(or 5*6.6)= 25%(or 33%) total), but the duration of those healing effect are increased by Int but the healing stays at 5% per second, so with 30 int -> +100% duration and unbending trunk upgrade it heals you 6.6% of damage taken every second for 10 seconds, so for 66% of damage taken, and it's also improved by power level, so at PL 7 and int 35 it heals for 33*2.25*1.1 = ~82% of damage taken in addition to the duration of the unbroken ability itself being increased in duration. You can't really go wrong with single class monk using fists, accuracy and pen they get at high levels is incredible Not directly but theLees guide https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599 is probably the best place to start if you want to research some classes and find the more notable class abilities and explanations for when/why they are good and also a lot of mechanical oddities.
  23. Does community patch nerf unbending? Otherwise not stacking Int for the crazy heals on a Turning Wheel user feels like it can't be right. Since you're using The Undying Burden and you say you're all in on Athletics you might want to try Contenders Armor which would let you attack even faster (up to -28% recovery instead of the -10% from Caroc) but you lose out on heal and +2 power pool. As for pets Blinky for +5 melee accuracy on whole party would be more effective than a +melee damage or hit-to-crit but is very late game.
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