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limaxophobiacq

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Everything posted by limaxophobiacq

  1. I don't completely understand what is happening, but Devotions for the Faithful seems to apply itself multiple times on cast if there's multiple enemies in the area of effect, though the multiple active DftF bonuses don't stack it severely lags the game. To replicate: Start a new game with a priest, give yourself xp and level up, start a fight, and cast devotions for the faithful so it hits as many people as possible. Screenshots are from just one casting of Devotions for the Faithful.
  2. Can confirm that this ability still autohits. It just "affects" targets instead of missing/grazing/hitting/critting.
  3. When I retrain my monk, the bonus to unarmed damage and accuracy remains after resetting to level 1, and then as I level up it gets applied again, stacking, every time I retrain. Screenshot of monk with silly damage and accuracy after a few retrains.
  4. Does it work when you aren't wearing armor? I started a new game and tried it again and it didn't work when I tried it without armor, but then I tried it with armor and I then suddenly with armor I was getting DR. Except I'm not consistently getting as much DR as I should, here I am with 8 wounds and scale armor. I should have 15 DR (7 from scale, 8 from wounds), but for some reason I only get 13. If I use fully enchanted plate, I seem to always get the full bonus.
  5. Are you sure Iron Wheel actually works for you? I tested and had my monk with Iron Wheel + Turning Wheel gain wounds and checking inventory and combat log she still had DR 0 unarmored.
  6. As an alternative to Tall Grass, Llawran's stick gets pretty good dps with its +20% attack speed. It also lets you stand back from the front line and I think more enemies are vulnerable to Crushing than Piercing so that could be an advantage over pikes. Attack speed + long interrupt also makes it great with high perception + Savage Attack + Interrupting Blows for aoe stuns.
  7. Does anyone know if Apprentice Sneak Attack applies to spell damage? It just says damage rather than melee/ranged weapon damage.
  8. The new high-level Paladin ability, Immolation, is AoE damage over time, per encounter, and kind of incredible. I think Paladins will not want to dump Int in the future.
  9. I was wondering if that was going to work. Seems pretty good. Still shame new 7th level druid spells aren't really all that.
  10. Priests and Wizard both get some nice spells but druid seems to get ****-all. Weather the Storm? 15 DR to elemental damage for 10 seconds is a 7th level spell? It's not even Fast. With 6th levels druid spells also being kind of unimpressive means there's still not much to look forward to as a druid after getting 5th level spells. I would have hoped for something offensive clearly superior to Earth Talons, World Maws and Insect Plagues, and something Healing/Defensive clearly superior to Moonwell. If Natures Bounty simply gave its bonuses to everyone in the radius for 20 seconds instead of creating items they had to waste time consuming it would be perfectly fine, can't really see why they've designed it this way. 4th and 5th level druid spells are so great, first mechanically but also they look and feel powerfull. It just seems a shame there just isn't anything that lives up to their promise in 6th-7th level.
  11. Without the really powerfull, gamechanging magic items, BG2/ToB would have been even more caster-centric than it already was, and it was already pretty bad. In DnD, Casters attack with awesome spells, while martial characters attack with awesome magic weapons. Martial character should be possible to build for offence and they need SOMETHING to compete when by White March 2 casters will be throwing Confusion, World Maws, and Shining Beacons per-encounter. I joked earlier about how I'd like a Celestial Fury equivalent for a barbarian to roll to stun everyone hit (by carnage) in addition to damage but honestly compared to casters throwing 3rd and 4th level spells without restraint that'd barely even be noteworthy. As far as I'm concerned, more powerfull weapon effects (like on the level of making the status effects that are currently on-crit to on-hit, or weapons that let them do big damage) are pretty much required unless they're going to buff martial-class offence massively in other ways.
  12. Spread out with your tanks in front so she doesn't hit everyone with the breath. If you're not playing Path of the Damned (for which you need to lower her defenses/buff accuracy first) just having druids casiing Hold Beasts on her works wonders since dragons are beasts.
  13. Same is true of the bonus from sacrificing Durance, disappears after saving and loading the game. This is fixed in 2.0 beta though.
  14. Perception change helps, max perception + savage attack is very nice on barbarian for accuracy, damage, and interrupts. Late game (level 9+) casters still outshine everyone else and you'd be clearly better of with a druid for basically everything.
  15. I gave up on him after chapter 1 because I felt like I was just spending so much time fighting big groups vs. fighting single opponents and feel like you'd be better of with a barbarian 90% of the time. Is probably solid in Thaos fight though. I feel the game tends to favour classes and abilities being able to damage multimple enemies over single target in general in practically everything except the Thaos fight.
  16. I agree, with the caveat that these types of things need to be class abilities, instead of/in addition to weapon powers. But then, everyone who takes inspiration from tabletop gaming knows that; Tome of Battle came out 9 years ago. That would probably be more sound, game-mechanically speaking, but aesthetically, and in homage to IE games, I prefer them to be weapon effects rather than, well.
  17. Some significantly more powerfull on-hit effects probably need to be added to the game to give martial characters some way to compete with the stuff casters can throw per-encounter at higher levels. I'm not actually a huge fan of x% chance weapon effects being in the game. I'd prefer pure on-hit effects that trigger on every attack and more powerfull on-crit (which is based on accuracy being higher than defences and so not really more random than a regular attack) effects only.
  18. You get 6, and given that Greatswords are at least as good as Pollaxes and you get them for free with weapon-focus: soldier together with firearms getting weapon focus: adventurer in addition is a complete waste of a talent. Game isn't punishing enough that this will mean you're screwed or anything like that. Best class for 2-hander is probably Barbarian. Doesn't offer much for ranged combat though.
  19. On-hit effects that dont require crits? Yes please, said every barbarian ever. I'll dream of Celestial Fury with carnage tonight. Well soulbound weapons are supposed to always use whatever weapon focus you have (so even if your barbarian or fighter has weapon focus: peasant, it'll apply +6 accuracy to the soulbound greatsword), I don't know if this will apply to priests deity-specific talents though.
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