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Everything posted by limaxophobiacq
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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.
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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.
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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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For a barbarian, keep in mind that carnage attacks are at IIRC 67% damage, so will benefit more from Vulnerable Attack than the primary attack since they're much more likely to be under 25 damage. I'd still take Savage Attack (in 2.0 at least) first though since the penalty is much less severe with 5 accuracy being equivalent to a loss of 5 perception (and you get to keep the interrupt) while -20% attack speed is equivalent to a loss of 7 dexterity. Ideally I'd think you'd want both of course but Talents are always limited.
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Personally I'd say 1h + light shield (preferably the retaliate one so it also helps with dealing damage) over 2h if you're going to be tanking anything at all. If you keep PE at 10 in 2.0, your offense is pretty much exactly what it would have been in 1.06, so hardly screwed. For pure DPS might is still better for everyone who lacks massive +% damage bonuses, this was shown ages ago when accuracy was based on Dex.
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PotD Adra Dragon Strategy
limaxophobiacq replied to aartamen's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Don't use Fortitude targeting spells, it's her highest defence. Use reflex and will instead. Also scalebreaker, obviously to lower defenses. Dragons, including Adra Dragon, are beasts. Easiest strategy without scolls is probably get a bunch of druids + something to buff their accuracy and spam Hold Beast. -
Obviously Int is the most important attribute for priests, but how should Dex vs Might be prioritised? My first thought was Might > Dex but then I thought about it some more and with all the buffs, esp. defensive buffs that priests have that you want out as fast as possible (before enemies have time to attack) Dex is great while Might does nothing, same for CC, while for Heals and damage spells might is probably only a little better than Dex. So with Dex being usefull for everything priests do while might is only good for heals and damage should priest actually prioritise Int > Dex > Might?
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Any time spent fighting with claws in spiritshift in a serious fight is still time spend not throwing down moonwells, insect plagues, earth-talons and world-maws. Rot skulls are probably still a better weapon than those claws most of the time esp. since they dont put you in harms way. In trash encounters you're still going to end it faster casting lvl 1 & 2 spells. I can't see this being OP. With weapon focus: peasant, two-weapons style, and wildstrike it might be cool but it will hardly ever be optimal.
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When the conversation outside the mill goes from Sweynur to Trumbel something goes wrong and 'Continue' stops working and I can't get further in the dialogue or continue the game. It worked fine in previous 2.0 beta games before the udate this morning. Savegame: https://www.dropbox.com/s/xja23qe52bwtbaj/fa089ac2-aa23-4a2e-b14e-f30ebb6551ee%20quicksave.savegame?dl=0
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Baby Sneak Attack seems a no-brainer for any weapon-based DPS, why wouldnt I want my Barbarian to sneak attack 5+ guys in one swing? Wonder if being able to take blast with Druid (if this is at all is something we'll see) is going to make rot-skulls even more ridiculous than minor blights with blast already is. Hoping for Blast triggered on every target for every tick on DoT. Seems reasonable. Given that these are all supposed to be weaker than the class abilities, much weaker can a frenzy talent be and still really be worth both spending a talent on it and the time it takes to activiate it? I would really hope to make and wizard or druid who casts spells in a fit of furious rage, but it might just not be worth not getting to alpha-strike.
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https://forums.obsidian.net/topic/67761-dps-vs-accuracy-deflection-heres-the-maths-enjoy/ This was from back in the beta when Might was 2% damage per point and Dex was +1 accuracy per point. As you can see, esp. now at 3% damage per point of Might, Might will always win big (like at least twice as efficient) over Perception for damage abilities unless you are getting massive damage bonuses from non-might sources. Perception should only be prioritised over might if you want the interrupts or if you're focusing on CC.
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Why are these things terrible? [...] Because it creates readily apparent pump or dump stats for entire roles I don't really see this as a problem. I don't really see how it can be avoided without having every stat affect every kind of ability in the game for every class, at which point why care about how you alocate attribute points at all since whatever abilities you use all of them are always equally usefull? Sure every caster will want high int (though I think druids can get away with 'only' 15-16 or so since they're more DPS focused and some of their spells have huge areas and very long durations anyway), but you then get to choose your stats depending on how much you want to focus on damage vs CC by balancing might and perception, or if you want to focus on spells like heals and buffs that dont go up vs resistance and really dump perception, and/or you can focus Dex to cast more spells faster while sacrificing an attribute you don't feel you need. I'm sorry I must have missed the big meeting were it was decided how the game should be balanced, care to enlighten me on what was concluded?
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They also seem more eager to just run past your tanks to target weaker party members if they have the chance, I managed to get myself killed in the bandit encounter in black meadow from everyone just ignoring Edér and going straight for my casters in a way I've never seen them do before, took me completely by surprise. That could maybe be because I had skipped Defender since it was nerfed though. I think the difference is most apparent in fights on open ground rather than in close quarters where they have nowhere to run from AoE and can't run past your tank.
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Giving a deflection penalty on a defensive ability is just baffling. I think it could see a bit of a nerf from 1.06, in part because with Wary Defender it made Vigorous Defense kind of useless since they didn't stack (another solution would obviously be letting them stack), but this is way to much, and even if it wasn't as harsh fighters would need other abilities improved to compensate because the thing is without the old Defender & Wary Defender, Fighters really dont have much going for them as tanks over Paladins or Chanters, while those two have AoE buffs and active abilities fighters lack.
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Best Druid Spiritshift?
limaxophobiacq replied to DruidX's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Cat because it's really good dps the first couple of levels when you run out of spells, which is the only time you ever use spiritshift anyway. Also my druid is female and having her turn into a Stag was kind of weird, I couldn't help but wonder if she grew more than just horns.- 27 replies
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But that is what you can do RIGHT NOW, 'Important to all classes' doesn't mean the same as important for every application. Might f.ex. while good for every class doesn't do anything for non-damage/healing abilities so if you want to focus on that might can be deprioritised in favor of perception if you want to do lets say a CC wizard. Same with perception if you're going to play a priest who only heals and buffs since none of your casts are going to go up against a defence. Want to focus on singe-target damage? Then prioritise might/dex/per over Int. Only to a very limited degree. Any DPS (ranged/melee/single target/aoe) needs Might and Perception equally. Healers still need Might; Crowd Control and Tanks still needs Perception. It really hasn't been thought through. Actually unless your attacks have very large % bonuses to damage the way rogues do, Might is simply way more effective for damage than Perception (or dexterity) is (perception/dexterity being more effective with large % damage bonuses is a result of how damage calculation is done with % bonuses being addative rather than multiplicative and thus making less of a relative difference the bigger a bonus you already have). If you are going damage over time and AoE, int is more effective than might and FAR more effective than perception. I just don't understand what you want. First you say that this is how you think it should be: But this is literally how the system is right now, but you then complain that that is what it's like, unless what you really mean is that there is no way to bump ranged vs melee damage or accuracy but that would be completely pointless because you'd just bump the one you use and dump the one you dont and you'd not lose anything. Other than that lets go through those examples one by one: Max int, secondary Perception, third dexterity. Forget int (unless your class has some really good singe-target damage over time ability), might first (unless you're a rogue), then perception and dexterity. Forget perception, you're not doing anything that your target is trying to oppose so accuracy is useless, put points in Int first since healing spells have AoE and Duration, followed by might and then third dexterity.