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Everything posted by limaxophobiacq
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+2 engagement limit, -5 deflection +5 to defenses other than deflection with Wary Defender. Sure before it was an absoule no-brainer (and maybe slightly to strong compared to paladin & chanter tanking abilties) to get it + Wary Defender and have them on all the time, but this nerf is just way over the top and I can't see anyone using it now. This is -20 deflection on a fighter with defender and the upgrade compared to pre-2.0.
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Why are these things terrible? I mean in DnD only 1 stat for each class affects casting at all, while in Pillars other stats have considerable effect even though you will probably always want some Int on a caster. Spell damage, spell accuracy, and casting speed can all be more important than AoE and Duration depending on what spells you are casting and who you're casting them at. Single-target damage spells aren't even affected by Int at all while Might/Dex/Per all matter. Resolve is the only Deflection stat left, I can't see how a Paladin, Fighter, or Chanter wouldn't want it as high as possible.
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I think the changes are quite good, especially with stopping 20 per 20 res tanks from stacking Deflection quite so ridiculously. I don't know if 'offensive' really describes any attribute except Perception really, Might can be buffed on a priest simply for heals while dex and int are good casting lots of buffs with large AoEs and durations.
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Least Liked Companions
limaxophobiacq replied to Primislas's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Durance (aka +10% endurance on legs) is by far the most despicable and the one it makes the least sense for anyone to actually let tag along, going on about how he's going to JUDGE YOU and how he wouldnt give you the mercy of killing you right from the start, but he's quite well written. -
Aloth Distant Advantage stacking with itself
limaxophobiacq posted a question in Patch Beta Bugs and Support
First had Distant Advantage twice, then one of the turned into 'Aloth Attack' with the same stats, saving + loading and resting don't do anything. Don't know how it occured. Removing Aloth from party and adding him again removed 'Aloth Attack', will see if it comes back. Savegame with 2x Distant Advantage: https://www.dropbox.com/s/g14evoouekgibnj/a54c9a50e7f5487f9d078d7f64b8c652%207790897%20TheBlackHound.savegame?dl=0 Savegame with Distant Advantage + 'Aloth Attack': https://www.dropbox.com/s/9lirmwlopyqcphm/a54c9a50-e7f5-487f-9d07-8d7f64b8c652%20quicksave.savegame?dl=0 -
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.
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I'm not saying perception giving accuracy isn't good, I'm just saying it's not gamebreaking. Compared to the short time it takes to cast Eldritch Aim or the 'sacrifice' of playing a wood elf rather than another race the price you have to pay for increasing accuracy by raising perception (dumping another attribute) is much bigger. Personally I feel Eldritch Aim could probably take being lowered to a +10 and between it and Alacrity (which could probably also take a slight nerf) elven wizards would still be the late-game CC kings. I'm no expert, but I'm pretty sure that's not how probabilities work. I was mistaken about attack resolution, I thought it always was 50 points between graze to hit to crit but turns out graze to hit is 35 points and hit to crit is 50 so its at best a 30% chance per casting to matter rather than 20%. At worst if you are so low that you can only miss or graze with no chance of hitting its a 10% chance to matter per casting, same with if you are so high you can only hit or crit. (There seems to also be a rule that a raw roll of 96-100 is always at worst a hit and 0-5 always at best a graze but when that rule comes up accuracy doesn't really matter at all.)
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I think I'm going to try something like: Might 18 Con 10 Dex 12 Perception 20 Int 13 Resolve 5 with Weapon Focus: Peasant and the +20% attack speed staff now that +speed enchant works. Speed, +10 accuracy, and +30 interrupt from perception with carnage should to a decent amount of interrupts as well as good damage. Also might try dual-wielding hatchets (+10 accuracy from perception and +10 deflection from hatchets) and spears (total +15 accuracy) while I'm at it.
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I can't see how getting 20 perception for +10 accuracy on CC is going to break to game. +10 accuracy only matters one out of 5 castings anyway, you could very well cast ALL your 6th level spells in a row and have the 10 per vs 20 per not matter. Sacrificing everything for that last little bit of accuracy on a spell just isn't worth it the way it is for stacking deflection, stacking deflection matters because that last bit is what brings your chance of getting hit down from 10% to 0%. For Accuracy the equivalent would be the bit of accuracy that get's you just high enough that you have a chance to get a hit in at all but for CC hit vs. graze isn't all or nothing the way it is for damaging attacks vs. Deflection & DR as you still get half the duration which is oftentimes enough. Only way it would really matter is if you have a hard time hitting even a graze with your CC, and with Wood Elf bonus + Eldritch Aim that is very unlikely and if you're going up against defenses that far over your accuracy you're probably screwed even with the perception bonus (as again it only matters one out of 5 castings) and you are just hoping to get lucky. Generally you are probably better of getting 20 dex to just cast more CC faster.
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Update 2.0 Beta is Live
limaxophobiacq replied to BAdler's topic in Pillars of Eternity: Announcements & News
+1 accuracy per point of perception -
Update 2.0 Beta is Live
limaxophobiacq replied to BAdler's topic in Pillars of Eternity: Announcements & News
Armor Enchanting seems to have been fixed (this bug http://forums.obsidian.net/topic/80900-damage-reduction-enchantment-bug/). As has the +5% endurance from sacrificing durance and devouring the souls from the machine which were bugged previously. Improved quality of font text when the game is at a higher resolution than 1920x1200. I hadn't realised there was something off before but I was struck by how sharp it looks now (2560x1440). -
Really? I'll have to check that out, thanks for the heads up. I hope this has been reported and the devs are aware of it? Rly. http://forums.obsidian.net/topic/80900-damage-reduction-enchantment-bug/
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Items disappearing
limaxophobiacq replied to limaxophobiacq's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I dont really have a save anywhere near when it happened. -
Tried this with Autumn Decay & Spirit of Decay because it was the easiest to test. Cast on Aloth wearing no armor for hit does same damage with or without Spirit of Decay, both in combat log and checking his character sheet. Savegame with character without Spirit of Decay but enough XP to level up to next level to get it + Armorless Aloth to test the lack of difference on: https://www.dropbox.com/s/0qqh6lt0y60cwwn/59e276c78acc44f385b4c00a1c9ab83b%207766467%20TheBlackHound.savegame?dl=0 Old post from 1.05 with among others the same bug: http://forums.obsidian.net/topic/79960-105-multiple-bugs-with-autumn-decay-druid-spell/ and from beta https://forums.obsidian.net/topic/71355-480-some-damage-over-time-spells-still-have-problems/ Is it known that this is still broken?
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Don't remember where I originally saw it but have tested myself casting Autumn Decay on poor Aloth and with 19 might 17 int on hit damage over time is always 70.5 with or without spirit of decay, both in combat log and when looking at his character sheet and seeing how much health he's lost. Autumns Decay would push 100 from initial damage + DoT in a cone as long as Fan of Flames if Spirit of Decay actually applied (though 90% instead of 120% but that is sometimes even beneficial) over 8-ish seconds vs Reflex +10, which is exceptional damage for a level 2 spell, Rot Skulls are probably the best 'weapon' in the game (which as a 6th-level weapon-summoning they probably should be). Relentless storm I feel is cast more for the stun than the damage since the damage is quite low and probably eaten by DR, returning storm does enough to punch through DR but takes to long to cast to be worth it in a serious fight once you have access to higher level spells. Personally I'd say druid should pretty much almost always take fire damage buff just because sunbeam is so crazy good for 1st level, and personally I'd take corrode if it actually worked. Here's a bug report fo Autumns Decay specifically: http://forums.obsidian.net/topic/79960-105-multiple-bugs-with-autumn-decay-druid-spell/ from 1.05 but it seems to apply to all DoT. Here's an even older one from beta about DoT in general: https://forums.obsidian.net/topic/71355-480-some-damage-over-time-spells-still-have-problems/ So it seems like it's an issue they're having problems fixing, though now it does seem to match description, just not affected by elemental talents.
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Armor enchants to increase DR beyond what the armor comes with actually dont work currently, they only look like they do but if you look in combat log it always subtracts the original DR, so only way to have superb/exceptional armor is to use ones that come that way. Same with proofing enchants. Adra scales can still be used for shields though.
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With damage over time effects still being bugged (do we know if this will be fixed in 2.0?) and not affected by elemental damage talents, and all the good Corrode spells doing damage over time (Corrosive Siphon, Autumns Decay, Rot Skulls) is there any reason to take this currently? I guess if you REALLY want noxious burst and necrotic lance to do an extra 6-7 damage?