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limaxophobiacq

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Everything posted by limaxophobiacq

  1. 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.
  2. 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.
  3. 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.
  4. For clarification, when I said 'right now' I was refering to perception in 2.0 beta with accuracy rather than deflection.
  5. For damage over time Int (and might) are pretty much guaranteed to be a good deal more effective if I remember the gist of the calculations someone did for might vs. accuracy during the beta (when accuracy was tied to Dex) correctly.
  6. +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.
  7. Things could be even worse =/= things are good. Sure, but likewise, 'things aren't perfect' =/= 'things are terrible'.
  8. 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.
  9. Priest could do it, max might/dex/int for heals and buffs and let other people worry about actually having to beat defences.
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. Well that's why I was going to focus on a reach weapon and not getting hit, that's what tanks are for. Might just drop it to 7 or 8 though.
  15. IMO, though I'm not a tripple-crowner myself, drop the fighter and the barbarian for 2 wizards. Two tanks is enough, and barbarians are risky as melee glass-cannons. You need the CC and DPS the wizards will bring together with your druid.
  16. 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.)
  17. 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.
  18. 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.
  19. +1 accuracy per point of perception
  20. 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).
  21. They seem to have reworked how bonus endurance works mechanically somehow. Previously these perks (before reloading when they still work) and boots of endurance would give your endurance in excess of you max, so 105/100 for +5% endurance, but now it gives 105/105.
  22. In related news, reading the description of Autumn's Decay creating 'a cone of putrefaction' lead to me google-image searching putrefaction as it was not an english word I was familiar with. I wouldn't recommend it. Between that and Infestation of Maggots I guess druids can really be kind of gross.
  23. 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/
  24. I dont really have a save anywhere near when it happened.

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