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Veevoir

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Everything posted by Veevoir

  1. It is mighty useful with high dmg weapons - it gives a +% so it scales with damage nicely (+30% out of 50 is much better than +30% out of 10). Also useful for all your damaging cipher skills. Might is king for damage classes
  2. If Bester is to be believed - in IE mod they will all read as below. There always a reason to install IE mod and toggle some stuff up It will also have an option to replace backer names with generic setting-related names. ""Centuries have not been kind to this memorial stone. As you attempt to read the names, you realize they've all been but erased by the harsh elements. Strangely, walking away you feel a slight relief in your heart."
  3. My notes, wIthout going into even more details: - why leaving INT and CON at 10? (10 is as useful in dialogues/stories as having them both at 3); INT is not that useul for rogue as others are inflicting conditions required for sneak attack. Blinding/crippling strike are useful because they are x1.25 dmg AND sneak attack, not for blessing someone with a long affliction; CON can be dumped for rogues - just by equipping ONE item taken from other BB npcs you can regain all the endurance lost by dumping con ..and then some.. OF course there will be lower health thing looming over the character. - why wielding a normal/fast weapon? normal/normal works well enough. As usual go for extremes - either normal/normal or fast/fast, normal/fast is not the most damaging and not the fastest. - at level 2 "vulnerable attack" is very important, much better than additional +20% melee speed. It may not be important in BB, but in the game where you dont get 4 levels for free - the massive jump in DMG vulnerable attack gives is far more useful than extra 20% speed.
  4. Not only the neogaf part was a joke. So for the record - when not joking or writing posts that trigger poe's law - I agree with you LordCrash.
  5. Maybe not CoD, but Borderlands for sure is RPG. There is levelling, skills, loot and equipment management. There are even classes to choose from! And, like, dialogue. Your grognardy ways of an echo-chambered mind may not fathom that, but just having loot-powered skinner box and a system of mechanical character progression are enough to call a game role-playing. Hell, even having a character with a story is enough to role-play, as it has a role. Logos is right - you need to frequent other sites, like NeoGaf or Gamespot. Not just rot your brain in places like RPGCodex. EDIT: as for HuniePop.. straight from their steam site description: Emphasis mine.
  6. I experimented with a very similar build - Trust me, once you put 1-2 +10-20 endurance items on your rogue the CON malus is gone and more. % decrease of something that is really small to begin with doesnt hurt Also consider sabers instead stilletos - they have a high base dmg and scale really well with dmg stacking.
  7. OR annoying pop up that comes back each fight until clicked on "dont show me this again ever". Those people do not deserve the FUN that is engagement system, anyway!* *Personally, I could be even semi-fine with it as long as disengage attacks came with a large malus to accuracy, making them a possibility, not an instant LOL punishment die die die for having fun the way JES did not intend it to.
  8. Funny, because it would actually be better this way. Making Int less of a requirement and res a bit more attractive.
  9. On what basis? Press beta? Could anyone, eg. @Sensuki confirm that change has happened?
  10. Try reading the in-game encyclopedia. It mentions exactly which affliction replaces which. It is not a simple case of supression when the penalty to stat X is higher. It has more to do with afflictions being in a "ladder", for example Frightened-->Terrified. Or hobbled->stunned->paralyzed->petrified. ^Above examples are out of my head, may not be exactly as in game.
  11. That build actually stacks deflection pretty high, especially if he goes up to 18 on PER and RES. But yeah, there are so many better things to do with talents..
  12. But fast re-positioning is already penalized - by engagement mechanics. And we have talents and skills to circumvent that in game. This change makes investing in those useless - why would I want to disengage and move if I risk both attack of opportunity and additional penalties for doing so? What is worse - this almost exclusively penalizes melee. Ranged doesn't need to move and if they do - there are bigger problems than recovery, like reload.
  13. Or to be more exact, another edition of "Why there are less and less ways to play the game?"
  14. Isn't engagement and resulting free "lol you moved" attacks not enough to penalize those who actually want to bring some tactics in the game? This has to happen too? It locks the game even further into engaging everything with tank or two and then proceed to beat the crap out of it. And even much, much deeper into ranged>>> melee (ranged won't suffer additional penalty for switching targets while melee needs to get to the target and suffer extra recovery in the process*). This is bad. *I really hope there won;t be an additional penalty for switching ranged targets, don't get ideas !!
  15. Note that PER and RES most likely be heavily used in diaolgue. Res is used for lying/"mental intimidation" and PER for obvious stuff. As for DEX - in the video the slowest weapon in game is used. The more attacks per minute you make the more you gain from dex.
  16. So there is also a ranger talent called Fast Aim which reduces reload time by 50% if you combine that with Gunner you've got a reload time reduction of 70% plus a faster attack rate. Thanks! Need to test that. This may end in a viable ranger build "The turboranger"
  17. Unfortunately it is just x1.2 reload speed, so 20% faster. So it is about 12-15% mroe DPS for pistol. I'm more interested in other weapons though - it would seem that gunner, being a % speed upgrade should favor faster weapons which in turn reload more often. Can a bow or crossbow be turned into a machingun by using Gunner and 20 dex? - The Munchkin within me needs to know.
  18. So basically the chart I quoted is weirdly true - both bow are with damage low enough that hunting bow wins by sheer virtue of speed? On another note - interesting that penetrating shot for pistol is more of a hindrance than gain - at least at the cost of a precious talent. Seems like gunner would be a much better choice here. I'd love to see some charts on influence of gunner on ranged dps. This talent seems like something worth taking (especially for firearms) but hard to put a finger on it.
  19. I'm a bit lost with this chart.. Why does hunting bow require less +dmg to be competitive than War Bow? I thought it is pretty established that big dmg + slower is more viable than fast and weak. And the speed difference between those bows is 1 tick. Except for pistols of course, because they suck compared to other firearms competition.
  20. That'd just make light and medium armor even less relevant. Only if the progression will be kept linear. If not - one of the armors will be considered "sweet spot", those who want speed will still run around naked and those who want protection will wear plate. At least one more armor type will be used It is a fight that cannot be won, but easing the restrictions for lightest armors would be a good start. Especially robes, which currently suck beyond belief. EDIT: So.. if we fix AI and fix the way buff/support spells work then this armor idea will be great? Yeah, I can support that reasoning Because either armor system fix is also a compensation for other systemic flaws that it might touch or it comes with an overhaul of some other mechanics.
  21. But it still doesn't solve the problem. It still makes it worse - everyone will wear clothing only not to lose spells (especially damage spells) which are the very basis of the class. Especially considering buff/support spells are reacitonary thing. Already in PoE if someone is hitting your spellcaster you are doing it wrong. Viability of "combat" mages in plate is already in question. With that suggestion - it won;t make much sense. As for other classes - there will be no reason not to wear plate. Unless abilities also get limited by armor. Which would mean congratulations! You've managed to create D&D armor limitations, even if it is a soft cap (you can use any armor, but it will gimp you so much nobody will do it). BTW - Currently the armor penalty can be counteracted with dexterity.
  22. Then again, the system they designed doesn't work. Nobody uses light or medium armors. In fact, nobody ever uses anything but cloth except for the main tank. And the best point of this proposal: it wouldn't even change the status quo for min/maxers: you can still cast everything with no penalty on cloth. As you guys already said: wearing plate on a wizard is terrible. Removing the penalty and limiting spell choices will not make it more terrible. Instead, it allows for new opportunities like a "tank wizard", as it allows for new spells that weren't possible in the current system. Your proposal, as written, carries even further penalties for wearing heavy armors. Currently people run in clothes because recovery penalty with heavy armors is really punishing - so heavy armors have to be avoided unless you really need them. With this proposal - heavy armors will never be used by magic casters (limited spell selection?! no thanks). And all other classes will rock a plate. Unless their skills will be limited too.. which brings us right back to beginning. It doesn't fix anything, what it does is to make system even more exclusive, aka. worse.
  23. So let me get this straight... I read on the wiki http://pillarsofeternity.gamepedia.com/Dexterity that "In combat, it affects the character's Action Speed with all attacks" but it has no influence on the speed with which you can fire your pistol? What is the reasoning behind that? Is it just a firearm thing or does attack speed only influence melee weapons? *confused* Attack consists of 3 phases: attack, recovery (+additional recovery penalty for 2H and guns, varies),(+reload for crossbow/guns). I was under the impression that only attack time is modified by dex, which in itself is just a smaler part of time spent between shots. So minimal impact of Dex. However it was proven in the "dex influence" thread that comparing Dex 19 Arquebus shooter to Dex 10 - the first one go 5 shots out in the time dex 10 one got 4. So the impact is pretty noticeable.
  24. In the video it is more 5/4 in the end (the last shot that is more or less in synch). So it is more of a 20-25% increase.. surprisingly almost in line with what Dex tooltip says. And in line with my tests with blunderbuss. Should have watched reload animation more closely It is still a lot, but what really benefits from dex is two weapons style. I built a 2xmace rogue and with two weapon style and 20 dex it was insanely fast. That's an easy target to gib. Try the guy on the north side onf the group, he has more deflection, suprisingly.
  25. So... it does affect reload? I tried my own testing between dex 10 and 20 with blunderbuss and in 2 shots (with penetrating shot) + reload I got about 4s difference. Of course the experiment wasn't that scientific, but I'd think such a small difference would mean that reload is not affected by dex.
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