Jump to content

Veevoir

Members
  • Posts

    215
  • Joined

  • Last visited

Everything posted by Veevoir

  1. This is also still very relevant. Suprised the numbers weren't changed/balanced (while eg. culture bonuses were in v480)
  2. Not for tank paladins which will be probably the most common usage of the class. But for rogues - yeah. I'm kinda thinking about a gun-switching rogue just for that reason - I can make dex a dump stat (doesn't influence anything but attack speed which with guns doesnt matter) and pump some Might, Int and Resolve up. Maybe some Perception to spice things up, seems to be important for checks in dialogue/stories An Aumauaua rider from Deadfire Archipelago. Now where did I leave my pirate ship..
  3. At least in one place in beta resolve is used to make a convincing lie. It is also described as "mental intimidation", so I'd guess it is quite important for deceptive/conman characters. Which I find quite funny considering Paladins are the ones with high resolve
  4. With so many choices that probably change the state of the world, so many epilogues that it takes 2 VO sessions- it would be a monumental task not to mass effect them all in sequel.
  5. 1) Set autopause on combat start 2) give orders 3) Turn on slow mode. 4) Profit. This is quite useful because to give initial orders a pause is basically needed. Otherwise you lose a lot of precious time.
  6. Wait.. Lashes are procs, not straight +25% to dmg? If procs, then what kind of damage they do? either combat log nor character sheet records extra damage from Lashes applied to weapons in any way. I assumed they simply do not work and was about to submit a bug..
  7. That's not.. much. Exactly 0 more. It should be either described as x2 or as a +100%.
      • 1
      • Like
  8. It also doesn't apply to 2h (as in all) ranged weapons. The talent does not precise that this is melee only (it may not and it is simple a bug). And if it is melee only - why there is no talent for "ranged weapons style"?
  9. @Verenti: you will probably enjoy that video It's from previous beta build, but it is still viable (hopefully weapon switching is fixed to be consistent in 480 or release build). The problem starts when rogue gets some agro - with guns you are pretty much rooted once reloads kick in. Also doesn't work that well in larger engagements - big alpha strike won't help against many small enemies. So it has it's pros and cons
  10. They don't have to, they have to be accurate in relation to each other Still there is interesting stuff here, like the fact that dual wield speeds up attack. Ability use is missing though - and correct me if I'm wrong, but it seems to me using offensive ability has a different attack speed than current weapon attack.
  11. That chart gave me an idea.. and yep, 2x mace wielding dex-maxed rogue is what I was looking for. Reckless assault+penetrating style+2 weapons style - plain and simple murder. I'm starting to doubt in all my tries to make firearms into fun build. For a level 4 character - Blunderbuss build drops an enemy each 10 sec (if sneak attack, but must stay in one spot (very bad if someone gets interested). The lack of mobility kills rogue, so no guns for him. Not talking about 4xblunderbuss build because weapon switching seems really inconsistent. Proper dualwield does that in 5-7 (tested on Merdeth) and is mobile (of course once engaged or ganged up upon you are done). However needs more support form team to produce sneak-allowing effects. So if anyone is looking for strong DPS build and is patient enough to micro - mace them!
  12. I did a little testing with guns - does +speed from dex affect reloading/recovery speeds? I made a lvl4 20 dex character with gunner/penetrating shot and he was able to do 2 shots from blunderbuss in 14 seconds. Same build, but 10 dexterity was about 18 seconds. That's 4 seconds shaved off, but it seems that the answer is no - the time gained was on faster attack speeds.
  13. @BAdler: is there a set date at which we won't be able to buy add-ons? Or is the add-on shop for backers gonna last forever?
  14. Eh, I think they're still basically the same. They both gained some reload time and lost a few points of damage, but they're still by and far the best ranged weapons. The real loser is every other ranged weapon which there's still no reason to pick (except the blunderbuss, which I don't have the stats of, but I think is still good if built for). For some reason the crossbow ate a reload nerf. Wands and pistols also lost their one-handed bonus that they were never supposed to have in the first place but I thought was cool. After some testing: Blunderbuss also ate a nerf, it is 6-9x8 now with -10 to accuracy (still). But it gained 4 DR (did it have it before?), so it is still beastly.
  15. Encountered the same, the only thing remaining was the red circle. Murderous circle.
  16. To be honest, it should go sex-->class-->culture&background-->attributes-->skills. Then at least we will also see how the attributes influence skills. And attributes are not selected before a culture bonus is added.
  17. Do you need to scout to detect or just walikng slowly reduces the chance of accidental explosion?
  18. Blunderbusses got reduced to 6-9, but gained some DT (4). Still -10 acc penalty. @Sensuki - your worst fears come to life, Fun is being nerfed. Also - I think weapon switching still has its issues, time between switches seems inconsistent.
  19. On the other hand - we don't know how dense the text adventures are and how often attributes are used there. If it is quite dense - then they serve their primary purpose - description of your character, not combat numbers generators.
  20. Is there a deadline when add-on shop for backers will be closed? Not mentioned in the post (or I'm blind)
  21. Speaking of balance.. How's minor threat doing? :D In general - are there many changes to racial abilities?
  22. I hope Blunderbusses are still ok, they are the most fun* *I really hope this fun thing won't draw attention from JES
  23. This was reported as a bug in previous version, guess those guys really can't part with their defenses.
  24. Bonus or talent? Because talent that allowed you to behave freely and ignore your god/paladin order was seriously anti-climatic and anti-RP.
  25. There are weapon proficiences that increase your accuracy with selected group of weapons, but they are (again) available to all. The real deal here is that some classes start with better accuracy (like rogue) so are much better pre-disposed to hit stuff with everything. The wiki may be a little bit outdated, but contains some good info on those stats: http://pillarsofeternity.gamepedia.com/Character_creation#Class As for dual wielding - don't know about any penalties connected to that. Weapons have individual speeds though, so attacking with two small weapons is much faster than two "full" sized ones. Two-weapons style talent increases the speed of those attacks.
×
×
  • Create New...