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Jojobobo

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Everything posted by Jojobobo

  1. I guess so, but still most of the FO3 crowd didn't really enjoy New Vegas overly much from what I've read, so I doubt they stick around to edit the wiki.
  2. It's a stupid layout, so much is missing from that wiki it's untrue. I'm surprised how little this game is documented, comparing to say FO:NV. I know FO:NV was a FO game, but plenty of people didn't enjoy it extremely and yet its wiki is detailed like crazy.
  3. Tbh, the stacking bug is extremely annoying. It seems like the entirety of Defiance Bay counts as a single area for the bug, so now I'm looking at 100+ deflection animats in Ondra's Gift for my solo PotD run I guess I'll just have to leave them be for the time being, even at 90 I'd have thought it was doable with the Adra Beetle, but since I went to get the Adra Beetle their defenses have gone up. It's a truly sucky bug, and it's wasting my leisure time by having to do pointless crap like fetching the Adra Beetle Figurine way earlier then I would do normally, and then having to backtrack areas. But you know, take your time and all that.
  4. What class ? I'm going Fighter, as Elric mentioned Barb and Rogues are the one's receiving overhauls. I guess I could just start my tank solo Rogue again, but now that there's better solo benefits out there I'd rather wait. Further, playing the super simple Fighter is giving me a better insight into what level to best pitch defenses at anyhow for other classes going solo.
  5. It does, look at the Talent page and check the required level column. It doesn't say it on the individual pages for each of the masteries, but it is there.
  6. I've just picked a class that isn't getting changed in v3.03 until the GOG release, though there's annoying bugs in v3.02 there's nothing really game breaking so it's good enough.
  7. So I'll just post the build up, and do a write up later when I've "proved" the build, but for the short answer 13% recovery is pretty damn low, so there's plenty of advantages to be coffered by weapons lacking the speed enchan which mean you still have to have 13% recovery - which is practically nothing by the way and something I'd be happy to have. The build below is for Solo PotD, so it can be further optimized easily, but is also swell as it is. So, Fighter - Moon Godlike - Aedyr Colonist Skills - Mech 13 when needed: Mech 8 (8 + 7 + 6 + 5 + 4 + 3 + 2 + 1) = 36 skill points, +5 from Dungeon Delver, Gloves of Manip, Rest Bonus when needed. Survival 16 when needed (enough for 3 stage AC boosts, but not quite practically): Survival 8 = 36 again, +8 from Fighter, Colonist, temp +2 equipment, Rymyrgand's boon, temp +2 from rest Stealth 1 (3): one point in, because I find Caed Nua easier that way, buffable to 3 with Boots of Stealth early game Lore 8: Lore 4 (4 + 3 + 2 + 1) = 10 skill points, Viettro's Fancy Footware +4. Athletics 5 : 4 Athletics (3 + 2 + 1) = 6 skill points, Fighter +1. Total spend 89, 1 left Attributes MIG 18 -> 24 (Rest Bonus, Gift from the Machine, +2 from armor enchant) CON 9 -> 10 (Rymyrgand's Boon) DEX 6 -> 10 (Viettro's Formal Footware) PER 18 -> 19 (Song of the Heavens) INT 10 -> 10 RES 17 -> 20 (Ring of Changing Heart) Abilities 1 - Disciplined Barage 3 - Confident Aim 5 - Weapon Spec Peasant 7 - Armored Grace 9 - Fearless 11 - Unbroken 13 - Unbending (thanks to Boeroer for the tip) 15 - Triggered Immunity Talents 2 WF Peasant 4 Savage Attack 6 Two Weapon Style 8 Rapid Recovery 10 Wound Binding 12 Snake's Reflexes 14 WM Peasant 16 Bull's Will Equipment Weapons - Reghar Konnek plus Captain Viccilo's Anger (once patched in) or Hearth Harvest Rings - Changing Heart and Protection Neck - Cape of the Master Mystic Gloves - Swift Action or Ryona's Vambraces as needed Belt - Looped Rope or Belt of Bountiful Healing as needed Boots - Viettro's Formal Footware Armor - He Carries Many Scars (+2 MIG), plus +2 survival armor on rest Alt Dragon Slayer equipment (only listing the differences) Weapons - Persistance Neck - Cloak of the Frozen Hunt Boots - Boots of Speed Armor - Argwes Adra/Rundl's Finery for the lore, +2 lore from resting, + survival from scrolls or leave it as be the +15 beast accuracy Scrolls - Confusion, natch - plink away and then for as long as poss then go full tank for the finisher, with DoAM potions for the speed likely Or.... just try and out and out tank them, I don't think it'd work but I'll certainly give it a shot at that phase. Weapon speed has been discussed above, defenses are Def/Fort/Ref/Will 107/102/102/104 - relatively more for your melee target when you factor in the Viccilo's debuff. Healing + endurance >= health, depending - hence the choice of Wound Binding. As I said, I'm currently testing this out solo and PotD as intended, if it works out I'll do a full build post - with detailed explanations and ways to mitigate some of the lower attributes early acts, but I think the build is pretty much boss as is. You could probably change your chosen melee weapon here without too much fuss and likely with more damage, but I wanted an all-rounder hence the hatchets - and the synergy with Persistance for the tougher fights is sweet.
  8. V 3.02 I got to act III and most of the way into WM I solo and PotD, but as I didn't want to respec and saw room for improvement I sacked it in and started again (and then my hard drive got wiped). I'll try it again with the 3.03 Rogue buffs and see how I get along, ideally I want to make solo PotD builds for every class at some point but I am pretty lazy.
  9. Personally I find it easy enough to make do up until you get durgan steel, things like two weapon fighting and speed enchanted weapons are always going to reduce recovery quite a lot so it's really not much of a problem.
  10. Thanks for letting me know, regardless that's still pretty much working as I'd hoped - maybe even slightly better with the zero recovery on one weapon.
  11. One speed enchanted, both durgan refined weapons, Gauntlets of Swift Action, Two Weapon Style, Armored Grace and durgan refined plate. Unless I'm mistaken, it's: [(1.2 x 1.15 x 1.15 x 1.15) + 0.2 - 1.0] x -100% = -102.5% recovery [(Speed enchant x durgan x durgan x gauntlets) + two weapon - standard recovery --> if you were wondering where the numbers come from [1.0 + 0.5 - 0.2 - 0.15] x 100% = 115% [standard recovery + plate penalty - Armored Grace - Durgan Refined] --> again to explain the numbers 115 - 102.5 = 12.5% recovery. You can obviously go for Outlander's Frenzy or DoAM for 0 recovery, but Outlander's Frenzy doesn't last long plus lowers deflection and DoAM requires extensive potion usage to keep it up (though I probably will pop one when the fight is epic enough). An extra speed enchant weapon would also do the trick, but I didn't want one.
  12. Second Chance sucks sure, but I don't think Unbroken is so bad. For this build I'd be looking at regain my entire endurance pool with my current Might and the x1.6 survival healing modifier (which I assume affects it, seeing as I tested Might and it definitely does) and given all those defensive buffs you would be pretty damn sturdy, even with whatever debuff you get from the maim injury. In any case, I think I've sold myself on Unbending over Charge, and I'll take Wound Binding to make better use of it in long battles. I had no idea it recovered 40% (!) of health, for me that can make my total health for one match 1750 (which I should more or less have access to the entirety of with various healing). This will all be coupled to 100+ defences in each stat, high accuracy, two weapon fighting with almost zero recovery (12.5%), the DR of full plate and other ridiculousness like Triggered Immunity - I'm hoping to have a whale of a time.
  13. I guess I'm not sure about Unbending, do you consider the rate of healing to be of a great deal of importance? I'm planning to use He Carries Many Scars, take Rapid Recovery, be a Moon Godlike and obviously I have Unbroken in toe already - and for survival I'm taking the healing modifier, and my Might will top out at 24. Without even considering He Carries Many Scars or minor athletics heals, my healing plus endurance is a few points greater than my health. Also, I'd imagine Triggered Immunity will add to the beating I can take. However if you don't think the rate would be high enough to stave off unconsciousness to begin with, I might pick it up. Fearless I wanted purely to give me more item slots against difficult fights like dragons, as I don't have space for Deep Pockets in my talents so much. Plus Prayer Against Fear doesn't last forever, this seemed like an easier option. I guess given all this, it's down to Charge vs. Unbending.
  14. It's the same DPS multiplier sure, but for having both high Dex and zero recovery the returns are diminishing in a practical - not mathematical - sense. Going off MaxQuest's Big "Attack Speed" Conundrum thread and assuming all his standardised values for the attack and recovery phases to be correct (which I'm sure they would be), then let's take the mace weapon. It has an attack phase value of 1 - so let's say that lasts 80 frames - and a recovery phase of 1.5 (which would correspond to 120 frames relative to the attack phase). Let's say the equation takes the form, total frames = [attack phrase frames + (recovery phase frames x recovery coefficient)] / dexterity bonus I think most of these values are self explanatory, zero recovery having a recovery coefficient of 0 and normal recovery having the same coefficient as 1. Dex 10, normal recovery = [80 + (120 x 1)] / 1 = 200 Dex 20, normal recovery = [80 + (120 x 1)] / 1.3 = 153.8 Dex 10, zero recovery = [80 + (120 x 0)] / 1 = 80 Dex 20, zero recovery = [80 + (120 x 0)] / 1.3 = 61.5 Comparing Dex 10 standard recovery to Dex 10 zero recovery, you're shedding a whole 120 frames. Comparing Dex 20 standard recovery to Dex 10 standard recovery, you're shedding 46.2 frames. Comparing Dex 20 zero recovery to Dex 10 zero recovery, you're now shedding just 18.5 frames. The big deal here is always the speed gained from zero recovery which is massive in comparison, and not the speed from having a decent Dex. This is without factoring in the small constant of delay in the aforementioned thread which affects high Dex slightly worse as MaxQuest and yourself have mentioned. While you're not getting diminishing returns mathematically (as in, we're not talking exponential decay here), it seems that for a difference of just 18.5 frames going for both zero recovery and high Dex you really may as well be putting those points somewhere else - I'm sure Mig would provide more DPS in this instance. The case may be a little different with reloading weapons (they have the whole extra - and lengthy - reloading turn added), and of course it's worthwhile for spells and whatnot - but for melee DPS the combo of both high Dex and zero recovery to me seems extremely pointless.
  15. Even if it's not false I don't get the point of comparing non-mutually exclusive stuff. Also it depends on how much Dex you compare. 10 Dex is better than speed gauntlet of course. 5 Dex may not be, unless you already have no recovery. Dex vs Mig vs Per is the real question here. That's the point I was making, even if I didn't explicitly spell it out - by minimising recovery it's easier to shift points out of Dex (or at least, leave it base 10) and into something like Mig or Per as you get diminishing returns by taking both high Dex and minimising recovery, unless it's in the instances that Boeroer mentioned (spell/invocation casting, long reload ranged weapons) where Dex can be of greater value than just reducing recovery. Quite possibly, there's a sweet spot where a combo of some of the recovery reducing items/abilities/talents and some dex is faster than either high dex or zero recovery - but it would take a more dedicated man than me to figure it out particularly with all the variables (reload times changing per weapon, different armour choices, etc.). In a simplistic melee example, zero recovery and more Mig/Per with base Dex seems the easiest way to go.
  16. So I was looking to create a fighter with at least 100 in all their defences for solo PotD, yet still dual wielding with little to no recovery and with great healing (as in, endurance + healing = total health). I thought I'd managed it, but then realised Savage Attack and Defender don't stack (with Wary Defender you're obviously getting +15 defense for the cost of -5 deflection, and it makes you really hard to Flank, so I thought it was worth it). So I've now worked the numbers again, and got back to a situation where my defences are all at least 100 with end game gear by taking one of the defence talents. However, I now how a free ability slot, so I was wondering are any of the Fighter offensive abilities (Clear Out, Sundering Blow, Charge) any good - or should I just take something like Critical Defence for more tankiness? I don't have any CC to speak of apart from Lore 8 and below scrolls and Dominate from Ring of Changing Heart (both of which I should be a dab hand with, given Fighters' ridiculous accuracy) so I thought maybe Charge might be worth it if the damage I've read about is correct (plus it would make up for the fact somewhat that I'm not planning on using any move speed items)? Or, as my weapons won't be the most damaging, is Sundering Blow worth it - the duration seems a little on the short side with 10 INT? My current abilities are: 1 - Disciplined Barage 3 - Confident Aim 5 - Weapon Spec 7 - Armoured Grace 9 - Fearless 11 - Unbroken 13 - the free slot 15 - Triggered Immunity Thanks!
  17. To add to what everyone else has said, Dexterity isn't as worthwhile in terms of DPS as lowering recovery through Two Weapon Style/Durgan enchants/weapon speed enchants/Armored Grace (kinda)/Gauntlets of Swift Action/Swift Aim/Lightning Strikes/Frenzy/Deleterious Alacrity of Motion. Melee weapon attack have two phases, the attack itself and recovery. While Dexterity shortens both of these phases, it's hard to get Dexterity to such a level where its reduction of attack + recovery is greater than eliminating recovery entirely or almost entirely through a combination of what I mentioned above. For more details on all of these, you should see one of the speed threads.
  18. From what I remember using Rogue abilities it does. I just restrict myself in game and for 2 per encounter abilities I only use two instead of the three.
  19. That's for the detailed info about Second Chance/Unbroken - didn't realise they didn't stack. I finally stopped being a spaz about the console anyway so I did the checking myself (for whatever reason, I didn't realise you had to type Iroll20s into the console bar itself, I thought you just had to type it when the "press enter" bit was up - I know I'm smart) and it restores 100 Endurance and it is effected by MIG. I guess the difference between Second Chance/Unbroken is second Chance offers little to no endurance back (20) so it's hard to make survive further hits. 100+ HP on the other hand is much more significant.
  20. I got bored of waiting for 3.03 to hit GoG, so I thought I'd play a fighter in the mean time. As such, I had some questions about Unbroken. Does it recover half your endurance or 100 endurance? The wiki page confusingly mentions both. Also, is the healing affected in the standard way by might? I'm trying to optimise my health in comparison to my health - so my endurance + healing = health. However, obviously to do that, I need to know how much I'm going to be healing in the first place. Thanks in advance!
  21. Looking in the beta bug log, it seems like things like even per encounter Heart of Fury are causing issue. Given that's the case, I've lowered my expectation on a soonish release - seeing as my hard drive was wiped I'm re-installing 3.02 as of now and going for classes that weren't tweaked or overly affected in the re-balance. Also, what's this I've been hearing about Captain Viccilo's Hatchet that's not in the game?? Put it in for 3.03 maybe???? Or just at least tell us, if it is already in the game, what unholy stuff you want us to do to earn it - please?
  22. I'd love for you to update your Attack Speed WIP thread MaxQuest, I currently have it favourited. I get how the stuff works, but a catchall reference - particularly with what suppresses what - would be incredibly useful even so. Yours sincerely, a lazy man unwilling to put in the effort himself.
  23. It'd be handy in that I don't think there's any immunity to fatigue, while it's not the most overpowered debuff it's universal applicability would be great. It's also sweet for dual-wielding barbs (with a second stun/prone weapon to take advantage of the def drop) or really just anyone who wants to use hatchets defensively (-10 accuracy = +10 deflection, giving that particular hatchet +15 deflection against your targeted melee enemy - in addition to -5 to defences essentially meaning +5 to your accuracy).
  24. I too would appreciate it's placement in 3.03 proper, unless it's already in the game.
  25. Well you better be sorry, you coming here with your incisive character builds and detailed knowledge and yet you dare make one mistake? How dare you! I'm joking of course, still you are adding in slots to the build (neither Lust nor Thirst were in the original). I'll muse over it while I try to think of more solo builds before the GoG patch comes out.
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