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Jojobobo

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Everything posted by Jojobobo

  1. I knew that Might was additive, but expected the Rogue damage to be multiplicative, seeing as the tooltips say "+X% damage" not "+X% base damage", and your character sheet lists "damage" for your weapon - so I'm not sure what the devs expected people to think. It's fundamentally misleading. Still, this Rogue's damage should top out at 196-280 damage with the lash and before factoring the DR as I've mentioned elsewhere, and seeing as the recovery is 7% and the Dex is good it should be able to take out one or two of the beefy targets and then drop Shadowing Beyond and escape. This still isn'
  2. From the other thread I made about this (in General Discussion): So I think when you put it in those terms, they're not so bad. Still they are a bit weedy and hard to keep alive, currently in Act II my build is doing fine with Veteran's Recovery and Shod-in-Faith but I'm not sure how long that will last (I'm going to be able to Quick Switch to Tidefall soon, but apparently the healing of that doesn't scale with any healing modifiers, so it may not help so much). I think in terms of this "bug", they should really have updated the tooltip for all the Rogue damage abilities - if it s
  3. Yeap. Tooltip doesn't really mention that all these bonuses do apply only to base damage, but it's so... Yeah it really should say "base damage", it's thoroughly misleading. Hmmm, I suppose the damage isn't so bad, but it does lead something to be desired (and I'd now consider Backstab and Finishing Blow to be pretty much pointless). Using a Legendary Hours of St. Rumbalt, and a Might 35 (the top of what you can get going solo with a Rogue), then by my calcs for Sneak Attack Deathblows you get: [14-20] * (1 + 0.55 + 0.2 + 0.15 + 0.75 + 0.5 + 1.0) = [14-20] * 4.15 ~= [58-83] damag
  4. Right so they're additive with all the existing damage bonuses? I guess that make sense with these results, and there's certainly some egg on my face. Still, that's definitely on the low side. I've mentioned elsewhere that any character using lvl 16 Novice's Suffering, using Sandals of the Forgotten Friar and having a Might in the mid 30s does about 35+ to 40+, and they hit substantially faster than a great sword (with 38 Might on a Barb, it's 40-46). Makes a Rogue seem a little pointless if a Barb can put out near to what they can (-80 damage for a full attack with both fists to a whole g
  5. For me personally I don't think it's too conceptually weird it going back to Strength. If strength is now about being big and muscly, healing a few ways could be seen as knitting muscles back together (amongst other things) in some respects. I don't think the devs would need to explain too much to expand Strength's scope to incorporate healing. Supportive spellcasters will presumably still keep some damage dealing spells, and therefore will likely have some Resolve for the spell damage and hence some Deflection (or you may just want to build them like a tank anyway, in which case still mor
  6. I thought I'd make another thread here, in addition to the thread in the technical issues subforum, to give the issue wide coverage. These abilities no longer stack with one another. If they were to stack additively with one another, you would get: 100% (base damage) + 50% (Sneak Attack) + 100% (Deathblows) = 250% Or... 100% (base damage) + 50% (Sneak Attack) + 100% (Deathblows) + 150% (Backstab) = 400% My damage range on my character after Might is 28-40: This would give me a lowest possible damage before DR for Sneak Attack + Deathblows on a Hit of: 28 x 2.5
  7. So I got Deathblows and realised... none of the Rogue abilities (Backstab, Sneak Attack, Deathblows) seem to stack anymore, making the damage a lot more lacklustre than I first thought (see bug thread here). I'm still having enough fun with the build, Deathblows hits in the 56-80 damage range (with an additional 14-20ish lash damage) but it's certainly not the damage dealing king I thought it would be. The damage for this build currently with Backstab, Sneak Attack and Deathblows (if it was all additive) should be 112-160 on a hit alone: 100% (base) + 50% (Sneak Attack) + 100% (Deathblows)
  8. So a rather large bug I've noticed is that Rogue damage modifiers no longer seem to stack (see bug thread here) - unless I've calculated something fundamentally wrong, but I don't see how I could have. Is this intentional or not? If it is intentional, it makes Rogues pretty useless compared to other classes, as they're both hard to keep alive and not really doing damage high enough to be worth it. I would say it would cap a Rogue's damage in the 200-250 damage range if you're lucky, and there's already builds on the forum that can put out 200 damage per single round of Retaliation effects
  9. EDIT: MaxQuest cleared this up here, so it's not a bug. I had no idea Rogues were so disappointingly weak however, as I mention in that thread Wizards do comparable damage to everyone in a group with Torrent of Flames, making reasonable single target damage a little redundant. My damage range 28-40: My Sneak Attack + Deathblows damage: My Sneak Attack + Deathblows + Backstab damage: These damage values before DR is taken into account seem to reflect only the largest multiplier working only (x2 for Deathblows in the first instance, x2.5 for Backstab in the second
  10. After doing Farmer's Plight amicably and hiring Korgrak, he's still present in the Dyrford Crossing cave even though he's also at Caed Nua (and in the cave uses lines like he is at Caed Nua). I was hoping he would have gone to Caed Nua so I could get experience for killing the Elder Bears around him sans Korgrak himself, but apparently not. Quite possibly you can kill him at the Crossing and keep him employed at Caed Nua, I didn't bother to test that, but in any case he appears to be in two places at once.
  11. Begs the question: why do we even need a stat that boosts spell/healing damage? Personally I'd say there's always a need for both yes, just not in the same stat necessarily (even if healing didn't go back to Strength, it went to Con for example). As mentioned what I liked about PoE 1 was there were two separate (but not mutually exclusive) approaches to some tankiness - loads of healing or high defences. To have them concentrated in one stat has only served to over-simplify the defensive situation, much like people were complaining that when all damage increases belonged in Might the
  12. I don't know, I'd say that Resolve now is more unbalanced as a powerful attribute at least for spellcasters than Might was in PoE 1 as it offers spell damage and healing and Deflection and Will. I'm not sure how moving so many benefits into Resolve has solved the problem of their being an overly powerful attribute.
  13. If I'm honest, I can't see the graphical difference to between the two screenshots. Maybe that's just me.
  14. No I never knew that, there's no other area that let you explore a foreground entrance so that comes as a complete surprise (and AFAIK, it can't be explored when you leave it for the first time; I'm pretty sure personally I have tried - leading you to believe that would be the standard for the rest of the game). I'll always thank you personally for the tip, but it's hard not to feel a little (more than a little as a solo gameplayer) ticked off for Obsidian incorporating what I would say is ridiculously obtuse gameplay. I'll sit here chewing on my sour grapes, at experience lost on countles
  15. I can see guns progressing in potential later game entries in the series, wheel-locks, etc. But like 1 or 2 years after the first game, no I doubt it would happen.
  16. I tried a Fighter running with hatchets (+10 Def with no shield) and found it worked well (gave up on it because of the Confident Aim bug at the time, but got into WM Pt I and Act III while thriving on PotD Solo). I would go for that instead personally (all 3 unique hatchets are good, but particularly Captain's Viccolo's Anger which fatigues enemies to lower their accuracy essentially increasing your defence against them - but but, it's late game). Naturally though, Drawn in Spring has Wounding, so it is very nice. Up to you really, Fighters are nice in a party whatever you do with them.
  17. Playing on solo I normally want to be picking up Gift from the Machine, and I kill all the companions too for their gear (which you may as well seeing as you're running solo). As such killing everyone at the campsite does make some sense for such an RP, as if they were going to opportunistically kill companions for their gear they would probably try the same at the campsite if they believed they were strong enough and had already surveyed the area for a strategic point of attack. That said, even when playing a cruel character some would play it a bit more cautious than to slaughter a whole
  18. To be honest, the Belt of the Royal Deadfire Cannoneer makes the game substantially easier. You can get it quite easily fully unlocked by Act I, and Torrent of Flame obliterates enemies (having a +15 acc bonus), Flame Shield is potent Retaliation (+10 acc bonus), and Firebrand is very strong so long as you have even half good accuracy. The Phantoms at Caed Nua are now a doddle, as if you slap on Rymyrgand's Mantle the Flame Shield will take them out easily enough - even if you are completely stun-locked. Busting out Torrent of Flame on my Rogue right now, I usually get in the range of 80-1
  19. Yeah I should have mentioned some of them you can disable with Mech 1 only, but the big experience pay-out traps are the Mech 3 ones. I always find I'm hard pressed not to take a Colonist background from a power-gaming perspective on solo, as I'm nearly always going to want Survival to be my highest skill stat (and then stick points in Mechanics for my first few levels). As such, a fair few of my builds won't have any Mechanics at all in Cilant Lîs, as they don't get any from their class.
  20. Yeah it was mentioned in the patch notes. I feel like the should have probably gone for +12/+12, but oh well. I think the main utility is that it adds Deflection, so on a pure tank build it's still alright as it means you don't have to take a Ring/Bracers of Deflection or the Cape of the Master Mystic to get decent Deflection boost. Another way of looking at it if is you don't necessary have to use a Ring of Defence either, as the slots that you would put an item of Defence in can now be filled with a +4 attribute booster (Mantle of the Excavator, Iron Circle, Gwyn's Band) which offer
  21. Might would easily be enough, so that's okay. I guess a lull is to be expected in Act II (normally when I do White March Pt I solo), as it's really the start of WM Pt II when you get a lot of the sweet benefits (Durgan-Refinement, access to Grave Step). What I have noticed is the build gets absolutely shredded by Deflection targeting spells (which won't mean good things for Magran's Faithful or Thaos, though at least with Magran's Faithful Shadowing Beyond means you can spilt it into several fights). Quite possibly I might go to Sanguine Plate or He Carries Many Scars if the build is too s
  22. I just did this "challenge" with a chanter, but of course with Reny Daret's ghost one-shotting everyone it wasn't hard whatsoever. Out of curiosity, anyone know how this compares to the exp you would have gained at this point by doing this the normal way? I think it's slightly less, but not by much (you still level up after Cilant Lîs). The main disadvantage is you can't have Heodan tag along with you to disarm all the traps in Cilant Lîs, if you are able to disarm them yourself (Mechanics 3, no easy feat), it would probably be worth slightly more than normal.
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