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dunehunter

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Everything posted by dunehunter

  1. It's always like that, Liberating Exhortation can be used on self, the rest exhortation cannot be casted on self.
  2. Darcozzi Paladin's Liberating Exhortation grants +10 accuracy if you take Inspiring Liberation, and it stacks with itself. So you can cast them on yourself twice at the begining of combat to get +20 ACC for around 40 seconds. Which is great boost to FoD(more crit) and Sacred Immolation. An optimized build focusing on SI would be Darcozzi Paladin, max MIGHT/PER/INT, double cast Liberating Exhortation on self then activate SI, you will have very powerful SI that crit's a lot. Combine it with feats like Beast Hunter, and etc that grant bonus damage, The Merciless Hand that grants +crit damage and its way better than paladin focus on auto attacks.
  3. I think one need to understand that Paladin is not a good auto attacker, since it has no passive ability that boost it's attacking power. The only dps ability paladin has is FoD and Sacred Immolation. And both are not affected by DEX(you can argure that DEX makes FoD animation faster but that's really small impact imo). The best stats to boost FoD/SI is Might and PER, follow by INT. If you are playing in a team, INT is not that important since battle usually ends before your SI ends. Therefore you can priorty stats like this MIG/PER >> INT > CON/DEX/RES imho. So CON and RES are best bet to dump if you really wanna make them auto attack better.
  4. I was planning to use your dumbest paladin build, too bad to find this has been fixed. So dumping INT still works if I doesn't pick much abilities that's affected by INT, but not as spicy as before. Enduring Flames takes 10 seconds to do full damage is too slow.
  5. I'm curious about a 2hander goldpact build so I tested this, both Enduring Flames's DoT and Tidefall's Lash has fixed duration now.
  6. The DoT duration got fixed from around 2017, so no matter how low your INT is, it won't affect DoT duration anymore.
  7. Pardon but combat is much harder in 3rd person? I think it’s much easier to dodge incoming attacks from side and back in 3rd person like witch 3. For shooting I agree 1st person is better but for melee it’s terrible.
  8. I feel like lv13-14 is a checkpoint where the difficulty drops dramatically, maybe it's because the SC casters get its high lvl spells?
  9. @Elric Galad Also might consider tweak Fighter's Unbreakable and Paladin's Providence so they don't give injury when revived so we can have some fun build that trigger effects on unconscious?
  10. Btw is it just me that ajumaat's stalking cloak cannot stun splitted oozie from backstabbing? My accuracy to stun it is like around 100 ( no +25 assassinate bonus for some unknown reason ) which always miss. I'm using it from Smoke Veil btw.
  11. Well currently there are way to cracking him open, it’s called resonant touch or bleeding cut + blade cascade But yah, its not fair to other classes.
  12. I don't think you should reduce it's defense, its a mega boss. The problem is it's high resolve and how hostile duration reduction is calculated.
  13. I think the problem with Dorudugan is 1) it's attacks are easy to dodge because it's a melee boss, with some slow ranged special attacks. And it has no hard CC, interrupt can be countered by wearing that interrupt immune helm or many other methods. 2) hell tons of health pool. It has 16825 hp in total in upscaling PoTD. So combine the two reason, the best way to kill the boss without cheesing is kiting it but because of the reason 2, the whole process is very tedious. Also reason No.2 is very unfriendly to resource limited classes. I think a good way to tweak it might be make it more aggressive, and reduce health pool or put some resource refill adra there that can be activate by players.
  14. Yeah it's true for Bleeding cuts because 1) it's stackable, 2) DoT is triggerd on hit. So if you stack fast enough, every follow-up hit will be more and more devastating.
  15. @Elric Galad I know there are some duplicate between community patch and balance polishing mod, are there any install order to make both work?
  16. But I cannot find out why Arkemyrs_Brilliant_Departure is different from the other two invisibility ability from code level, they seems to be same... If anyone have more inspect on this please let me know
  17. @thelee After some code debugging, I think this parameter cause the weirdness of Shadowing Beyond, "ClearWhenAttacks": "true", found in statuseffects.gamedatabundle "Shadowing_Beyond_SEInvisible". For "Smoke_Veil_SE_Invisible" this is set to false.
  18. If you are annoyed that this pet is useless because it buffs your enemies instead of yourself. What you need to do is: go to game folder: Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata. open attacks.gamedatabundle, search for "Pet_Bat_Astral_Pulse", then change its "AffectedTargetType" to "Ally". if you also want this to not break invisibility, go to abilities.gamedatabundle, search for "Pet_Bat_Astral", change "CannotActivateWhileInvisible" to "true".
  19. Hmm actually I'm wrong, it is not using either mainhand or offhand, it is using the slower recovery of your weapon for full attack recovery now...
  20. Yeah I judge them based on a SC Priest solo run, both stackable Symbol and super powerful Holy Storm is OP for solo but ok for a party run I guess.
  21. Base 20 + level 57 + max Per 25 + spell level 12 = 114 SC priest has 10 PL with prestige, + 4 from weapons + 5 empower + 2 potion + 1 from stone amulet + 1 from food = 23PL = 16x2 accuracy Devotion of faith 10 + Ring 10 + Pet 5 + Glove 3 + Human 7 + Serpent crown 10 + nature resolve 10 = 55 extra accuracy So in total 201 accuracy with holy storm lol
  22. And I also replied in 1st post that you came out of invisible much faster with Shadowing Beyond, faster than smoke veil, you should test it yourself before you think others didn't test it....
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