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Posts posted by dunehunter
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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?
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16 minutes ago, Boeroer said:
Are those liked per encounter? Because if not you'll be unkillable.
I don't get it, unbreakable is once per encounter so what do u mean unkillable?
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@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?
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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.
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35 minutes ago, omgFIREBALLS said:
I am entirely in favor of lowering Dorudugan's resolve. I always find him an extremely unsatisfying boss because there's no "cracking him open". Between high defenses, immunities and his resolve it feels hopeless to meaningfully debuff him.
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.
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1 hour ago, thelee said:
I don't think you should do this. Any single target that can be interrupted is trivially dealt with. The other megabosses have other mechanics that make their interruptibility not debilitating (e.g., auranic has uninterruptible final attacks and a death shield before she releases all the sigils, making it basically required that you deal with all the sigils first; belranga has all the spiders and really high defenses at first; hauane o whe splits and merges so you should be able to interrupt as part of the fight).
I think less HP and defenses are fine. If you can survive each of a few of Dorudugan's attacks, then its massive health is mostly just tedious.
Alternatively, keep the health but lower defenses, so that more weapon types and approaches are viable at doing any reasonable amount of damage.
Idea: lower its engagement limit or give it no engagement. More parties become capable of maneuvering around the attacks without being demolished by disengagement.
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.
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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.
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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.
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@Elric Galad I know there are some duplicate between community patch and balance polishing mod, are there any install order to make both work?
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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
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So in general, crit from offhand will trigger swift furry from mainhand?
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@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.
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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".
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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...
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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.
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8 minutes ago, thelee said:
some very few spells and effects get weirdly boosted benefits from PL scaling.
Theoretically, you're only supposed to get +2 acc per PL if there's nothing else on the spell to boost (repulsing seal, slicken). I don't know why storm of holy fire would get that either. Do the projectiles get other forms of scaling? (I know that meteor swarm from a scroll really sucks because the actual projectiles themselves don't get any PL scaling to damage or PEN).
historically, some spells would get more or less PL scaling based on designer discretion. Most of that differentiation got wiped out in one of hte patches, but some differences still remain, either by accident or by intention. (Carnage gets +10% damage per PL, for example. One of the chanter invocations--I forget which--gets +2 acc per PL as well. May be intentional or maybe they forgot to fix it in their PL scaling fix.) I wonder if Storm of Holy Fire is an accident like that.
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
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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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You need to cast the spell very close to yourself to make assassinate bonus work, because spell like fireball has a project speed, meanwhile it's flying to enemy, your invisible is gone and you lose the assassinate bonus, the best way is to fire it under your feet...
Btw you left invisible from Smoke Veil more slowly than from Shadowing beyond, which means there are better chance for you to get assassinate bonus if you cast from smoke veil instead of shadowing beyond.
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I also find that for Storm of Holy Fire, 1 Power level = 2 accuracy,
this is with Magran's favor:
this is with Magran's favor + Sun & Moon:
Bug or not this makes Holy Fire has extremely high accuracy if you have enough PL. I'm able to reach 180+ with empower lol.
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6 hours ago, Boeroer said:
Do you mean seal spells or symbol spells?
Tho you can only put one seal on the ground at one time ind Deadfire, you can place multiple symbol of magran if casting from stealth, they last pretty long if you have high INT so you can place a lot , then use Call of Rymrgand to pull enemies to your trap.
I think Obsidian try to prevent the same strategy we used in Poe 1 to stack enough seal to kill enemies right after starting combat, so they put a limit on number of seals we can put at one time, but Symbol is still stackable, only drawback is it last much less than seal so how many you can put is limit to let's say 6-7 in max.
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Also the symbol of priests are too good to me, like poe1 you can put several of them before combat and that can instant kill those not too big bosses.
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Yes, specially when u combine Blade cascade with a potentially 200-300% lash buff, it’s devastating. Almost all combat can end in 30 sec with both activated. And SoT is the key.
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21 minutes ago, Kaylon said:
Even if you manage somehow to kill the first form of Hauani, you can't prevent the merge.
Like I said in the last post and I will make it more clear, for the first stage, before two gigantic oozie try to merge (which is when one dropped to its half hp), use Lockdown to seal one oozie, which if a hit will last more than 20 sec. Then keep Gambit another one to death since gambit will interrupt and gigantic oozie only has 3 layer of concentration.
For the second stage, there are one gigantic oozie and two masssive one, massive ones merges when their hp drop to 3/4, you need to use Shout of hosts to stun both massive oozie, which if a hit will last more than 13 sec, which is enough to kill one to prevent oozie from merging.
For the last stage, kill the left gignatic one and you need to deal with another pair of massive ones. I use Avenging Storm to burst my dps and use No Quarter from the boots to interrupt both oozie when they try to merge, 5 sec is enough with gambit + avenging storm to kill one of them.
And for the question of corrosive solvent, you have vanishing strike so in most period of battle you are invisible, which means oozie will not use abilities at you, you are untargetable. The only annoying thing is gigantic oozie will wandering around if it can't see you, so if you don't pay attention you hit might be out of range when they wander away.
It's doable, but random factor might ruin the combat, for example u missed your shout, or no quarter didn't hit both oozie and etc, so I'd say the chance is half half to beat hauani.
3rd person?
in Avowed Speculation
Posted
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.