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dunehunter

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Everything posted by dunehunter

  1. Devotions of the faithful was nerfed in patch 1.1, now gives 10 acc. Balanced now imo. Fighter charge full attack was removed in 1.1. Charge doesnt do damage anymore only stuns. Im certain about priest and im sure the description was changed for charge. Didnt try charge after the patch tho. Make sure you look at the game notes and official patchnotes. The wiki(s) arent getting updated rn. Make sure u look at the date OP post the thread.
  2. Yeah most RPGs I have played cannot handle level scale well. The enemy’s power always scales slower than player party, which result in the game is very hard at beginning, but becomes easier and easier as u lvl up. But I think it is intended because most players are not hardcorer, they wanna feel powerful when lvl up or get new gears. So the designer gives them such satisfaction. A real difficulty will only exist in fans made mod I guess.
  3. It's easy just make Legendary and superb gears less common in the game. Turn Legendary, superb weapons -> exceptional, you need materials to upgrade them, and materials are limited early game, problem solved.
  4. How do you think the current afflictions? I made a rank on each lvl of afflictions based on their performance on enemies(not on player party!!!) Level 3: Domination Stunned/Paralyzed/Terrified Blinded Enfeebled Comment: Domination is obviously the best CC in the game, as you not only disable one enemy, but also turn them against their own ally. Stunned/Paralyzed/Terrified are hard CCs so I put them in the same rank, Stunned -10 all defense, Paralyzed has 25% hit to crit convert, Terrified has -5 Resolve = -5 Deflection, -10 Will defense, all of them are decent. Blinded is ok for a lvl 3 affliction, not as good as the above 4, enfeebled is pretty ****ty imo because I don't see much difference between lvl 1 and lvl 3 one... ----------------------------------------------------- Level 2: Charmed Dazed/Frightened Weakened/Immobilized Disoriented Comment: Charmed is similar with Domination, best of all in this level. Dazed and Frightened are both very nice because Dazed almost disabled enemy DPSer while Frightened disable enemy casters. Weakened reduce enemy max health, but recieve less healing is less useful on enemy because enemy won't heal as hard as players do. Immobilized is good as a soft CC. ------------------------------------------------------ Level 1: Distracted/Sicken Hobble/Staggered/Shaken Confused Comment: Distracted gives -5 Acc, -10 Deflection to enemy, good enough for a lvl 1 affliction, Sicken reduce enemy max health which is also very good for lvl 1 affliction. The rest is OK except Confused, It might be annoying on player, but is useless on enemies imo. So overall, INT affliction has two of the best with one totally trash. STR and RES has both very nice lvl 3, 2 affliction, Perception and Con affliction is good at lvl 1, but is less awesome on lvl 2 and 3. All in one INT > STR/RES > DEX > CON/PER.
  5. You can come back later, don’t need to kill them when u first arrive.
  6. I’d say an obvious choice for level scale mod is Chanter, specially Troubaour because the summoned creature also scales with that mod.
  7. If you can stun several enemy with WotEP then it is good, the only class that can do it is Monk with stunning strike. But ironically monk can spam Torment Raise so it doesn't matter what weapon u use. Btw if AOE damage is not high enough, taking down single target is always more efficient because the faster you take down single target, the less damage pressure you have in the combat.
  8. With all these edge case you can use to stack deflections, an unoptimized Arcane Knight can easily reach 230+ deflection, i do think the deflection stacking is a problem, but since untouchable tank is also viable in PoE 1, guess it will continue in DF.
  9. Yeah I tested an you r right, Borrowed Instinct doesn't stack with Safeguard, but it stacks with other +deflection spells. I always thought +all defense spell doesn't stacks with +deflection ones, but it's not true, a bit confusing
  10. Did some test with wizards, so Llengrath's Safeguard's +20 deflection stacks with other +deflection spells, so with Safeguard + Arcane Veil you get +70 deflections. I thought active abilities doesn't stack but now I'm totally confused. 20(base)+ 57(level) + 10(resolve) + 20(safeguard) + 50(arcane veil) + 7(cloak of greater deflection) + 10(breastplate) + 12(large shield) + 8(legendary) + 6(sword/shield style) + 15(brolars phalanx) +15(faith and conviction) = 230 deflection. So you can get 230 deflection with arcane veil or 220 with double image.... Or even 245 deflection with that engagement ring...
  11. Not sure exactly what the scaling is but it's at least partly PL based. The damage boost for shifted weapons is 5% per PL. Not sure how penetration is figured. You are wrong, it’s only scales with your real level, not PL.
  12. Mage/Priest multclass in BG2 also way behind pure mage until very late of the game when u have access to both top level spells. It’s the nature of multclass that favors passive + active, or passive + passive combinations.
  13. There is not many reasons to use big two handed weapons in the game anyway, one WotEP or not, doesn’t affect the whole weapon groups.
  14. And Berserker/Streetfighter will probably out-dps both. Not that it's a helpful advice though, as OP asked advice for his particular combo. Thus said, I want to give my opinion on Monks in general. Honestly, I don't know why everybody is crazy about Monks. Sure, there are some nifty abilities at higher levels, but right at start they are pretty boring - no Full attack abilities, except for Stunning punch, which becomes renewable on crit at high levels. Knockdown attack and AoE kick, which stagger (and later Stuns) enemies in cone, both Primary attack, so no synergy with dual wield. Fire lash and Int boost are good, but you either have them or use your abilities, so do. Rooting pain is interesting, but I'm not sure it's such gamechanger. I tried to start with Monk at 1.0 version, but it was a bit underwhelming due to lack of abilities, so I started trying other classes. Maybe my expectations were too high, maybe I expected to combo special moves or something, but auto-attacking with bare fists almost all the time and general squishiness left me unimpressed. I recently made a pure monk adventurer (14 lvl) and tried to use in my party. Kicks, stuns and buffs surelly made it more entertaining, but performance wise it was still not as good as my Marauder. No special effects from weapons, no crazy stacking speed buffs (frenzy + bloodlust), no fancy combat teleport for repositioning (though Flaggelant path is pretty nice). Extra stuff on crits and renewable full-attack with stunning fist are good, but without Berserker crazy hit-to-crit conversion it is unreliable in tough fights. Only thing that I really like about monk is renewable resource - Wounds, on other hand almost all really cool abilities work on Mortification, so you run out of it pretty fast. Oh, and extra range on melee attacks - this is somewhat unique. I probably playing Monk wrong way or something, but it wasn't that fun at earlier stages and on quick test wasn't mindblowing at midgame. Why assumeing primary attack has no synergy with dual wielding? You recover faster and can use it more frequently. And why can’t I use abilities when I have INT and fire lash at same time? Monks have two pools.
  15. Active doesn't stack rule is not applied to Healing per tick spells, we need to address that!
  16. funny, but my inquisitor was using time parasite all the time late game. don't know where you got the idea that mulitclassing ciphers don't get that spell. it's level 8, not level 9. and again, right above your post, I made a very detailed argument about how ciphers are a LOT more than just dominate and charm. did you even read it? *shrug* I'll make sure to ignore your response in kind. Multclass doesn’t access to 8, 9 level ability, and time parasite is lvl 8 spell. Maybe u shall learn to read first
  17. DoT until combat end is bad design because if u hide, your enemy will always dies(unless they have infinite renegeration). I tested that dagger on Maia once and she has a permanent DoT even after quit party and recruit.
  18. This is not a bug, the low base damage is trade for it's cone attack. But I think the damage is a bit too low that discourage me on using it, 2h weapons are already inferior to dual wielding anyway, they should have crazy stats.
  19. I have the same feeling when I saw people complain balance is not important in this thread
  20. Don't forget there are potion that increase your PL, and amulet of stone that increase PL, I said it's min-maxed monk for fist. A not min-maxed monk cannot get greatsword equal damage on his fist.
  21. The wild mage in bg2 is good because u can mimic high level spells, use one lvl 1 spell slot to mimic time stop is sweet. But I guess the gain of wildmind is not enough for the risk.
  22. Imo some of the fun is once u have some idea, go do some test or experiment in the game. At least to me
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