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dunehunter

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Everything posted by dunehunter

  1. Does it do any good so far? I haven’t used serafan and curious if wild mind does any good.
  2. A min-maxed monk’s fist will do almost same damage as legendary greatsword. And much higher penetration. If u didn’t min-max it then no. The transecdent suffering is tied to your power level so if u manage to stack it super high yeah fist has more damage than great sword, and fast weapon attack speed. I don’t think the OP’s comparison is unfair, since he is comparing using lvl 1 characters. Fist does have bonus that time, but even in late game, fist has more bonus than normal legendary weapons.
  3. But it's not a noticible one. Devoted has a penalty to use other weapons but why would it ever? +2 Pen means you pretty much never have to switch. Just pick swords and you will always have a cutting edge weapon and another +2 pen on demand. About as many people pick base Fighter as pick base Chanter/Cipher: none. Where did u get the statistics that how many people use base fighter, how many people use base chanter/cipher? I’m curious about that.
  4. Accuracy from Sworn enemy? And for a solo run what’s the meaning of engagement slot?
  5. Paladin has different disposition, that's their drawback, Devoted has penalty use other weapons, that's the drawback. No reason to take a base Chanter/Cipher over Troubadour/Ascendant, it's an issue.
  6. This is not a mechanism bug, but an UI bug, the bonus only applies to attacks from stealth and invisibility, but from UI you cannot tell this. Same for Zahua bonus, it doesn't give u +15% duration for beneficial bonus, only for drug duration.
  7. For CC or for dps? For CC, I vote for Ball and Chain, it's special knockdown on crit has a much longer duration than normal knock down. And nobody in the game is immune to Knockdown, thus it's the best weapon for CC. For Dps, there are many good ones, I vote for Magran's Favor. The +2 Fire power is really good for mage or paladin. The on kill effect and lash is also decent.
  8. Maybe there will be a mod later that let u recruit your shipmate as a sidekick.
  9. So we know all active ability/spells doesn't stack. But there is an exception, that is health regeneration, they all stack with each other. A possible consequence is a healing machine can hardly die when combine with high deflection high armor. A herald with double healing aura/phrase, a lifegiver druid and etc. Imo if armor bonus doesn't stack, deflection doesn't stack, then healing ticks shouldn't stack, but only the highest one applies.
  10. Personnaly I hate undroppable gears. I prefer the you get what you see. The problem is when they nerf abilities and items, that nerf enemies too. But if enemies where smart enough they could use all the abilities at their disposal (I don't know if enemies use bombs, scrolls etc... could be a way to give them more power.) When you see the party AI, they need to design some specific group AI for each encounter (or template) with the same tool. Time consuming but it would give you the feeling of enemies using team tactics. You could create groups with a personnality. About prebuff, that an issue with the spell system that could perhaps be fixed. You've already have the lifeguard spell you can use out of combat. They could design/redesign some spells that don't have a duration, can be casted out of combat and fire up with certain condition (blooded, hit etc...), they just need to make it these spells 'reserve' a spell slot that can't be recuperated until the spell is used/dispelled. So your casters and enemies caster could get some precast spells before combat start. I mean yeah I agree with you, a good AI is better, but a smarter AI need a better AI programmer, which might be hard to get
  11. In Baldur's Gate 2, the devs give enemy some undroppable gears, that's dramatically increase their power. Like an undroppable +5 longbow which shot dispeling/slaying arrows. These undroppable equipment is a smart and easy-to-implement method to increase enemy power. Don't need to code an extra monster template, just give some elite enemy some strong gears to make them special and powerful. And the tactics mod make the 'cheat' even further, all mages are prebuffed before battle to prevent them from being killed by alpha-strikes. Some health lock to prevent instant death and etc. Even it's a cheat, it was very fun and challenging mod.
  12. So why Chanters can control his summons, but wizard and druid cannot? Weird decision.
  13. Yeah an Ogre transmuter who can transmute into an ogre.
  14. How about a comparison that is more apt for the setting and topic? Let's compare an NFL Defensive Back to an Olympic Sprinter. Both are people who have trained & studied their whole lives to essentially do one thing: run really fast. Everybody. IRL who isn't physically disabled somehow can run. But only a handful of people are skilled, trained, have the necessary level of commitment & physiological gifts to be world-class runners. Cutting-edge elite athletes are just as rare, or rarer than top-tier scientists and doctors, and have years of exceptionally specialized knowledge & experience in their specific fields. Even then an Olympic sprinter isn't automatically going to be able to play defensive back at an NFL level, as football has showed us many times that just Being Really Fast doesn't automatically make you good at football. In the same vein, a Defensive Back who isn't as flat-out fast as his opponents can frequently make up for it with proper technique and knowledge of the game. Thus we get to how "soul magic" works in Eora. A Barbarian has learned that through channeling the power of his soul into his body in different ways, he can augment his physical abilities to perform super-human feats that we would qualify as magical. A wizard, after years of study and experience in his craft has learned how to warp reality at his will with the power of HIS soul. This allows him to command the elements, summon weapons & armor, or cast illusions to confuse & bewilder his foes. Like the sprinter & the DB, both use the same base ability inherent to every being in their respective world's people (running vs soul-power utilization). Yet like the sprinter vs. the DB, they utilize specialized knowledge in their fields of expertise to accomplish different feats with the same basic ability. Now you may not like that that's how the setting works, since you seem to think that only people who have devoted their lives to studying the building blocks of reality should be able to do things other than hit people with sticks and do sick gymnastics. But that's not how it is, and frankly you can't convince me that it SHOULD be that way. And yet, pretty much everything the wizard can do, is able to be done by other classes with no cast time and no magic book. Conjure weapons? The barbarian said "CHECK, and mine are nukes." Teleport and switch places with someone at will (a spell of the wizard) the rogue yells "CHECK, and I can do it instantly, over and over and over" Fly? The wizard says "nope sorry, can't do it.... Barbarian says "I can! like Johnny fking flame!" Shoot magic projectiles? The barbarian says "yep, I got you, and they come from my mouth, knock people over and are instant cast" The concept is broken guys. Playing a wizard blows in this game. You raise some example where other classes can do better than wizard. But there are more things wizard can do while others can't. Anti-spells, steal spells, turn someone else into a pig, devastating meteor shower and so on. You cannot say one class is useless because someone else can do better in some field. Paladin is useless because priest can buff the whole team while pal can only buff one? No he's tankier and can do some good alpha-strike, Ranger does less damage to multiple targets so it's no meaning to play one? No, they are good magehunter as u can easily dispel enemy wizard protections and then shutdown them. Deny one class's function by raising examples where they perform less is not very convincing. Every classes has and should some shining point. If a wizard can do everything others can, what's the point of classful system.
  15. Fighter, Paladin's lvl 8, 9 abilities are meh, there's little reason to single class them. Rogue is weird because his lvl 8, 9 abilities are OK, but... Gambit is a bad design because it excludes you from using other abilities. It's a 100% refundable ability when u have 10+ Guile, which result in you can just respec and remove all your other active abilities. The ability itself is not bad, but it's bad in the rogue tree. Ranger lvl 8 abilities are good after new patch, lvl 9 is meh. Barb lvl 8, 9 abilities are good. Monk has insane lvl 8, 9 abilities even after nerf. Chanter has summon drake, no doubt how powerful it is. The 12 jump Tornado is also very powerful. Single class wizard is very strong, same as priest. They still dominate the later game with their empowered AOE blasts. Those who said single class Priest is weak, you shall try the lvl 8, 9 empowered blasts, they are really good. Cipher is meh honestly, except Ascendent who spam Time Parasite. Druid to me is like an inferior version of wizard, that's all.
  16. I can understand the 'Body Stats' is inconsistent because Concelhaut changes his body, but why the hell his 'Mind Stats' is also reduced? And lower than Xaurip yes, that's an insult basically...
  17. There's only one weapon can can let u reach 0 recovery time, check this thread: https://forums.obsidian.net/topic/101313-scordeos-edge-salvation-time-funny-synergy/ Edit: not sure if this is still doable in 1.1, but i read somewhere the buff time of Scordeo's Edge is extended to 5 sec.
  18. I‘d also add 'single target buff clearer' in the Pro section, Ranger has the highest accuracy, plus Borrowed Instinct your Concurssive Tranquilizer can hit anybody, no matter how higher their defenses are.
  19. Agreed, neither is the accuracy, nor each shifted animal's special attack very good. Needs some real looking into. Monk fist has no issue neither single classed nor multiclassed. It is a good example they shall copy to both Druid Spiritual Form and Wizard Ogre form.
  20. Just out.of curiosity, do we know what the max deflection build is yet? Can you actually reach 200 deflection or is the functional cap closer to like 120?I have gotten over 230, however you start really giving up other defenses at around 215 and that is really enough deflection anyway. Getting those numbers certainly takes some cheese, like never resting and stacking one-time bonuses that expire on rest. The hardest part is increasing the other defenses which is particularly important if using Wizard’s Double. Reflex and Will are fairly easy to boost up, but fortitude can be hard. This is why I think that helwalker monk / wizard is able to get the best overall defenses. 10 wounds provides 40 fortitude making it superior to paladin, particularly with the F&C nerf. I also use the pet that provides +7 fortitude instead of one that helps deflection. I plan to post a build showing how to do it, but still playing through with it. Another advantage of monk is that you can purposely hurt yourself to lower your health to a very low amount safely. Some items provide scaling benefits based on your remaining health (more benefit the less you have). For example, there is a large shield that provides up to 20 bonus deflection based on remaining health. Getting it to 18-19 makes it quite a bit better than the one based on Athletics. Mind share your screenshot where u get 230 deflection? Am curious how it can be so high.
  21. Paladin is like one trick pony, you get all good stuff at lvl 1 and then the rest of abilities are all team support ones, so nerfing either FoD, Lay on Hand or Faith and Conviction hurt it's foundation.
  22. You sworn someone as your marked enemy and you expect them to not discovery u from stealth ?!
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