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Everything posted by dunehunter
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Yeah if it really being nerfed from 40% to 30%, gonna be pretty bad. I also find the continuous nerfing of FoD unnecessary. The Eternal Flame only gives +10% lash, while Monk can get a passive of 50% lash with additional 30% lash temporaly. Probably because of BW/Assassin build but I don’t think the issue is because of alpha strike, rogue ability tree has some serious issue.
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First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
"Touch of Death Destroyed Accuracy vs. Will" But: "This spell may only be used on those that are Near Death" Bad for my St Elga Death Godlike though. Yeah I didn’t notice it’s only affect near death enemy because Cohh switches too fast Good thing is that it targets will instead of fortitude. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
As I said above, revive is limited to 5 times because of wound. You are dead and game over if u have full wound. Also are u sure death won’t cancel SA? Well, it restores you to full health, and you'll have a ton of health by that point, as well as good healing. Not to mention St Elga's death prevention, priest Barring Death's Door, etc. (Is there definitely no way to heal wounds during combat?) Seems like a much more interesting playstyle than spamming boring old FoD. For go death again and again? Have fun with the new style -
Ranger seems to be in the same boat. The bottom right of both the Ranger and Rogue ability trees seem to be completely empty. I wonder if the Devs just came up short on ideas because these two classes feel like they are about half a class. Both seem like MC material because of the lack of high level abilities. That's what I thought. Guess I'm gonna multiclass that rogue with a fighter. Also at first glance, that stunning shot is just the same as barbarian's lvl 5 passive, isn't it? A lvl 9 ability does same thing as a lvl 5 one? I thought the game is pretty balanced in beta 4, but when I saw the full ability tree, I'm kinda worried.
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First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
As I said above, revive is limited to 5 times because of wound. You are dead and game over if u have full wound. Also are u sure death won’t cancel SA? -
Yep. They stated that they weren't going to change it sadly. On one side it is a nerf because u get less status. But on another side, it prevents u from one cast of each type of affliction. I consider it as an uptune. It's also why that fighter lvl 8 inspiration ability is so great. You are immune to all afflictions with that buff, for one time.
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First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Also Monk get a passive that will have 25% chance to do extra attack when critical hit. Stacking with Swift Flurry, isn't it the same case of beta 1? I mean the reason they nerf the trigger chance of Swift Flurry from 50% to 33% is because it can cause some cascade issue. And then they designed another ability to pair with Swift Flurry? Weird design decision to me. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
There is a pure visual bug with some DoTs. For example Taste of the Hunt in beta4 was listing in it's tooltip "total damage" instead of "tick damage".Seems that Sacred Immolation and Disintegration share same problem. If this is the reason then it make sense. But I'm afraid this visual bug gonna make a lot player very confused about these abilities. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Paladin seems be nerfed really hard, deep defense reduce to +12 all defense from 17. FoD nerfed to only 25% fire lash, eternal flame only 10% lash. Sacred Immolation does 43 raw damage to u per 3 sec lol. The upgrade of all extortion seems pretty boring to me, and the high level passive is self revive ok... -
This is my first impression on the full ability tree, Cohh is too fast that I might be wrong with some abilities. Barbarian ------------------------------------- I feel the high level ability of barb are quite solid. Specially Bloodthirst and Barbarian Retiatation. Bloodthirst gives your character 10 second of 0 recovery time when killed a target. This is super powerful in current system because everybody is pretty slow and with the calculation formula u cannot reach 0 recovery normally. Barbarian Retiation will do a full attack to anybody who critical attacks you. This is much better than riposte now, but I cannot argue beause it is a lvl8? ability. Chanter ------------------------------------- High level innvocations and phrase are pretty solid imo, I feel chanters are No.1 supporters in Deadfire because they are so versartile. They have good self-buff, instant CC, powerful summons and phrase support like lash and life draining. What else they cannot do? Cipher ------------------------------------- Seems like cipher has a lot passive that benefit from critical hits, like get focus when crit, get damage shield when crit. Druid ------------------------------------- High level wildstrike seems pretty powerful. A multiclass druid would regret missing these Also I remember seeing one spell that can destroy target when failed will check. Ouch! Fighter ------------------------------------- Many great high level abilities imo, both good on offensive/defensive side. Fighter/Cipher can be very potential because cipher has a lot passive that benefit from critical attacks. Monk ------------------------------------- A lot passive that grant u bonus for per wounds u have, with max wound you can get 10 Might(helwalker), 10 Con or Int, 3 armor or 50% fire lash, 10 accuracy. I wonder if Shattered Pillar can make up these penalty for only having 5 max wounds. But they might do because the high level ability looks pretty powreful. Also that lvl 9 ability looks super powerful, as I said in general discussion. With full wounds u can do 1300+ damage with it and protentially 2000+ when empowered. I also remember the upgraded long pain will allow u to use any melee weapon in a short range. Paladin ------------------------------------- I remember to see a passive that revive yourself when u have resource point left, so it mostly makes u unkillable. But I'm pretty sure it's limited to 5 times per combat because of wound. But huge nerf to Sacred Immolation if I remember correctly. It does 43 raw damage to you per 3 sec(seriously lol, I'd name it Suicide Immolation instead). Ranger ------------------------------------- High level abilities feel pretty meh, Twin Shot is an active not passive ability. And the lvl 9 abilitiy is turning invisible, i mean lol? Aren't they strikers. I feel like barbarian is more a striker than ranger. I didn't remember anything specially good, a lot abilities buffs pets so I might underestimate them because pets are good in late game. Rogue ------------------------------------- Deathblow is weapon damage only so sadly no caster synergy unlocked. And looking at their high level abilities, I just thought I saw a wizard, a lot smoke cloud, grenade stuff. They don't get any self-buff until lvl 8, and then u get swift with upgraded shadowing beyond. Also the lvl 9 ability is shadowing beyond + full attack.....zzz. I mean u can do the same thing as a lvl 3 rogue...... I think they gonna suffer the same issue as they did in PoE 1, unless there are some big changes to the ability tree. Priest ------------------------------------- The spells seem to be pretty similar with their PoE 1 version. But the cast time slower so I think as a supporter Chanter is better overall. Devotion of faithful is still a good reason to take a priest tho. Wizard ------------------------------------- Too fast to see anything in detail, but I remember the Citzal's armry spell is letting u transformed or so, dunno what it really does. Also the subclasses are untouched and remain horrible imho.
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No kidding. That Monk ability that does 500% crit damage is what dreams are made of. 60-80 crush damage, 500% crit damage. I wonder if lash applies to this, if yes then a helwalker with max wounds can cause super high damage with this ability. As you can get +80% lash from lightning strike/burning wheel, 35 Might, thats a 1.8 * 1.75 = 3.15 times of origin damage. 70 * (1+500%) * 3.15 = 1300 damage ouch
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As @kmbogd said, the fomula is: If the sum is >=0 you have the formula that you mentioned: rolled_dmg * (Step_SUM + 1) * MightModifier. For example if the sum steps turns out to be 0.75 then your damage would be rolled_dmg (0.75+1) * MightModifier. If the sum is <0 you have the following formula: rolled_dmg/(1-Step_SuM) * MightModifier. For example if the sum of the steps turns out to be -0.75 then yout damage would be rolled_dmg/(1-(-0.75)) * MightModifier = rolled_dmg/1.75 * MightModifier Why do u get such conclusion? It is totally wrong and misguiding. In the case u raise: 1) 50 penalty, the fomula is rolled_dmg/1.5 = 0.67 * rolled_dmg; 2) 1% bonus and 50% penalty, your sum = -49% so u use the rolled_dmg/(1+0.49) = 0.67 * rolled_dmg;
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Soulblade/Devoted, double penetration bonus, Conquerer stance + Borrowed Instinct = high acc + high deflection, Cleave generate focus -> focus for Soul Annihilation -> SA causes more Cleave. Also quite tanky in late game due to fighter abilities and good motility due to Charge. Ascendant/Goldpact, open fight with FoD to get max focus, and get buffed by Eternal Flame because the lash applies to Spells. Also Sworn Enemy increase spell damage. Light armor + Gilded Enmity can make sure you are sturdy, also make u cast faster than wearing heavy armor. Mind blades is pretty strong in this setup. Soulblade/Assassin, backstab to generate focus, then use SA, but is too fragile so I don't recommend. Beguiler/Ranger, good because you can cause flank easily with pet, which synergy good with Beguiler. Also ranger has Mark + Stalkers Link that offer u +20 accuracy, this affect spells too so your CC will rarely miss. Cipher/Monk I haven't tried but should also work because monk has the best autoattacks now, combo with cipher to get soulwhip would be great.
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Also a Bleakwalker/Assassin is better as a solo hit&run build, I don't find it super powerful in a party because if you fight enemy face by face, you can only turn invisible two time and that means u can kill two mob and thats all. The combo doesn't have any aoe ability or any self-buff to boost his autoattacks. Players saw it's powerful alpha strike but didn't see the issue of the build, also if you check Sin Tee's other PoTD solo playthrough, he used a pure wizard and facetanked all mobs, isn't that more powerful than a BW/Assassin?
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To some extent sure. Look at BG2 and how many players used the kensai/mage or kensai/thief build. But as stated above, those who do that are mostly those who hang out a lot at forums like this, and that's a clear minority of the entire player base. Most of the players will stick with some build they think is cool as a concept. I know how powerful a kensai/mage or a fighter/mage can be in bg2, but I never played one in my countless playthrough. I play whatever class I like, not whatever class that is the most OP.
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One problem with greatsword is low penetration because 1) it has two damage type, which means it has only penetration of 6, 2) unlike one-hand sword, it doesn't have modal that increase penetration. Which result in 2h sword to have the worst penetration in the game. Ironically 2h sword in PoE 1 is good aganist high DR enemies because of how DR worked.