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dunehunter

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Everything posted by dunehunter

  1. SC fighters and SC paladins are plainly bad imo. Unless u abuse chanter/summon + paladin to get infinite resources. Just because their high level abilities are not very attractive. They are more suitable for multiclassing
  2. Ah thanks, so I missed that from here https://pillarsofeternity.gamepedia.com/List_of_soulbound_items_(Deadfire)
  3. As topic, it seems rangers only access to Blightheart, and all any class soulbound items. I'm surprised they didn't get anything from 3 DLCs.(or am I missing anything?)
  4. Lock bosses with summons is more than an AI things to me. Starting Concentration - there is a phrase that totally remove any concentration, so even if u have 100 stacks at beginning of combat, it won't work. Regenerating Concentration - this is a good idea.
  5. I think boss should not be interruptible, otherwise you can stun lock it with interruptions. One example is the Alpine Dragon in PoE 1, it is not immune to prone so I just prone it to death, which is bit boring. The resolve thing I agree, I don't think the designer really understand how resolve works, such high Resolve means no way to extend your debuff duration (because of double inversion). The only thing that bothers me is overfloated hpmax for these mega bosses. 16825 hp is way too much for any resources limited classes. Only monk and chanter can be effective against these, even then it is very tedious and boring, the combat should be intensive, not of repetitive actions. Remember how much hp the dragon bosses in PoE 1 have? 1k at most! If we want some WoW dungeon experience we can go play WoW, but this is a single player rpg and we shouldn't be treated like we are playing MMORPG thanks!
  6. Forget you are on turn-based mode, sorry i have no insight on that mode, always play in RTWP An my conclusion is only valid if u can fully penetrate as I said.
  7. Interesting, if the resolve really uses double inversion formula, that means no matter how high your INT is, as long as enemy has high Resolve, u cannot land debuff that has reasonable duration. Because even if u have 35 INT, the duration would be 1 / (1 - (1 + 125% - 400%)) = 36.4% of original duration... Edit: Verified with my save and man.... this system is tedious... If target has 35 Resolve, with 10 INT your debuff has 25% of its original duration, with 30 INT, its 33% of original duration, 35 INT = 36.4% of original duration! This makes INT really sucks in front of high resolve enemies.
  8. Battle axe is definitely the most powerful weapon type as long as u can fully penetrate. Specially dual axe because of bleeding cut. Imagine if u attack right after each DoT tick, you double the total DoT damage, if u can do full attack right after each DoT, you triple the total DoT sum. Because every time u hit, a tick triggered at 0 sec. So normally it’s DoT, 3 sec, DoT, 3 sec, DoT. Now it’s DoTx3, 3s, DoTx3, 3s if u are able to full attack every 3 sec. Not to mention both Magran’s Favor and Slayer’s Claw has an AoE on kill effect which makes them good for killing multiple enemies too. Honestly Chromostaff is not even close to 1/3 damage output of dual axe.
  9. How does INT and Resolve affect duration? Do they add or multiple with each other? Lets say u have 30 INT and enemy has 35 Resolve, how long will a 60 second debuff lasts then? Is it 60 * (1+5%*20) * (1-3%*25) = 30s, or 60 * (1+5%*20-3%*25) =75s? Which one is correct formula?
  10. An easy fix would make Confounding Strike starting with -10 deflection penalty and extra -2 with each hit. Everyone will be happy now
  11. Can these fixes be installed separately? Because in the poll there are some polls of 90% - yes to fix and some are like 60% - yes to fix & 40% - don't care/want. So each might have their own preference. For example that backstab change, some players might like the original plus some extra enhance, while others might prefer the new raw damage change.
  12. Yeah Fire, like Pierce, is the worst type in the game. Tho u get many gears +PL to fire abilities, I guess that's an compensate. Based on MaxQuest's google sheet, there is 37 enemy types that are immune to Burn damage... more than the rest 3 types in total (17 immune to Freeze, 9 Shock, 8 Corrode)....
  13. Actually I tested that the missile of Arcane Bolts is not scaled with your PL, so it is always 3 projections. So Elemental Bolts is better yeah. Quick math here: Let's use average damage here so Arbalest has base damage of 21 (17~25), assume your additive damage bonus is x, Elemental Bolts gives 12% lash, so you get extra 21 * x * 0.12 = 2.52x. Minoletta's Minor Missiles has base damage of 5 (4~6), and it use your weapon damage bonus instead of scaling with PL, so 3 projection, 15% chance to trigger and your math expectation is 5 * 3 * x * 0.15 = 2.25x. So 2.52x VS 2.25x, Elemental Bolts is usually better unless enemy has immune to some of its elemental lash. Edit: and People says since you seldomly attack with the weapon so 15% to proc missile is less attractive, that is totally wrong, because there is nothing to do with HOW FREQUENTLY you use the weapon, for the long term playthrough only mathematical expectation matters. Elemental Bolts better is just because after calculation it has higher DPS, and that's it, nothing to do with how frequently u attack. And I can think only one case that Arcane Bolt is better, that is if u cast Combusting Wounds on enemies and the extra missiles can help u proc CW.
  14. I think it doesn’t even matter... since u will be casting instead of auto attack most of time. But since OP wants to pick one upgrade, Arcane Bolts is better on DPS side because wizard has low base damage and Arcane Bolts gives a flat damage bonus instead of percentage bonus (lash damage is based on your base weapon damage and thus better for classes like rogue). But for a ranged wizard, isn’t Blightheart better because 1) reload can be canceled at anytime so u can shot and cast immediately; 2) I remember reading in wiki the 10% lash from Blightheart affects spells.
  15. I doubt they will do any major mechanism change in such late phase of game honestly. Specially when now they are busy with the release of new game. I think tho SC chanter has quite close PL as multiple class ones, they get Lv 8,9 invocation and phrase in compensate aren’t they?
  16. Death Godlike is a pretty bad choice tho... Only works effectively for BDD builds imo.
  17. On PotD all HP are multiplied by 1.25.So Dorudugan has 16825hp. P.S. Funny thing: if you enable console commands, the "K" becomes a mouseover kill hotkey. But it can't kill Dorudugan and Auranic in one go, because it is programmed to deal 9999 raw damage only ^^ Yeap, 21 Slash AR. These are Dorudugan's armor and defense values on PotD: He only has 22 Slash AR, if you are on PotD AND have scaling enabled AND spawn him via console, because in that case he gets erroneously upscaled from level 30 to level 34 (and gets: +1 AR, +12 defenses, +12 accuracy) Here's a related bug report. Interesting, that's explained why u need to around 700 layers of Resonant Touch stacks to kill it, assume u are a Helwalker and have 35 Might, each RT will do 26 raw damage so 16825/26 = 647 stacks!
  18. Oh yes. Take a look: here There are 17 creature types immune to pierce (mostly skeletons). And those not immune to it, have 8.26 pierce AR on average. There are 3 creature types immune to slash (earth blights). And those not immune to it, have 7.73 pierce AR on average. There are 5 creature types immune to crush (bog oozes and kraken tentacles). And those not immune to it, have 7.49 pierce AR on average. But it's also worth noting that there are many sigils and obelisks immune to pierce AND slash. Meanwhile crush is quite effective vs majority of bosses and numerous skeletons. Very nice sheet @MaxQuest, yeah it seems almost all MegaBoss has a weakness in crush damage type. Edit: Ouch the hellfire ironclad has 13460 hp... How much more HP it has in PoTD? Btw if PoTD adds +2 AR to it, it should have +21 Slash AR right? But I read somewhere it has 22 Slash AR in the forum...
  19. The problem with Zerker is the self raw DoT is too high in late game, I remember a lvl 20 berserker got 20+ raw DoT for its frenzy, which can be amplified by might, human fighting spirit, power level and etc. So the final number can be like 30+ per tick... It’s close to the self harm of Sacred Immolation and last much longer... Therefore I’d rather use a vanilla barb instead of zerker, also u can get tenacious with the dlc axe that’s even male berserker less attractive to me. Maybe you can have low Might for berserker to work, but imo it's a bit counter the concept...
  20. I also have a screenshot where rest bonus stack with Sabre modal but anyway Kaylon mentioned that he remembered rest bonus stack with weapon modal so it’s no risk to raise a bug thread!
  21. Save file is too large to attach so I uploaded it to google drive: https://drive.google.com/open?id=1oE5R3yIZvJwhdfW0lu3SbDq2YzfczDTg
  22. As topic, I find that the rest bonus from Hot Razor Skewers cannot be stacked with Weapon Modal, Tenacious sometime, my game version is 4.1.2. Below shows the screenshot of provement. As you can see I have rest bonus +2 PEN from Hot Razor Skewers, and I have sword modal Half Sword on, but I cannot get both pen bonus. I also try to case Champion's Boons on my Pallgena but it fails miserably...
  23. After further test, I think there's some issue with stats stacking in current version of the game, sometimes the Penetration from weapon modal stacks with rest bonus, sometimes not. Raised a bug https://forums.obsidian.net/topic/109198-412-major-bug-passive-penetration-bonus-not-stack-correctly-with-active-bonus/?do=findComment&comment=2153203
  24. You cannot use Marux Amanth as a Brawler, Marux requires the wielder to be a Rogue/Priest/Paladin.
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