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Everything posted by dunehunter
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During my test I find the CRE_TIGER has a beautiful ability called Flurry of Tiger, I added it to my character and suddenly I fall in love with it :D Specially compare to the extremely slow recovery time now, I have to admit I missed the 0 recovery in PoE 1
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I wanna ask this question since beta1, but always forget to do so. So Wild Sprint gives Nimble(+5 Dex, +100% Stride) and immune to Engagement. Swift gives +5 Dex, +100% Stride and immune to Engagement. So why make it so complicated to split Wild Sprint bonus into two? The only reason I can see here is to make Wild Sprint slight better than just pure Swift because the immune to engagement part cannot be encountered. But anyway, this seems to be an oversight to me.
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I would love to hear that sometime, lets hope he will turn up at some time to tell us. Blade Turning + Riposte? I think it is not working anymore, not sure because since the Monk fist bug I never played a monk in beta.
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The Black Jacket (and the increase of proficiency points)
dunehunter replied to Boeroer's topic in Backer Beta Discussion
I'd say why add both Armor rate and Penetration into the game to make it complicated. If we remove penetration totally and there is only Armor rate and Armor type, for example: 0~10 armor rate where 0 AR = 0% damage absorb, 5 AR = 50% damage absorb, 10 armor rate=damage immune. Armor type slash, pierce, crush, elemental(fire, freeze, electric, corrode). High penetration weapon like estoc and warharmer now functions that they can bypass certain % of damage absorb. For example warhammer has pierce/crush type and ignore 50% of the damage absorb but has low base damage. Will this be easier to understand and implement? I played a lot of Dota/Dota 2 and Imo their armor system is easier to understand and work solidly. If you wanna be more tanky, boost your hp or boost your armor. If you wanna deal more damage, boost your damage/attack speed. Some special dps build can also aim at reducing enemy armor. But anyway split armor system into armor/penetration can make things really confusing. -
Yeah and they fix it by not allowing normal weapon without lash to be enchanted with lash
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I wouldn’t compare a soul bound weapon to a normal weapon tho. And if you take the enhancement cost into account, most of soulvound weapon has much more than 14 point they should have.
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I strongly disagree. For me 2H MUST be the best DPS. 2H > 1H Slow > 1H Fast > DW Slow > DW_Fast > > > Shield_Fast > Shield_Slow Speed add 'secret values' of DPS... at equal DPS... Ideally : 2H = 4s, with best DPS 1H = 3s 1H Fast = 2s It is logical, if your weapon is heavier, you attack slightly slower. Equal DPS = I choose Dual wielding because fast attack add an additionnal invisible DPS. (bottleneck effect = 50 000 damages on 30s recovery with an ennemy with 1 HP left... Loss of 49 999 damage, and I have to wait 30s) + Double effect of two weapons > One effect to one weapon. (Unique, Soulbound) I'm taking into account speed, namely that DW will hit more frequently than 1H_Slow or 2H which (rightfully) have the same speed in Deadfire. Giving DW the highest DPS and giving 1H and 2H lower DPS but situational advantages(high defense enemies and high armor enemies respectively) is inline with PoE's tradeoffs and doesn't further increase issues of underkill as MaxQuest calculated. And I would count the double effect as a weakness as well as an advantage for DW, because they've got to find another weapon with an on-hit effect or enchant one while 2H and 1H only need one weapon to find or enchant. Assuming Deadfire is like PoE, Unique and Soulbound will be very limited and outfitting a DW will be more resource costly than outfitting a 2H or 1H, unless we're swimming in Helwax Molds or whatever resources are required to get top tier enchantments. But the material cost of enchantment is doubled for 2H weapon isn’t it? I don’t see why 2H weapon has advantages here unless they change it in DF. Talking about weapon bonus. If it remains that all weapon has same enhancement maximum limit of 14 point. You get double stats bonus when dual wielding. So if you wield a sword with +2 Con, DW gives u +4 Con. So can u find a 2H that gives +4 Con? At least in PoE1 it’s not possible.
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Animation for holding greatsword in DF
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Well there are a lot unrealistic element in PoE too, like Strenght affect firearm damage, Swift Flurry triggers addictional attacks for ranged weapons. I’d rather see unrealistic stuff in stylishness than game mechanism. -
The Black Jacket (and the increase of proficiency points)
dunehunter replied to Boeroer's topic in Backer Beta Discussion
Like this idea, attack enemies weakness => swap weapon => using BlackJack’s feature. If ppls find no urge to swap weapon then the easiest way is give them bonus to do so. Just wonder how hard is it to imply this mechanism in-game. Since there are nothing called armor weakness in game, only immune. And all armor difference is just data. -
Well to me I never bother dealing with confusion because I don't think it is a big deal. Enable friendly fire hurts a caster build more than melee build. You can pick Berserker/Fighter and pick Tactical Barrage if u really care about confusion.
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Yep, even after the nerf of FoD and assassinate, it is still pretty good. One issue is the duration of Smoke Veil is short, so if your dex and int is low, there is risk that you turn visible before the recovery time. In compare Berath/Stalker is easier to use because u just wounding shot everyone u see and it does massive damage. I hope summon weapon cast time got uptuned in the future.
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Ah sorry my mistake here What I really mean is that since neither Ranger nor Priest has a good additive bonus like sneak attack or soul whip bonus, I use savage attack here for replacement since ranger's high accuracy.
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[Bug] Two bug for spell Taste of the Hunt
dunehunter posted a question in Backer Beta Bugs and Support
1. Shown damage is different from combat damage, in combat it says 74.9 raw damage, while in spell info it says 28 raw damage. 2. combat log shows different duration, hold shift shows 12.5 sec, another shows 6.6 second. Also 12.5 is not the same as 13.1 in spell info. '-
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Since damage is based on how many multipier you can stack, I've come up to two pretty strong combo in the current beta. 1. Berath Priest/Stalker High accuracy bonus from ranger, +10 from mark the prey, 10 from flank of pet, 10 from Stalker's link, +20 from accurate wounding shot. Many damage multipliers, +50% from savage blow(since ranger/priest doesn't have sneak attack), +50% lash from spritiual weapon, +60~90% wounding from wounding shot, you can even cast holy power to get +5 Str. And all of these works as multplier. On an average wounding shot u can deal around 140 damage and with 90% wounding if Max INT. Critical hit can do 160+ damage with 90% wounding. 2. Boar shifting druid/Rogue Same idea as previous build. You get a lot damage multipiers. +50% from sneak attack, +20~40% lash from Wildstrike, + wounding from Deep Wounds and from Boar form. Furthermore u can use Taste of Hunt to get more DoT damage. Combo 1 seems to be better as it gives more accuracy bonus, tankier, and works earlier than 2. But summon weapon could be a problem because the casting time issue.
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I think the damage OP shows is a bit misleading, acutally the base damage of Spritform is not changed at all. It's always 13-20. The OP included bonus damage into its data. But yeah I feel a bit boring while playing shifter because I cannot gain benefit from gears. It seems to be a better class for companion than MC. Yes it was misleading, the base damage of the character didn't increase it got 15%. I will correct the OP immediately. # corrected the OP, it should show the real numbers now. Thanks Dunehunter! And sorry to correct u again... but the damage/accuracy of your natural weapon is not scaled with power level, but your real level. I don't think its your mistake, but because how misleading the info show in beta currently. Natural weapon is considered as a summon weapon when u shifted, so it follows the same rule as summon weapon, which accuracy/bonus damage is scaled by level not power level now. Actually it's kinda weird that summon weapon is scaled with level while monk Transedent suffering scaled with power level. So a single class Wizard has same summon weapon as multiclass one, while a multiclass monk cannot get same fist power as single class one.
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The Black Jacket (and the increase of proficiency points)
dunehunter replied to Boeroer's topic in Backer Beta Discussion
Exactly, and also depends on how much penetration buff you get access to. Not to mention that Josh wanna boost average penetration of weapon by 2 in next beta, I feel even less urge to use high pen weapon after. -
I think the damage OP shows is a bit misleading, acutally the base damage of Spritform is not changed at all. It's always 13-20. The OP included bonus damage into its data. But yeah I feel a bit boring while playing shifter because I cannot gain benefit from gears. It seems to be a better class for companion than MC.
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If you make 4 swings with DW_FAST it's overkill by 20 dmg.If you make 3 swings with DW_FAST it's underkill by 10 dmg. It may feel so. But the whole thing depends on: is enemy hp divisible by your weapon damage.And I don't know yet how to mathematically compute this possible discrepancy. Overkill/Underkill seems to be the two side of same case. But let's use an extreme case. Weapon A does 50 damage in 50 second. Another weapon B does 1 damage per second. It's obvious that weapon A will overkill/underkill more easily than B. So I'd say 2H weapon cause overkill/underkill more easily than DW fast weapon.
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Since like for abilities that gives damage modifier, DW is much better because it has close damage to 2H on Primary attack, but is much better on FullAttack ones.
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You probably wanted to say that weapons with higher base damage have an effectively slightly less dps, because part of the damage is lost due to overkill The thing is: you make a valid point. But there is more to it. Imagine also such an example: - enemy has 100 hp - you have a 2H weapon that deals 50 dmg in 4s (i.e. 12.5 dps) - and you can DW_FAST that deal 30 dmg in 2.4s (i.e. 12.5 dps) The 2H setup will kill the target in 8s. (2 swings) The DW_FAST setup will kill the target in 9.6s (4 swings) What I want to say is that besides overkill there is also underkill damage; which partially equals the scales. From what I understand, this is also overkill isn't it? But the point is 2H weapon cause overkill more easily than fast weapon.
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Animation for holding greatsword in DF
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Yeah I'm pretty sure the DF team refer the animation of swordman based on real life, and is more practical. But well this is a fantasy game so I'd like to see stylish than practical on animation -
I strongly disagree. For me 2H MUST be the best DPS. 2H > 1H Slow > 1H Fast > DW Slow > DW_Fast > > > Shield_Fast > Shield_Slow Speed add 'secret values' of DPS... at equal DPS... Ideally : 2H = 4s, with best DPS 1H = 3s 1H Fast = 2s It is logical, if your weapon is heavier, you attack slightly slower. Equal DPS = I choose Dual wielding because fast attack add an additionnal invisible DPS. (bottleneck effect = 50 000 damages on 30s recovery with an ennemy with 1 HP left... Loss of 49 999 damage, and I have to wait 30s) Not only because the bottleneck, but also faster responding time. With 2H u have 4 second that u cannot do anything but recovery. Fast 1h weapon is faster so u can respond to enemy faster.
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How do you like the animation of characters when u holding a big sword? I uploaded two pics, one in DF one in DOS2, which one do u like better? Personally I feel that the animation in DOS2 is cooler and the DF one is a bit awkward...
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No currently it doesn't speed cast time up, but I like the idea. One issue is if cast time is affected by powerlevel, it will make empowered spells even faster. Since empowered spells are already pretty strong, not sure if it is a good idea to do so.