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Everything posted by dunehunter
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Let's gather feedback for AI customization here
dunehunter replied to Doppelschwert's topic in Backer Beta Discussion
Yeah I mentioned something similar in Bug subforum, my unbroken would chase one escaping enemy and lose all his engagement to all surrounded enemies even if I have disabled Keep movement on disengage, which pretty much mess my plan up. -
Arcane Reflection spell and Power level
dunehunter posted a question in Backer Beta Bugs and Support
So what does Power level do for spell Minor Arcane Reflection? The description says 100% chance to reflect 15 level of spells. Should Power level boost the level of spell that can be reflected? Or it just add duration? -
*Missing String xxx* Mega Thread
dunehunter replied to Aarik D's question in Backer Beta Bugs and Support
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Shield Mastery of Unbroken is nerfed to +1 Armor rate too.
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Let's gather feedback for AI customization here
dunehunter replied to Doppelschwert's topic in Backer Beta Discussion
Mark abilities, Mark the prey and Sworn enemy should have a conditional to check if the target is already marked, otherwise AI will repeat to mark marked enemy. And it seems that after Action Delay AI doesn't check conditionals, so if I set it to 5, my monk will activate Lightning Strikes every 5 second regardless if I have a Dex inspiration or not. But in my understanding, shouldn't it just be the interval of how fast the AI check the conditional? -
If the battle ends too fast, like some of us complain that the titan fight ends in 10 second while the wizard waste 6 second casting. So if you cut weapon damage by half, combat might end in 20 second, then spells feels much better, or u can make spell cast time half. So 20 second in battle, 6 second cast time versus 10 second time 3 second cast time. The former has a slower battle pace for sure, later is how it works now(if we decide to fix cast time).
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^ Slow Mode, BAM!) Or it's easier to decrease all weapon damage by a factor of 2, and increase the duration of buffs and cc effects? Btw regarding unrewarding: pssst, I know a few slow spells I voted for downtune weapon damage than boost casters. Make spells faster just fasten the combat pace, which against devs original design.
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Let's gather feedback for AI customization here
dunehunter replied to Doppelschwert's topic in Backer Beta Discussion
Yeah I wish we can add auto attack too, sometimes when I set Sworn Enemy -> FoD nearest enemy, then my character start to attack another target because he come closer! -
I just feel that the more Min-Max we dig into melee class combos, the further it left casters behind...
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Yeah it amplifies your damage by more than 50%. And is instantly casted not like frenzy, and it only cost one power point! FoA is primary attack, so single weapon might be better?
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Honestly Lightning Strike is the main reason I multiclass into Monk, it’s the best Monk ability imo. Specially with the new AI, you can set it so your character will automatically use it when it expired.
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But u can use lighter armor as Berserker, because your armor rate is already 3 ahead of other class. So u don’t need Armored Grace.
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1. Yes, DoT damage only based on your initial damage. DoT duration affected by INT. It’s different from POE1. 2. If the DoT source is a spell, of course Resolve will affect DoT damage. If it’s made by physicial attack, only Might will affect. Ok, so for optimizing wounding shot dmg i should max both str & int. No more dumping int I don’t think u need to max INT, because if you build your ranger right enemies won’t last that long to take full wounding damage. But dumping INT is a bad idea for sure.
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Yeah I agree, before the patch Wounding shot was pretty awesome, you can do a lot damage with it, but after patch I did some test and the damage is tuned sadly. Mark the prey is worse than Sworn enemy for sure. Edit: Wounding shot is still not too bad, with the previous Helwalker/Sharpshooter I can still shot over 100 damage with crossbow, and Wounding shot ticks 50% of the damage, around 50 DoT for like 4-5 ticks depends your INT. So u can still dd over 300 damage with it, tried arquebus and it's even better, 120 initial damage with a 60 DoT, potential to do 400+ with Wounding shot. And the cost has been reduced to 1, so you can use it twice as many times (if you have the time...). That's a lot of uses. So using it with Hunting Bows or other fast weapons might not be so bad. (Firearms + quick switch being even better but you can only use 3 of your Wounding Shots.) Should be able to stack raw DoT and use Combusting Wounds..... And when u got Driving flight, your Wound Shot is doubled or Rod + Wounding shot for Aoe DoT perhaps?
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I think the main problem is not two handed weapon too weak, but the inner bonus of dual wielding is too much. That -50% recovery time is balanced based on POE 1 penetration system. If single handed gives 12 Accuracy(which equals to 12 Perception), then dual wielding should be slower, maybe gives -30% recovery time. Btw why single weapon outdamagd two handed too??? Btw2 I feel Sabre has the best modal among all dps average weapon. I’d rather attack slower than -20 deflection from sword modal, no thanks! Devs seems to favor Sabre a lot!
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One thing that always confuse me, the +20% damage of Sabre is calculated in basic damage or with other additives like sneak attack?
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1. Yes, DoT damage only based on your initial damage. DoT duration affected by INT. It’s different from POE1. 2. If the DoT source is a spell, of course Resolve will affect DoT damage. If it’s made by physicial attack, only Might will affect.
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Seems like all penetration bonus is nerfed a bit, Tenacious gives 2 penetration instead of 4 now.
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Although the spell itself has 0 recovery time, it seems when u cast the spell and transformed, you are acting like u were switching weapon (from barehand to Orge club), thus need to wait for the weapon switch penalty time, which doesn't make sense to me because other summoned weapon doesn't have this issue. Secondly, all other summoned weapon basic damage is scaled with MIGHT, and when u attack, MIGHT is applied to your damage, so MIGHT is applied twice. For Ogre Club, it use Resolve instead of Might to calculate basic damage. I'm thinking there should to rules define about all these summoned weapon because now it seems a bit messy and inconsistent here and there.
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Backstab not work as descripted
dunehunter replied to dunehunter's question in Backer Beta Bugs and Support
Screenshot below for the issue. Neither Sneak attack nor Backstabbing is working. -
[BUG] Citzal's Spirit Lance last much shorter
dunehunter replied to dunehunter's question in Backer Beta Bugs and Support
I had this issue in the last patch, currently I don't have encounter the problem :/