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Everything posted by dunehunter
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Fighter/Monk with Rod seems to be a strong combo... So your Stunning Blow will become an AOE stun if you have Blast modal on. And any critical attack from Blast will trigger Swift Flurry extra attack, even it is not worked as intended now, Disciplined Strike + Blast will almost make sure the extra attack is triggered, which result into another aoe blast.
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Anyone played any of the druid subclasses?
dunehunter replied to Seafarer's topic in Backer Beta Discussion
Your attack bounce twice, just tested it -
Anyone played any of the druid subclasses?
dunehunter replied to Seafarer's topic in Backer Beta Discussion
Fury's attack is like you are using a hunting bow with Driving Flight, except you cannot proficient into it. And druid doesn't have any affliction abilities like Rogue. The spell bonus for fury is hella weak too, +1 penetration to elemental spells... Compared with normal spiritual form, a Bear form get Plate armour level armor rate without recovery penalty, and its claw is like you are dual wielding fast weapon, but higher basic damage. A Berserker/Bear Shifter can reach 16 armour rate and 0.5 recovery time, with a 20% lash damage later upgraded to 40%. I don't know what you guys think about this but Imo Fury is really weak while the Shifter is a bit OP. Here is a Cat form Berserker's stats -
Summoned weapons: Universal but not for the Devoted?
dunehunter replied to AndreaColombo's question in Backer Beta Bugs and Support
From the description, isn't the Devoted iirc supposed to only be able to to be proficient in one melee weapon, and nothing else? So the current "bug" is that the Devoted can currently get multiple weapon proficiencies, and can be proficient in ranged weapons.... No, the problem is that if you want to play a devoted who relies on a summoned weapon, you're forced into choosing staffs, because that's the only summoned weapon available until level 10. Even as a straight fighter, with no subclass, you *only get staff weapon until level 10*. I'd *REALLY* love various types of summoned weapons added to the game with different effects; I'd dearly adore playing a fighter/mage who uses summoned weapons and self-buffs. Aren't priest and druid able to summon weapon too? Firebrand, Priest spiritual weapons. -
*Missing String xxx* Mega Thread
dunehunter replied to Aarik D's question in Backer Beta Bugs and Support
All Wall of xxx spell does not show correct string. -
[Spoilers] Interesting Console Command Finds
dunehunter replied to fortuntek's topic in Backer Beta Discussion
Use: FindCharacter animal Should return something like "CRE_Lion_Animal_Companion(Clone)" Thanks! that worked. -
Combat not end after Shadowing beyond out
dunehunter posted a question in Backer Beta Bugs and Support
As topic, after Shadowing beyond and leave the battle, the combat won't end. -
The +100% damage against fortitude check is never triggered for the ability.
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[Spoilers] Interesting Console Command Finds
dunehunter replied to fortuntek's topic in Backer Beta Discussion
Anyone figured out how to add an ability to ranger animal companion? I wanna add Takedown Combo to it but result in add it to my main character. -
Barbaric Blow can be used on ranged weapon
dunehunter replied to dunehunter's question in Backer Beta Bugs and Support
What about firearms -
Barbaric Blow can be used on ranged weapon
dunehunter posted a question in Backer Beta Bugs and Support
Is this intended or not? It's weird that ranger's wound shots cannot be used in melee, but barbaric blow can be used on range weapon :D -
Yeah +3 Power level when you are Near death.
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Yeah I'm just doing some test on power levels, see how much it impact on the damage. Of course nature godlike is better for casters. So if the caster time is faster and Ascendant window is removed, this subclass is pretty strong right?
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Doing some test on how power level affect Cipher spells. I picked Death Godlike Helwalker/Ascendant to try to stack as much might/power level as possible. And there's some interesting result 35 burn damage per 3 second for almost 30 second is not bad for Soul Ignition. I hope Ascendant is not so broken tho, it has some potential to be a great class.
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Ascendant has some design flaw, the subclass increase your max focus, but it requires u to reach max focus to be effective, but this two feature conflict each other, so actually it makes u harder to reach max focus.
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Screenshot as below, I can take two frenzy as a Berserker, one is the berserker version, one is normal version.
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And your script need to automatically turn on modal because they are defaultly off when switching
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I really think it depends on how the enemies are designed, and if the player is a veteran or not. This subclass is a totally newbie-trap for new players. But might be useful in experienced players.
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Should Might stay multiplicative or return to additive?
dunehunter replied to KDubya's topic in Backer Beta Discussion
Talking about delay in action cycle, I think every movement, every time being interrupted or being CCed, these can all be considered as some kind of delay between action. I think saying every point of Dex boost 3% of damage is in ideal situation. This is specially true for melee characters who will more likely to move around battlefield, and get CCed. They get less benefit from Dex than ranged characters because the actual delay between each action is higher than we thought. -
Should Might stay multiplicative or return to additive?
dunehunter replied to KDubya's topic in Backer Beta Discussion
Ok, so am I right in thinking then that multiplicative Might and multiplicative Dex are roughly equivalent in terms of damage bonus given, except that 1) Might will have a slight edge in damage totals due to Dex's irreducible frames, 2) Dex will be better with on-hit effects because they'll proc more often, 3) Dex will also speed up non-damage actions (such as casting a crowd control spell). ? Well, there are builds that doesn't rely on Dex, like Backstab, riposte and retaliation. My point is any build who doing damage will benefit from Might, but they don't necessarily benefit from Dex. -
Votary Paladin/Monks get Deep Faith and Faith & Conviction.
dunehunter replied to KDubya's question in Backer Beta Bugs and Support
I have the same issue before, didn't notice it is caused by Monk multiclass tho. -
The usefulness of Guardian Stance vs Enemy AI
dunehunter replied to mostundesired's topic in Backer Beta Discussion
Yeah I think there is an internal cooldown for engagement right? You cannot engage others immediately after they disengage. But Guardian Stance lately provides prone to disengaged enemy, which offer u the time to re-engage them. But there is some minor issue with this build tho, when the enemies is terrified and try to escape you, and you are targeting them, the AI will choose to chase the target and that results in losing all your engagement. I believe this behavior is because the flaw of current system because even I disable the 'Continue Movement on Engagement' option in game setting, my character will still chase terrified enemy and lose all his engagement, and lose all disengage attacks -
To make BlackJack's feature useful, u need to spend two more ability points into Extra weapon set and Quick switch. That already makes u behind other fighters. And it's really complicated and requires a lot micromanagement to make it reliable. Not my taste at least
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One solution to Resolve/Concentration problem
dunehunter replied to dunehunter's topic in Backer Beta Discussion
A shield to prevent interruption more precisely, but yeah I agree it makes things more complicated, but hard to not if u want to make Resolve ties to Concentration.