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PugPug

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Everything posted by PugPug

  1. Pallegina’s feathers. He plucks them in her sleep and grinds them up. She has no idea.
  2. Really I would like a hood. I know they are supposed to be attached to cloaks, but that is a separate equipment slot. I think they call a hood all by itself a cowl? Is it a real thing?
  3. Spend 10 minutes to an hour (depending on the RPG) crafting the perfect head. 5 minutes into play, loot a snailskin cap and never see it again.
  4. The anime chick, turned goth vampire Ydwin. That doesn’t mean anything to me.
  5. I remember Obs talking about stuff like this in the updates. I wonder what other powers wont combine like soul whip / carnage? I think players concepts of crazy op builds maybe more nerfed than they think. Well, sneak attack + carnage doesn’t even make any sense logically. One is a measured strike and the other is flailing like a madman. Like how powerful fists don’t work when you are a cat.
  6. Enjoy. https://www.dropbox.com/s/ziiksd47x06mwar/2017-09-28_140624.zip?dl=0 But POE1 is locked down, right? No more patches?
  7. When you get the companion, you'll get a popup asking what class or class combination you want them to be. I don't see why the same popup can't reappear upon respec.
  8. He is computing the chance to not hit at all first, which is (1 - 0.2) * (1 - 0.2) = 0.64Thus chance to hit is 1 - 0.64 = 0.36Tehe, that was the very first problem, on the very first lecture in Uni. Strange, 12 yeas have passed, but I still remember it) I would model this as a binomial experiment. chance of success: p = 0.2 chance of failure: q = 0.8 trials: n = 2 number of successes: k = 1 then as per binomial pmf: (n choose k) * p^k * q^(n-k) = (2 choose 1) * 0.2^1 * 0.8^1 = 2*0.2*0.8 = 0.32 = 32% 0.64 is the chance to fail both times, that is correct, however when yo calculate 1-0.64, what exactly are you doing there? You try to get the probability for the complementary event. But what is the complementary event of not hitting at all? It is not just hitting once. The complementary event of not hitting at all is hitting at least once, so it's hitting once or twice. So what does 0.36 mean? You have a 36% chance to hit twice OR once. So with a chance of 36% you hit at least once. If you want the probability to hit exactly once, that's 32%. The chance to hit twice is 0.04 = 4%. If you add that to the 32% then you get the 36%. This all was caused because I thought it was about the probability of hitting exactly once. Which doesn't make much sense, I admit It's about the probability of hitting AT LEAST once. It's a difference and I should have guessed so You are correct, though in my thinking if you hit on the first cast the experiment is over. I should have phrased it more accurately. (“at least once”)
  9. If you are having trouble hitting it, a spell to make it easier to hit will probably miss. In theory, spells like Arkemyr's Dazzling Lights, which targets one defense and lowers another, are a good idea. In practice, strong enemies tend to have very high defenses all around. For normal enemies, you can simply use a spell they don't have a strong defense against in the first place. You could even cast it twice, rather than casting a debuff and another spell once. Other spells, like Miasma of Dull-Mindedness, which primarily serves to lower the same defense it targets, aren't even good ideas in theory. If you need to reduce their perception (reflex) intellect (will) and resolve (will), they've probably got pretty high will defense. Many of the durations are short; 10 or 12 seconds. You are better off casting the spell you want twice and hoping one of them lands: Say you have a 20 percent chance of hitting. You cast twice. There is a 36% chance it will hit once. Say you have a 20 percent chance of hitting. You cast a debuff to reduce a defense by 20 (such as by inflicting Sickened or Hobbled) with a 50 percent chance of hitting. There is seldom or never a 30-point spread in defenses in POE1, but let's be generous. The chance of both spells landing is 20%. The chance of only the debuff landing is 30%. The chance of only the spell landing is 10%. The chance of both spells missing is 40%. Overall, the chance of your spell landing is 30%. Obviously there are other factors in your strategy, like using a low-level debuff to prime for a higher level spell, or one caster debuffing and another casting the spell, or even multiple casters benefiting from a single debuff. But given that these are situational spells to begin with and that a party can do very little against a high-defense enemy without them, I think it's reasonable to say that in POE2, their use should not be objectively detrimental so commonly. In case you aren't familiar, the spells mentioned in the subject line are from Baldur's Gate.
  10. Grimoires are different in POE2. You cant select any of the spells in them and they will contain less spells than the POE1. They wont be full of spells like your ending spell book in POE1. We will see if there will be some kind of exception like a quest related grimoire that lets you customize it or something but otherwise until we know they are restricted. To expand on this... wizards can cast spells learned at level-up regardless having a grimoire or not. Grimoires they find will have a couple of spells per level, and the wizard can cast those as well, if equipped. But the wizard cannot edit or learn permanently from the grimoire.
  11. They had so many niche spells in POE1 I have to wonder if we will all be picking the same handful of more broadly useful ones. Seriously like 4 out of every 5 were highly situational and not even all that necessary in their situations.
  12. It's okay PugPug. Your avatar is so cute, you know you got me wrapped around your finger. (I can do this all day folks) Do you have to?
  13. Seems like the game will incentivize respeccing. I hope cc-spells won't be useless on level 1 because of the very short duration. It won't be that short. I am sure the goal is for a multiclass character with 2 intellect to at least have them be more useful than an auto attack. Everything must be viable, and all.
  14. Grimoires will let them cast spells they didn't learn on level-up, but they won't be able to change what spells are in a grimoire or learn spells from them. Spells learned on level-up will be castable without a grimoire. https://jesawyer.tumblr.com/post/165588054981/hi-josh-amazing-update-i-was-thinking-are So it seems wizards will be more versatile than other casters, but no one will be able to cast everything.
  15. Thoughts? I got it. You make a Troubadour chanter, single class, and their name is Cranberry. You can thank me later. Why Cranberry? Sorry to ruin the joke.
  16. I wanted to make a Bard build, but even with what we now know I am not sure how to go about it. You would think Chanter first, but the subs: Maybe Skald for melee synergy or tribby for the songs. Rogue for sneaky fighting? Rogue trickster gets some wizard illusion spells but reduced sneak attack. Druid for a mix of support and offensive magic? D&D1E bards were just fighter/druids after all, not that I need to go that old school. Thoughts?
  17. A priest of wael gets wizard illusion spells, but what if the multiclass wizard subs conjurer or enchanter, which don’t get illusion spells?
  18. The way I interpret it, higher invocation cost is the price they pay for longer linger, which is their signature class ability. Optionally, they can use Brisk Recitation to sacrifice the extended linger duration in favor of faster phrase build-up when they want to use invocations. Makes sense to me. So it's a subclass that you can switch off? How does that make sense? Ye i dont see it that way. The brisk recitation for this class is a modal. So by default the modal is off and while its off the linger is longer. So that is the base existence of the class, longer lingers. If you turn on the modal then your lingers go shorter. Brisk Recitation off: Longer lingers, takes longer to prepare invocations Brisk Recitation on: Normal lingers, normal time to prepare invocations The normal is probably approximate; we have no way of knowing yet. But fundamentally you are taking the sub's specialization and undoing it. "Brisk Recitation off: Longer lingers, takes longer to prepare invocations". That isnt a bad thing its the point of the subclass. In POE the best chanters dont even use invocations much. This is a build for a passive chanter which is pretty much what lots of people did in POE1. If you dont like passive chanter that is fine but it doesnt mean its bad (I dont like passive chanters fyi). and yes shorter could be +50% to +25% linger (they didnt specify that part) still better than other classes but not as good without the modal. And not sure if you meant this i could be misunderstanding. but lingers have nothing to do with when you can cast invocations but just the fact you dont have access to brisk recitation would make it take longer in a since. basically you would be back to casting invocations at a normal rate without brisk recitation I don't think you're seeing my point at all, no. The specialization is great, it's just weird that it gets a modal to reverse it. I know linger has nothing to do with invocations. Phrase recitation speed does. The modal increases that speed. Think of it as invocations costing money. Say for this subclass, they cost $12 instead of the usual $10. You get paid $1 an hour, so it takes you 12 hours to "earn" an invocation instead of 10. The modal increases your wage, so you get paid $1.20 an hour. Now it only takes you 10 hours, just like a vanilla Chanter. The wage bonus and the price penalty cancel each other out. See the problem? Yes, the numbers are arbitrary. The point is the same. The bit about linger bonus + linger penalty is easier to see, so I won't explain that.
  19. Devoted are the ones that are devoted to one weapon (Which I presume is, One weapon, and not a Weapon Category). I think? Did we get an answer on that on Tumblr? Anyways, restricted to Single-Handed. One weapon, yes. I think weapon categories are no longer a thing. Not being proficient in a weapon only means that you can't use its modal. Devoted takes it a step further with accuracy penalties. What I mean is.... Short Swords is a "Category", is the Devoted devoted to all Short Swords? Or just one specific Short Sword in your inventory? Will it be impossible to sell it? If not, it should be, so no accidents occur. Like Boo, you couldn't pick him up from the inventory, *squeak!* Definitely any short sword.
  20. The way I interpret it, higher invocation cost is the price they pay for longer linger, which is their signature class ability. Optionally, they can use Brisk Recitation to sacrifice the extended linger duration in favor of faster phrase build-up when they want to use invocations. Makes sense to me. So it's a subclass that you can switch off? How does that make sense? Ye i dont see it that way. The brisk recitation for this class is a modal. So by default the modal is off and while its off the linger is longer. So that is the base existence of the class, longer lingers. If you turn on the modal then your lingers go shorter. Brisk Recitation off: Longer lingers, takes longer to prepare invocations Brisk Recitation on: Normal lingers, normal time to prepare invocations The normal is probably approximate; we have no way of knowing yet. But fundamentally you are taking the sub's specialization and undoing it.
  21. The way I interpret it, higher invocation cost is the price they pay for longer linger, which is their signature class ability. Optionally, they can use Brisk Recitation to sacrifice the extended linger duration in favor of faster phrase build-up when they want to use invocations. Makes sense to me. So it's a subclass that you can switch off? How does that make sense?
  22. Troubadour doesn't make sense to me. Linger is longer, but it's shorter if you use Brisk Recitiation (presumably subclass exclusive) for faster phrases. But the faster phrases lose their purpose because invocations are more expensive. So... everything about it is a wash? Linger is longer, but if you use the class ability it's also shorter and you get more phrases, but invocations cost more.
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