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Everything posted by AndreaColombo
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Active effects supressed
AndreaColombo replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
^ Indeed. When you have two bonuses to the same thing coming from the same kind of source at the same time, only the higher bonus applies; the other gets suppressed. E.g. Scroll of Valor and and Paladin's Zealous Focus both provide a bonus to Accuracy and don't stack. Scroll of Valor provides the higher bonus and Zealous Focus gets suppressed when both are active at the same time. -
It's very situational: Best weapon in the game vs. Vessels; ok against everyone else. I usually always have a guy bound to it in the party, and I always unlock all levels, because it's so useful in the final fight (it helps that it looks badass too)
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By the way, do you own the expansion? There's a sword in it that can one-shot Thaos's minions.
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Not sure if I have those, Durance being only Lvl 10. At level 10, you're only missing spell levels 6th and 7th (and 7th doesn't really have anything great.) Devotions for the Faithful is level 4, and it's amazingly good; Dire Blessing is level 3, and Champion's Boon is level 5. Pretty sure you have all of them Level 5 also has Crowns for the Faithful, which does wonders for your party's survivability.
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Make sure you spam Durance's buffs too: Devotions for the Faithful, Dire Blessing, Champion's Boon, etc.. Just cast them like your life depended on it (which is virtually true, in this case.)
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[v3.00.929 PX1-Steam] Various bugs & errata
AndreaColombo replied to Dr. Hieronymous Alloy's question in Patch Beta Bugs and Support
Subscribing the thread. Hope most of these can be fixed for the final release of 3.0 -
[v3.00.929 PX1-Steam] Resting Bonuses are a Mess!
AndreaColombo replied to HawkSoft's question in Patch Beta Bugs and Support
Apart from the fact that Legacy of the Void was released in 2015, a game's difficulty does not depend on the year of its release. Starcraft II being an e-sport, it is still widely played and it is widely considered one of the hardest games to master. PoE, not so much. I know. My point is that +4 DR is a big deal on its own, and so is +10 Accuracy. You get these bonuses essentially for free (skill point investment barely qualifies as an opportunity cost in this game) and they stack with everything, including other resting bonuses. They are sustainable indefinitely, and of a rather significant magnitude. IME, PoE just looks like its hard but really isn't. Once you get a good gripe on the mechanics and see how repetitive and dumb the A.I. tends to be, you'll beat it rather easily. My main issue is with the sharp drop in difficulty once you surpass level 10: The second half of the game is just bloody easy even on Path of the Damned if you know what you're doing (with but one exception, which is the Concelhaut fight—that's a hard fight even at level 14 and for this, I salute the devs.) Adding these bonuses on top of that is too much—and I say that as an inveterate powergamer. -
[v3.00.929 PX1-Steam] Resting Bonuses are a Mess!
AndreaColombo replied to HawkSoft's question in Patch Beta Bugs and Support
PoE is one of the hardest games? Not IME. Starcraft II? Yes, definitely one of the hardest games to truly master (but can be played by anyone at any level.) PoE just takes understanding its mechancis—then it becomes a cakewalk even on PotD. I wouldn't call camping bonuses a small buff. +4 DR and +10 Accuracy are pretty big, especially in consideration of the fact that they stack with resting bonuses from inns and Caed Nua. -
Imho the best build to use with Zahua is KDubya's Juggernaut. (Zahua's stats are pretty good for that.)
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Not sure about you guys, but to me speed is the ultimate source of power. Being able to unleash phenomenal cosmic powers three hours after the fight ensued means nothing to me—and right now Ciphers don't even have phenomenal cosmic powers. I like fast-paced combat and always play with characters that dish out lots of damage really fast. Fighters, Monks, Rogues, Rangers, Wizards, Druids etc. are all able to do that. Chanters and Ciphers aren't. I can excuse Chanters, since they're mostly meant as support characters (same goes for Priests), but Ciphers should be an offensive class; there is no excuse for offensive classes to be slow. You're slow, you're out; by the time you're ready to do your move, all enemies have been wiped by the fast guys.
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How is this game evolving?
AndreaColombo replied to Kilburn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I would still prefer the challenge to come from enemies' being tougher, not from my character being weaker (which is why I don't like to play PotD at early levels: The extra difficulty comes from your being low level and therefore having little options to deal with situations, rather than from enemies' being strong and having good A.I..) -
Immunity: Unconscious does prevent Call To Slumber from affecting targets; this was confirmed by Josh on SA, IIRC. Immunity: Ground is for ground-based effects like Slicken, Blinding Web, etc.. Not sure whether Knock Down is considered a ground-based attack. Honestly, I'm not sure how a Fighter could knock a spectre or a jelly prone. Oh well
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Could you post a link to, or quote his example? Also I need to mention that with additive bonuses it's often easier to get to 0 recovery. This happens because additive stacking is usually implemented in increasing-returns manner. Unlike in multiplicative approach. It's in the first page of this thread: Deleterious Alacrity of Motion -50% Durgan-refined weapon -15% Speed weapon enchant. -20% Gauntlets of Swift Action -15% Plate +50% Durgan-refined plate -15% This set up lets you attack with 0 recovery (which both Kaylon and I verified via frame counting), which is only possible if bonuses stack multiplicatively: Recovery = 100% + 50% - 15% = 135% Bonuses = -50% * -15% * -20% * -15% = -138% 135% - 138% = 0 recovery (with a -3% bonus getting lost.) If bonuses were additive, we'd have: -50% + -15% + -20% + -15% = 100% 135% - 100% = 35% recovery which cannot be observed in-game under these circumstances. I too thought bonuses were additive until I saw this thread; it's pretty recent news If you want a high single-target DPS build, search the boards for my Lady of Pain. Pick the Blade of the Endless Paths version, equip her with the Gauntlets of Swing Action instead of the Gauntlets of Accuracy, and you have a 0-recovery killing machine. You may even swap Lilith's Shawl for Hiro's Mantle to get extra DR and Retaliation (as well as for looking badass); then sleep in Caed Nua for +3 PER instead of +3 DEX to make up for it. I'll put all this stuff in my next update after TWM pt. II comes out.
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That's just a different tab of the same DPS calculator sheet? If you bring your recovery down to 0 with a Sabre and have a DEX score of 10, you attack at 30 frame plus a 4-frame delay—that's faster than a dual-wielder (who attacks at 30+30=60 plus a 4-frame delay.) Could you post a couple sample scenarios with math about recovery? Whenever I tried to use bonuses as additive, I'd end up with differences vs. my expectations. The moment I used multiplicative bonuses, everything matched up perfectly. Kaylon's example of 0 recovery also wouldn't work with additive bonuses, but it does get you to 0 recovery in-game.
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Not sure how that qualifies as "wrong"? I wouldn't want a "snappier" game if that meant having a shorter game and/or a game with lower-quality content. If PoE ever gets an Enhanced/GOTY Edition, they can always upgrade to Unity 5 and implement whatever snappy loading algorithm they come up with for PoE 2; if PoE had been snappier but lower quality, an Enhanced/GOTY Edition couldn't have done much to save its content.
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Been doing some maintenance on that sheet lately (mostly fixing formulas with bad cell references, restoring formulas that had been hard coded for some reason, and adding data for TWM pt. I monsters), but some of the formulas I don't even know what they're for. What formulas are outdated? Can we updated them?