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AndreaColombo

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Everything posted by AndreaColombo

  1. Oh well. Still a lot to like in this update judging by the notes. Also, “Hello, 0 recovery in heavy armor for the Lady of Pain!” ;D
  2. Was an Unarmed proficiency added, by any chance?
  3. Great stuff! Won’t be able to check it out myself for some time ‘cause I’m on holiday, but—HOLY MOLE blue circles for neutral NPCs! :D
  4. Pity. I was honestly looking forward to non-Wizard trinkets.
  5. Helwalker/Shifter is my current go-to Thundercat Berserker/Shifter is also good, but this thread is about Monks.
  6. I rolled a Devoted/Berserker who can stack 100% hit-to-crit conversion via Frenzy + Disciplined Strikes, yet I still landed a regular hit in combat: However, the UI never communicates that either effect is suppressed: Besides, they come from a different source and have different wording (one applies to all attacks; the other only to melee weapons) so all points toward their stacking. The expected behavior is that all hits are converted to crits for the duration, and simply hitting should be impossible outside of graze conversion.
  7. I've just tried a different party set up from my habitual Lady of Pain / Thundercat combo, which is usually accompanied by a Devoted/Berserker, a Berserker/Wizard, and a Priest. This time I wanted to try a Devoted/Berserker protagonist for it has some advantages over the Lady of Pain that have been luring me in the past days, and I figured I'd try something different for the rest of the crew as well: Evoker (Nature Godlike) Berserker/Shifter (instead of Helwalker/Shifter) Goldpact Knight/Soul Blade I kept the Priest for Suppress Afflictions as a quick way to get rid of the Berserker's Confusion. I expected this party to be noticeably worse than my other setup, and the Evoker to contribute little to nothing to the fight. Playing on PotD with level scaling on and a 7th-level party, I stand corrected. This party steamrolls every encounter. Focusing on fast-cast Minoletta spells, the Evoker is actually one of my main damage dealers and took down more than an enemy in combat. Both the Watcher and the Druid are (as expected) much sturdier and durable with Berserker than they were with Helwalker. Even though their damage numbers aren't quite as bombastic, they are reliable DPS characters. The Goldpact Knight is nice—I actually really like the whole gilded enmity shtick—but I'm not sure I like the combo with Soul Blade. It's not bad per se, but the other characters contribute more to combat in general and I can't spare the extra attention to micro this one as much as it requires. Very solid party all in all. I'd like to try it without level scaling but I'll be on holiday for two weeks AFK, so I guess that'll only happen in January on new beta build
  8. SAVED GAME: link OUTPUT LOG: link (This log file's getting pretty huge; 48mb FTW) Not sure about the repro steps, unfortunately, as I could not pinpoint the root cause. Load the attached saved game. Observe one of the characters is a male dwarf Goldpact Knight/Sould Blade. Leave the area as no more encounters are left where you are; reach an area where you can enter a fight. Enter the fight and use the ability Sworn Enemy from the dwarven character. If you don't lose your gilded coating by the end of combat, when combat ends the dwarf should become completely invisible. You'll still see the character model in the inventory screen, but not in-game. Unequipping and re-requipping the armor will make the model reappear. I've had this happen to me in two different combat scenarios, so it's probably not a one-off.
  9. When trying to move an item from your inventory or quick slots into the stash, if you pick up the item and hover your cursor over a slot in the stash that is already occupied by another item, that slot will be color-filled with red to indicate that you can't drop your item there. If you try, your item will fly back into its original inventory or quick slot. This is not only completely unnecessary—it is downright frustrating when your stash is already packed full of stuff and you need to scroll down in search of a free slot instead of simply dump your item in a slot on the top row. It would be a lot more convenient if, when trying to move item A into a slot that is already occupied by B, A would take B's place in that slot and B would be moved by one slot to the right. Every other item would also be moved by one slot all the way to the last one. IIRC, this is how the stash used to behave in the original game, by the way.
  10. We’re getting exactly what you mentioned in the next beta build. Unfortunately it comes with a major setback for Fighters (and for the whole game too if Weapon Focus is moved to the general talent pool.)
  11. Based on dunehunter's considerations in this thread—the damage calculation for Soul Annihilation seems rather murky (and possibly bugged) at present. How is the ability's damage calculated? How much Raw damage per point of Focus? What else is affecting it? Which damage bonuses apply to it, and which ones don't? Currently, it seems to benefit twice from MIG and take on bonuses from weapon modals as well (see link above.) Tangentially, it looks like the combat log uses icons for damage types, except for Raw damage which is described as "Raw" instead of using its icon. Probably an oversight.
  12. Gotta agree with Boeroer here (except MIG is multiplicative; must be a typo ) Keep in mind that right now Transcendent Suffering is bugged (fists deal a lot less damage after a save/load) and the penetration system is getting a facelift in the next backer beta, so being under the bar won't be half as punitive as it currently is.
  13. I requested this in the UI thread in the bugs section; hopefully Obsidian will implement it
  14. I don't think there's anything inherently wrong with min/maxing. It's a play style like any other. It shouldn't be punished any more or less than other play styles.
  15. I agree. We should seek clarification from the devs in the bug subforum as to how Soul Annihilation damage is supposed to be derived, so we can spot any unintended behaviors.
  16. Agreed. Devs are already aware that lashes don’t get the 30% bonus from overpenetration and confirmed it’s a bug. Guess it’s all part of the same problem: lashes ignore the penetration mechanics altogether.
  17. How much Focus did you have? I’m trying to figure out how much damage Soul Annihilation gets per point of Focus.
  18. The multiclass restrictions are there to make sense with Dispositions. I think they should be kept. I’m OK with the Paladin’s penalties, though I also understand why they’d remove them. Honestly fixing casters (and especially Ciphers), as well as making stacking rules consistent, is a lot more of a priority for Deadfire but apparently Obsidian beg to differ on this one.
  19. Re: 1 Minoritás, but it annoys me as well. Re: 2 You can pick up an item, click the small portrait of the character you want to give it to (top center of the screen) to access their inventory, then put the item in whatever slot. But clunkier than in the first game it at least you don’t have to go through the stash.
  20. Ah, true—the update from Hardy to Robust. I had forgotten. With a Fighter/Berserker multi (and after the removal of Healing from MIG), I’ll probably opt for the alternative talent that makes you deal Raw damage over time. Though the double Healing with high MIG could have been glorious. One more reason for me to dislike the change.
  21. @KDubya — what Healing do Barbarians get?
  22. When you reach zero recovery, whether the starting point was 1 or 3 seconds doesn’t matter anymore Fighter multiclasses will indeed lose some appeal when we get the common talent pool, but it will actually be a boost for the Devoted and generally free up talent point for stuff your second class offers. It will be interesting how things play out. I’m also intrigued by the reduced armor recovery. I don’t expect a huge change, but whatever reduction means I need to invest less resources into reaching zero recovery.
  23. If casting times remain as is, the loss of DPS for casting will almost never be worth it. Besides, watching a guy cast for 6 seconds is the opposite of fun In my current run, Berserker/Wizard (with 20 DEX) is the most useless character in the party. She literally does nothing. By the time she’s done buffing and summoning the Blights, combat’s over.
  24. Really? Resolve gets Healing and Spell Damage, Might gets changed to Strength and only affects weapon damage.
  25. Katarack21 — If you're only advocating for a nomenclature change, I frankly don't see the point. We can grow accustomed to Power Level in the same way we've grown accustomed to Caster Level. If it stays as is mechanically, you'd have to explain it to the same extent regardless of its name, because it is the way it works that is unique, and it is the way it works that matters; not so much its name. I also dislike the notion that non-caster classes would be given a caster level, if we're to discuss semantics—Power Level seems more appropriate an umbrella term, in my opinion. We need the UI to be explicit as to its effects*, but I'm still convinced that the system itself adds value and is not just a gratuitous extra layer of complexity (it is an extra layer of complexity, but one that makes the game better.) *and many other things, to be honest.
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