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AndreaColombo

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Everything posted by AndreaColombo

  1. The 30% damage bonus from overpenetration is multiplicative. Basically the equivalent of +10 MIG. Not exactly a small increase
  2. But fast cast doesn’t require a shorter duration and, with the possible exception of the Priest weapons with 60% lashes, none of the other summoned weapons would justify the shortening. They just aren’t good enough to require nerfing.
  3. This appears while perusing the spell's description during character creation, before anything is actually set for the character. No idea what could possibly determine a damage reduction for the spell at this stage.
  4. 1. Start a new game. 2. Create a Druid character; pick the Great Sword proficiency so that you have regular Great Sword in your inventory upon starting. 3. At level up, make sure you select Firebrand as one of your 2nd-level spells. 4. Attack some random villager to enter combat. 5. Summon Firebrand. 6. Go to your inventory and right-click both Firebrand and the regular Great Sword to compare stats. Observe that damage on Firebrand is listed as lower even though they are both of Fine quality: As it seems, the tooltip for Firebrand's damage does not include the 15% bonus from being a Fine weapon; the regular Great Sword's does. 7. Spiritshift to your chosen form. 8. Go to your inventory and right-click your Spiritshift form's natural weapons. 9. Observe that once again the bonus damage from their Fine quality isn't taken into account. This seems to be a UI issue with scaling weapons—they don't factor in the bonus damage from their quality level when computing their damage. EDIT: Wanted to tag this as UI; I tagged it as graphics. Way to go.
  5. I stand corrected. At least, we were talking about the same thing anyway!
  6. Afraid you linked to the wrong bug; I assume you were referring to the bug whereby the 60% lash from a Priest's summoned weapon applies to spells as well? Similarly, Wildstrike is applying to a Druid's spell. I don't believe either behavior was intended and they certainly need fixing. 60% is very powerful; I agree it could be reduced while keeping these weapons attractive—perhaps to 40%. I would honestly prefer that to a shorter duration, but your mileage may vary. Weapons like Concelhaut's Parasitic Staff, Kalakoth's Minor Blights, or Citzal's Spirit Lance are fine as is in terms of power and duration (with the caveat that the carnage effect from the Lance needs fixing to behave like a Barbarian's carnage). Firebrand I haven't really checked, so I can't comment. All should be fast cast though, or my other melee guys will have mopped the floor long before I get a chance to use them (which is what is happening right now in my beta play through.) EDIT: Just checked Firebrand—it's just a regular great sword except it does burn/pierce damage. Pretty unimpressive. It could stand to have a burning lash.
  7. So, what would the purpose of reducing the duration of summoned weapons be? To make them even less worthy of attention?
  8. It never seems to go well when I link to Twitter from my smartphone, somehow... thanks for posting the correct link
  9. I requested something similar here, which is potentially more convenient than a fleeting tooltip: https://forums.obsidian.net/topic/94591-ui-minor-ease-of-use-tweak-request/?do=findComment&comment=1959695
  10. I agree Jerek’s take would make for a possibly more interesting Shifter subclass.
  11. Looks like BMac worked his magic and the Deadfire UI can now show when dialog options have multiple requisites: https://twitter.com/jesawyer/status/938947400319746048
  12. Same here. If they feel like more time is needed, that’s perfectly fine by me.
  13. Grimoire issue made more evident in the inventory screen:
  14. 1. Start a new game. 2. Bring up the console and give yourself an Exceptional Robe. 3. Change your character's colors: - Pick black as your primary and red as your secondary. Observe that you are now wearing a black robe with red trimmings. - Pick red as your primary and black as your secondary. Observe that you are now wearing a fully red robe. When setting it to red, no secondary color has any effect on the trimmings. It should be possible to have a red robe with black trimmings. There may be other colors that exhibit similar behaviors, and the same may apply to other quality levels; I didn't test any other.
  15. MOAR Female aumaua with Fine Scale armor leans toward transparent: Fire Godlike with human body type has its head detached from its body (if you look closely, you'll see a dark line between its neck and body; that's because you can actually see the background color through, as its neck isn't attached to its body.) This is a lot easier to see in-game than from a screenshot. I'm using a female pale elf but it's possibly an issue with all body types. Wizard's Grimoire clips though the body when kept alongside it; it also floats next to the character's hand instead of resting inside it.
  16. They did mention March explicitly during the Fig campaign.
  17. In the current implementation I wouldn’t take a pure Wizard if it came with a free sixth party member slot
  18. Caleb, It appears the bug with every character’s taking up the hair color of the character occupying the fifth slot at level up is separate from the bug that makes characters’ hair white at level up. I have effectively experienced both. Last time I ditched everybody from my party, leveled up, and found myself with white hair. May want to let programmers know both bugs exist separately from one another.
  19. Nothing. The game hasn’t shipped yet. If you want in for the backer beta, you can purchase the add-on for $20 on the backer portal.
  20. Where would that toggle be? My understanding is that level scaling in its current implementation scales enemies either up or down, within bracketed values, to match your level. There’s an option to apply this to the critical path only. I also reckon there is a plan to include an option for scaling enemies up and never down, but that’s not currently available to us that I know of.
  21. So, to review my options— I can: - Invest one ability point at level up to get a weapon summoning spell. - Spend one of my two per-encounter castings of that level to summon the weapon. - Wait 6 seconds for the weapon to be summoned, while making myself vulnerable to interrupting attacks that will make me lose the spell and per-encounter casting completely. - (Assuming my spell didn't get interrupted) Acquire a weapon that isn't much better than what I was already wielding in the first place. At this point, I have wasted a per-encounter casting at the opportunity cost of any other spell I have at the same level, and wasted 6 seconds' worth of DPS in order to acquire no advantage whatsoever over my enemies, and a situational and/or little advantage over my regular non-summoned weapon. OR - Enter combat with my regular non-summoned weapon and whack away at my enemies immediately. As far as in-game decisions go, this certainly isn't one of the hardest. If summoned weapons retain their current duration and become fast cast, interesting martial builds that focus on them will become viable. If not, those builds will be subpar and therefore not worthy of time or attention.
  22. That's standard for hatchets, though, which the sickle belongs to in Deadfire
  23. There’s a sickle in the game’s resources; presumably Xoti’s, since that’s the only sickle we know about. It scales with level and has a property called something like “Faith Attuned” which adds a 60% corrosive lash. Looks like that’s the priestly Weapon thing in Deadfire. Sickle model looks pretty good, by the way.
  24. I agree, though if I played an Evoker, it would probably be a single-classed Wizard as Evocation spells are those that benefit the most from increased power level. For multi, I'd probably want buffs and summoned weapons instead, where power level matters less and synergy with martial classes is higher.
  25. I've been toying with a Devoted/Conjurer but your post earlier in this thread made me want to test a Berserker/Wizard instead—it's potentially a lot better, so we'll see. Insta-cast buffs and summoned weapons would indeed make for a very interesting and fun build to play. I agree on the Wizard subclasses, with perhaps the exception of Enchanter who gets temporary immunity to Dexterity afflictions. Extra power level on Enchanting spells, which are essentially the majority of self buffs, is also good. Sure, you're giving up on two schools but I'll take immunity to Paralysis any time. It's time for more ... experiments.
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