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Dogma18

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Posts posted by Dogma18

  1. 7 hours ago, thelee said:

    i would consider this more as an exception since fury spiritshift is so weird.

     

    my working knowledge (based only on what i happen notice, not saying i looked this up in gamefiles or that this is definitive) is that beasts, spirits, primordials can't be resisted by medium shield modal. Wilders, vessels, and kith can be stopped but even then I don't believe something like dargul swipes will be affected. This is why I think one should consider fury spiritshift weird - I think internally it's treated as just replacing the player character with a spirit creature (originally it was an exact duplicate before they buffed it a bit), versus being more mechanically an "alternate" kith form like the other spiritshifts.

     

    large shield applies to anything that's ranged (regardless of species). note that sometimes this can be a little ambiguous, since some enemies will use ranged attacks in melee range. Oozes, for example, I can never remember - they both have a clearly defined ranged attack, but when you're up close it also looks like they're using a ranged attack but it might be a different melee attack, I can never remember.

    Ok so medium shield modal applicable only for kith, vessels and wilder. While large shield modal can work on any species' range attacks.

    Thanks! Btw, your guide is amazing! Super detailed and very helpful 😁

  2. Sorry if this was mentioned before but I can't find any answers.

    So the description for the medium and large shields reads:

    Use your shield to attempt to block incoming weapon attacks, completely resisting the attack (if successful) at the cost of Recovery Time.

    Taking careful position behind the large shield significantly reduces incoming ranged weapon damage as well as damage from attacks that target reflex. While active you are unable to move.

    The text that I bolded seems to me that only equippable weapons (swords/bows, etc.) apply and not natural things like claws/tusks/projectiles from bats.

    But many other different threads regard fists and claws as weapons for purposes of passives and such.

    So do the medium and large shields modals apply to all attacks from all races?

    Thanks!

  3. Not necessarily planning to create these builds since I'm already playing with a Berserker/Streetfighter, but I sometimes have fun thinking about which classes have synergy and seem cool to me!

    • Mage Slayer / Nalpazca - Liked the idea of increased stride and gunning for the spellcasters. Focus on Deadeye and Potion of Impediment to increase chance to Interrupt since the Nalpazca's passive increases the PL of drugs and the high alchemy you will naturally take will affect the duration of potions too
    • Berserker / Forbidden Fist - Berserker's Frenzy's confusion will naturally give you wounds thanks to the Forbidden Fist passive and the thought of someone losing their mind to primal rage would unleash forbidden techniques uninhibited
    • Berserker / Skald - High crit chance means more phrases! Also I imagine that this is similar to a Maori chanting the Haka but during a fight which I can visualize as being quite intimidating with those crazy faces! Also, Baba Voss from See 😁
    • Tactician / Beguiler - Focus on using Arbalest's Overbearing Shot to interrupt and gain Discipline, and mainly using Phantom Foes to trigger Brilliant Tactician, all the while being far away thanks to the Beguiler's range for Deception skills and the Arbalest as well
    • Devoted / Sharpshooter - Basically Legolas 😆 But more importantly, uses a War Bow for super high penetration and slash/pierce attacks and if really needed, take Monastic Training to have some blunt attacks too
    • Devoted / Shattered Pillar - Anji from Rurouni Kenshin with his Futae no Kiwami technique! The idea of shattering immediately reminded me of him 😄 And since Unarmed proficiency is available by default, I can choose a sword for slash/pierce attacks
    • Unbroken / Goldpact / Stalker - Super tanker. Any of these classes can combo together to get that high armor rating but I think a Goldpact/Stalker would make more sense since your aura benefits your animal companion too
    • Unbroken / Shieldbearer - This is SO Brad Pitt in Troy! Focuses on disengagement attacks. Equip a shield and a spear with Engaging Thrust enabled and you get +3 engagement and uses Into The Fray to get those cowards back to fighting me!
    • Steel Garrote / Priest of Woedica aka Darth Maul - Since the summoned weapons are fists, makes sense to go dual wielding and hence Darth Maul! This is for the evil route 😈

    I also love the Shifter class but I can't really find a class that suits it. Would love to hear your ideas!

  4. Hi guys,

    I've been searching but I can't really find a definite answer.

    "The barbarian deals a massive blow, increasing the likeliness and damage of Critical Hits and applying Carnage in a larger area."

    Self: +20% Damage, +50% Area of Effect with Carnage attacks, 30% of Hits converted to Crits, +50% Crit damage

    The way the description for Barbaric Blow is worded seems to imply that the bonuses are applied for a duration but it doesnt have a duration in the description. And one would think that "increasing the likeliness and damage of Critical Hits" would mean after the ability was delivered, you get this benefit.

    Thanks!

  5. Hi all, late to the game so pardon me if I miss out some info.

    I did some googling about devoted monk and everyone has said that it works for unarmed since it's a default proficiency. But when I tried it ingame, I noticed that while Penetration had the Devoted buff, Accuracy showed a -10 Devoted penalty and had the Conditional label. I thought it may be because it was out of combat but even in combat the tooltip didn't change.

    Is this a bug? I couldn't find anyone that had the same problem so sorry if i am not searching right but i tried my best.

    Thanks!

  6. Hi,

     

    The Ring of Searing Flames doesn't seem to produce the Combusting Wounds spell when equipped after one of my characters did. To be specific, I had Kana equip the ring and it showed in one of the abilities but after I got Pallegina and equipped it on her, it doesn't show. I've tried on all the other characters and they have the same issues. 

     

    Please help, thanks!

     

    PS: Refer to screenshots below. The second one clearly shows there is no Combusting Wounds.

     

    2015-05-04_00001_zps19q4pqcm.jpg

    2015-05-04_00002_zps2vd4juyz.jpg

     

  7. Created a dual-weidling Coastal Aumaua Barbarian companion with these stats:

     

    Might 21

    Constitution 18

    Dexterity 12

    Perception 5

    Intellect 12

    Resolve 10

     

    Basically, I'm building him based on roleplay i.e. Great strength and endurance, but heavy and not as fast, and also going in like a berserker without paying much attention to the situation, hence not caring if he gets hit.

     

    Getting hit often with my Perception so low but I already assumed early game he's going to have a tough time. Gonna stick to this till mid game to provide more feedback if this build actually works long run.

     

    Any thoughts of whether I should focus on upgrading my Frenzy or Carnage, or both? I also reckon that I'll have to resort to Talents and gear that gives me more deflection to balance things out?

     

    Thanks!

  8. Hi, I am overjoyed to finally get a glimpse of how the environment will look like. However, being less knowledgeable about the whole design of things, I am very keen to know how dynamism was achieved if there was no 3D geometry involved. And if my eyes were failing me, I thought I saw some shadowing when the light hovered over the statues, which if were 2D, wouldn't be able to cast shadows right? I don't know a lot about graphics rendering and 3D stuff so do pardon me if I missed something obvious.

     

    Great work! I've been a fan of Interplay and Black Isle since I was a kid. Brain imploded and exploded after watching this vid XD

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