
Cheston
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Patch 1.2.0 Updates Thread
Cheston replied to David Benefield's question in Patch Beta Bugs and Support
I have the "Injured Crew" notifier up even when my crew is fine. Might go away now that one of them's actually been injured since installing the patch, though. Also, Alchemy doesn't seem to be affecting drugs' effects anymore. I'm getting the base bonuses, with only improved duration. I think this is a bug? -
Patch 1.1.0 Updates Thread
Cheston replied to David Benefield's question in Patch Beta Bugs and Support
This went away after awhile. I had changed party a couple times but don't remember what else I did. -
Patch 1.1.0 Updates Thread
Cheston replied to David Benefield's question in Patch Beta Bugs and Support
Serafen doesn't show up on the deck of the Defiant until you go belowdeck, then back above. (When going to the ship from the world map.) -
Patch 1.1.0 Updates Thread
Cheston replied to David Benefield's question in Patch Beta Bugs and Support
Looks like you have to play through the intro at least once after installing the patch. I played through the intro once, and the button to skip appeared the next time I started a new game. (I'm fine with this, would be a good addition to the patch notes though.) -
Patch 1.1.0 Updates Thread
Cheston replied to David Benefield's question in Patch Beta Bugs and Support
When I finish character creation, the window closes but nothing else happens. I can wander around Berath's table and open the ESC menu, but none of the buttons do anything so I can't leave (or quit the game without an ALT-F4). Character: https://imgur.com/a/bzfPJda Mods: one, which changes up some of the class skills for Rogue and Cipher. This bug wasn't present with a single-class character. (This might actually be the character creation bug listed above, "Creating a multiclass character with spells and non-spell abilities no longer blocks character creation.") ***I removed my mod and character creation proceeded normally. When I made it I didn't bother removing anything else so the entirety of characters.gamedatabundle (from 1.0.0) was getting loaded. Might be worth adding a warning about mods somewhere. -
If you have one AI slot filled for a character and the other AI slot empty, they'll still alternate between slots in whatever order you set (random, round robin, etc...). If a slot is empty, the character will autoattack. So, if you only have one AI routine per character, and you want a character to burn through their routine more quickly, assign the AI to both slots. (I could use confirmation on this behavior- I reproduced it on Pallegina as a Paladin + Fighter but I'd like to be sure.) "Best current threat" is an ambiguous description to begin with. I assume it means the strongest enemy on the battlefield, but even then, how it determines that would be a total mystery. I'm not sure, but I've been setting "Most Damage Done" as the target priority and that's how I've been identifying The Big Bad.
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Last I checked it was 50% of damage done gained as focus, doubled to 100% of damage done if you take Draining Whip.
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Fighters have actives+passives that give a lot of conversion from Graze -> Hit, and some conversion from Hit -> Crit. So they still benefit from Accuracy, but they can prioritize other stats much more easily. (The PC is still a good character to have Perception on though, just for the sake of spotting everything.) With this split, or if I decided to slightly alter it to 15 Might/10 Con/16 Dex/15 Per/12 Int/10 Resolve, will all the Cipher spells be still somewhat usable/powerful? Yep- as long as you stay at or above 10 Intelligence, Cipher spells are plenty usable/powerful.
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I'd go 16 Might/10 Con/16 Dex/16 Per/10 Int/10 Resolve. That's a healthy split without dumping any stats. Dialogue is much more passive skills now (diplomacy, intimidation, bluff, history, etc...), but if you have a certain type of leader in mind, you can safely move the points in Might or Perception over to Int or Resolve. I'd keep the 16 dexterity no matter what, though. Fighters have actives+passives that give a lot of conversion from Graze -> Hit, and some conversion from Hit -> Crit. So they still benefit from Accuracy, but they can prioritize other stats much more easily. (The PC is still a good character to have Perception on though, just for the sake of spotting everything.)
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Deadfire: Would you like to know more?
Cheston replied to Tattyblue's topic in Backer Beta Discussion
Below 50% hp or flanked: -50% recovery, +50% sneak attack damage. Below 50% hp AND flanked: The above bonuses, +100% crit damage. If you're getting into the thick of things and using full plate, absolutely go Streetfighter. I thought the numbers were -20% recovery and +20% damage. Did it change for the release build? If so that is crazy string unless they massively increased the non-flanked penalty too. Streetfighter got a buff back in Beta 4. (Maybe Beta 3?) The penalty is still +20% recovery when neither flanked nor bloodied. -
Deadfire: Would you like to know more?
Cheston replied to Tattyblue's topic in Backer Beta Discussion
Below 50% hp or flanked: -50% recovery, +50% sneak attack damage. Below 50% hp AND flanked: The above bonuses, +100% crit damage. If you're getting into the thick of things and using full plate, absolutely go Streetfighter. -
Deadfire: Would you like to know more?
Cheston replied to Tattyblue's topic in Backer Beta Discussion
The explorable overworld map makes an absolutely massive difference in feel though.