Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by thelee

  1. irritating but a narrow benefit is that my tactician/skaen ultimate run loved this quirk (if there's only one enemy and they get knocked up, that triggers brilliant for a split second [no enemies but still in combat], but a split second brilliant still means a resource restored for each half of the multiclass).
  2. i actually got some mileage out of it in one setup with the instakill effect, because it was on a build that lots of durational, ticking aoes and debuffs. i would proc that instakill not that infrequently. became obsolete in the late game though, with better options and also the 100 health threshold doesn't scale at all to be more generous as you become more damaging and it represents a smaller and smaller % of enemy health.
  3. i suppose it's "optimal" to constantly manage the morningstar/club/flail modals, but it's really unnecessary (and yes, sounds extremely un-fun). in some cases, you might graze or the enemy has enough of a resolve or it's hard enough to hit them that you want them on all the time anyway because the durations won't be as constant. frankly, for morningstar and club (flail less so), i generally leave the modal on constantly so i'm not thinking about needing to do that when i actually need to land a fort/will ability. i happily trade off tens of weapon damage over a fight so that i'm always ready to land a brutal spell.
  4. off topic, but i've literally killed dorudugan like this in a blink of an eye (combined with blade cascade and a few casts of salvation of time). crashed the game the first time i did it (game really does not like having like 80 stacks of something at combat cleanup), worked the second time.
  5. ICYMI: basically an interrupt build using helm of the white void. lot of explosives also benefit from helm of the white void (sparkcrackers, cinder bomb, the acid bomb, the lightning bomb, stun bomb, implosion bomb, imp spray, frost bomb)
  6. Oh yes, I very much like that. Strictly improving spells are not a terribly interesting design space. I dunno, it's always a delicate balance how to work around these combos. But I feel like Wall of Draining (and Salvation of Time) + resource regen is such an inherently broken mechanic that I'm not sure it's worth in this case trying to worry too much about it. Without resource regen, getting some duration extension is powerful, but I think is acceptably powerful for a two/three high-level spell combo, one of which may not actually do anything on its own.
  7. spell reflection is so much more powerful (or at least anti-fun) than partial resistance though, that i think it's worth capping it, for all but Llengrath's. (Isn't that how it works right now?) For the lower versions, in encounters it also provides an active reason for players to actually toss spells directly at the caster and eat the reflection, because otherwise the spell resistance is going to mess up AoE. I think it might make some mid-game encounters a bit harder. Uncapped llengrath's with spell resistance seems closer to appropriate for T9. It's only available to SC wizards, so it's not as easily abusable as if it were uncapped potions of perfect arcane reflection.
  8. if there also gave you some protection from AoE, that'd make them much more worth it. I don't know what is accessible to modding though. (As prior art, antimagic buffs in other games exclude your square from spell AoEs, so it helps you against even not-directly-targeted effects. I don't know why they don't also do partial reflections.) edit: maybe they can be paired with a short duration version of that cipher effect that offers joint defenses, but getting hit knocks you out of it; if it only worked for non-deflection defenses it'd be "spelly" protection. My first encounter with reflection spells back in the BG2 classic days made me convinced these spells were just immensely OP. Then I stopped being an idiot and casting spells directly at the mage. And even with dumb AI back in the day, wizards might just more likely cast their direct-targeted spells at Minsc charging at them than Edwin sitting back bombarding the battlefield behind a spell reflection. I don't understand why so many RPG systems have not innovated past direct-targeted reflection. They are mostly anti-fun in Deadfire, because you have to kill all the enemies (they never surrender, and they don't try to reload their game when things go south ), so all it really means is that you can't use some of your favorite goodies for a while, unless you can cleanse them or suppress the effect. Ideally there'd be a more systematic fix that adds in more of the "wizard battleship" where spell reflection was part of a rock-paper-scissors environment of anti-magic effects (edit: even though it might have annoyed people and had a steep learning curve, I really enjoyed in BG2 keeping various spells in reserve to deal with various spell or magic protections, and vice versa). I've gotten a few fun interactions by having a melee-ing caster that autocasts spell reflection at the start of almost every fight, but "a few fun interactions", heavily biased towards FS, over the course of an entire game, makes for a pretty weak-sauce spell category that I'm not sure is really fixable.
  9. i agree. in base game, there's only like one decent dungeon that you can stumble on in the islands, the woedica temple. it kinda takes the fun out of random exploration if 99% of what you see is a single encounter. it lowers the stakes of visiting a random spot. we don't need a 15-level dungeon again, but a couple more woedica temples, even at the cost of existing dungeons in nekataka, would've been nice. you know, i agree that weapon identity pretty much disappears by mid-game, if it ever had a strong impact to begin with (aside from club, flail, morningstar). maybe they could've exaggerated base item differences more in this vein. but ultimately, i think this is a "good" thing in the sense that unique items are special. it makes looting exciting, whereas in poe1 there was an endless list of magical items that were nothing special (including backer-made ones) that you couldn't already do with your own enchantments. i'm not sure there's a good example of a game meaningful unique items and differentiate based item types. in the end, it doesn't matter is a d4 weapon or a d12 weapon if it has a killer ability.
  10. if you're talking about the final number you see in your combat log, then no it doesn't matter. it only matters if it's something that gets multiplied by a crit and is just enough to get you to that threshold for overpenetration bonus damage. it does matter, mostly. For DoTs, damage ticks on application, and every 3s, and then there's one last tick of any remaining duration that properly pro-rates the damage done. any non-whole numbers accumulate and every time that's enough to qualify for an additional full point of damage or healing, it'll do so on the next tick. Stacking effects accumulate any rougness across the stack (so 1.5/tick and 1.5/tick will properly result in a 2x stack that does 3/tick). For effects like Meteor Swarm or Relentless Storm or Chill Fog or Garden of Life, there are no partial hazard ticks or partial projectiles, but they also vary a lot in what kinds of effects they spawn so it's a little harder to come up with a general rule (missile salvo spawns tons so it's very sensitive to duration changes, whereas returning storm just spawns once/six seconds which leaves a pretty brutal cutoff).
  11. yeah i tried a bit (not extensively) last night and could not replicate it. probability being what it is, i can't say for certain (was just playing, not testing, so i still need to carve out some time to do it), but i wonder if something else happened that got conflated with the devotions cast. or maybe the naga were just far enough away despite the cramped quarters.
  12. i actually don't think so. the accuracy bonus seems to be ignored on that limitation, and the fight where this happened was the hasongo fight where there's two naga inside a building trying to break in - it's pretty cramped quarters and i actually interrupted them both with a single devotions. needs more testing probably but i haven't had the time yet.
  13. something I just discovered--don't know if this is common knowledge--that may be useful here, is azure blade. you can enchant it to have a 25% chance to interrupt if you have enough allies nearby, in addition to +10 accuracy. what I discovered is that this chance to interrupt affects anything, not just the stiletto attack. I actually ended up interrupting some enemies with the debuff portion of Devotions for the Faithful, which is how i discovered this. So if you have summons or can keep some friends close by, this will help your non-crits interrupt as well.
  14. for tb-mode it seems to me that less that there's a problem with trash fights, but that there are still lots more fights than a pure tb game might have (i feel like a tb game would make more effort for there to be alternate outcomes instead of a lot of unavoidable ambushes following dialogue) *and* it's a lot more bullet spongey. in rtwp a decent amount of tankiness can be ok to make sure you keep your offenses up, but in tb-mode if the fight is already inevitably won at a certain point it's just a tedious waste of time.
  15. Try: just using a premade script for a while, and every time a character does an ability does something you don't want it to, take a look in the AI script, find out what's making that ability happen, and tweak it somehow. If you're just trying to completely script out your character at once, I would get overwhelmed a lot and I program as my day job. It's also impossible to really predict what will end up being useful. Also, like @crdvis16says, you don't have to automate everything, just the important stuff. There's a lot of abilities in the AI scripts, but most of them won't ever be relevant; the AI script just starts with the top ability, and if it's not there, moves on to the next. So there's tons of abilities because they wanted to the AI scripts to be useful for most players, and so they stuffed tons of abilities in there for a narrow set of triggers. A more typical AI script for me is just one that checks to see if the character has a perception inspiration, and if not, uses Tactical Barrage, with a 10s cooldown. One ability controlled by a comprehensible use case.
  16. Just in case you hadn' seen it, druid is a great MC for this because druid has tons of spells that proc a lot (wizard has a bunch too, but things like venombloom or nature's terror proc multiple times per tick). i would also recommend bombs and helm of the white void with an SC chanter. then you could use the "long night" chant at +10 acc which helps land the crits, and bombs give you a parallel way to crit and interrupt (some bombs trigger hazard effects that proc repeatedly for potentially more crits)
  17. tactician + priest of skaen. @Not So Clever Hound nails it. I saved my skin (and sometimes it was a necessary thing) to withdraw vela and myself, to trigger health gen and brilliant. enemy AI is a little wonky when it comes to berath's and invisibility, so sometimes even invisibility was not enough to de-aggro and trigger brilliant, but withdraw tended to be more foolproof if i could get out of range.
  18. To elaborate, invisibility is still useful even if it can’t reset fights (though with tactician you effectively reset a fight with brilliant) but most importantly Skaen gets withdraw as well. Ultimate (and Hylea’s) challenge requires you to protect Vela, and the least RNG way to do that is with casts of withdraw. (Unlike normal solo play Eothas challenge prevents you from resting to refresh vendor inventory for withdraw scrolls). Withdraw/Invis are such immensely useful tools for the Ultimate that I find it hella impressive everyone who did it without access to both (even SC bloodmage, however powerful that is, is gonna have a headache with Vela and no reload option).
  19. unfortunately the stag isn't good at this - the carnage ability is only a once/encounter attack, not something like what the barbarian has. i just checked this, and it only interrupts the primary target.
  20. Jeeeez this has been bothering me for so long, because I thought the ability was randomly bugged. What an odd effect!
  21. you know i actually don't know if the aoe itself interrupts - funnily enough i only really use stag form 1:1 (because it's low on my priority list and there's not many enemies left at that point... cat form and boar form rock). i need to actually double check that.
  22. Was working on a guide update and had this very small note that I felt is worth sharing. It's kind of common knowledge that the stag form gets a really lame-seeming "carnage" ability that actually is nothing like barbarian carnage; instead of like in poe1 lasting for a while and actually functioning like a barbarian's carnage, it's a single attack that does miniscule aoe damage. a lot of people (including myself) wrote it off completely. in my current shifter run, i noticed that the stag's carnage actually interrupts on hit. so it actually is useful, if not necessarily super powerful. this extra tidbit is enough that i actually think stag is better than a wolf (who gets a single-target prone knockdown, but a potentially less-useful passive IMO). on a shifter especially, being able to rapidly switch between wolf and stag to do both knockdown and stag carnage on an annoying caster is quite handy.
  23. yeah this is the ticket. inspirations from least unstable coil are considered "passive" and will stack with anything else, even other identical inspirations.
  24. yeah, I think a lot of players have to make peace with the fact that difficulty is a very, very wide spectrum for the player audience. Obsidian has said that their most common complaints about their game are: "it's too easy" as well as "it's too hard." I definitely am someone who thought Veteran even back in PoE1 early days was way too easy. But I've also internalized over the years that instead of complaining about difficulty, the better critical target is just making sure everyone has a good entry point. If speedy managed to find PotD a good challenge, then the fact that there are 4 easier difficulties shouldn't really matter IMO. I'm happy that the game has PotD + gods challenges for me, and I'm also happy that they have story mode and such. edit: more to the point, it's pretty commendable that the difficulties are generally well-balanced and don't "cheat" in a way that leads to other bigger problems. as past examples of bad approaches: games where increasing the difficulty gives you more experience, which also means you top-out faster and so you actually make for an easier or similar experience games like fo3/skyrim, where increasing the difficulty is a damage multiplier that is unevenly applied, resulting in companions that can do orders of magnitude more damage than yourself outer worlds, where the hardest difficulty has interesting features (like needing to manage thirst, food) but also locks it into an ironman challenge, instead of letting some of the survival challenges be available at "hard" or lower difficulties pathfinder, where on harder difficulties, enemies get high bonuses that are poorly designed (so they double-count in some situations, like for athletics rolls), which makes many gameplay types unviable for ppl who just want a challenge i'm actually impressed at how encounters actually can scale with new enemies or upgraded enemies, and that obsidian actually clearly went through with some min-maxing to make sure encounters and difficulty modifiers mostly made sense (even if sometimes i wonder what glutton for punishment decided gorecci st was a good first-ish encounter for potd ). took more work, but is a much more thoroughly well-designed game that attacks a bunch of different player skill levels. (and i've been in the poe-circuit long enough to have heard every difficulty level being played and enjoyed by players, so i'm not going to complain about story mode or normal mode balancing.)
  • Create New...