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thelee

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Everything posted by thelee

  1. there's a other stuff that still uses single-class PL scaling, not just chants (monastic unarmed training; all consumables back in the day also get single-class-based +PL scaling). i think the intent is similar to summoned creature/item scaling, where some abilities you just want to be scale usefully regardless of single or multiclass status, but the problem is that it's always a judgment call so it always looks random and surprising when you discover it.
  2. I believe it's intentionally weak, because it's not really the druid's core focus (more like a college minor instead of a major). Note: druids also get the latest resurrection/revive effects in the game (priests, chanters, and paladins all get them way earlier and arguably better). It's class differentiation for classes to be better at some things and worse at other things compared to others (this is why I don't tend to like direct cross-class comparisons, because they tend to miss the context of what they are suppossed to be good/bad at). Personally I find the chanter insteadeath to be the worst, because to really get much out of hte chanter you should be spending phrases as you can, and just sitting around with a bunch of phrases until an enemy falls into near death--even if the effect can be powerful--really weakens the chanter to pull this off. Like MaxQuest says, there is virtue that Touch of Death targets will. In practice, I find will much easier to debuff than fort, and tough enemies tend to have more fort than will (because tough enemies seem not to want to be mage-types). It doesn't make it's amazing, but it's another differentiation. edit - Marux Amanth rolls against deflection, but not anything else. But it's a full attack, and you can equip any other weapon in your other slot (*cough* rapier with +20) and if either weapon hits, it instakills near death enemy/boss. So not only can you game the attack roll a bit, you also get two attempts at it. In practice this means I ever rarely miss with Marux Amanth and I always carry it around. (In all my runs where someone has a dual-wielded Marux Amanth I believe I've whiffed only once. My current run I have a paladin with it and a shield, and they've whiffed a couple times.)
  3. the tool-tip is showing the current, current stacked value. (note the x10). most top-of-mind similar example i can think of is hunter's fang, which i'll see a xNUMBER next to the buff, and the stacked effect in the description
  4. rest bonuses are all active bonuses, so they shouldn't stack (and in my memory, they've never stacked like a passive). this isn't limited to hot razor skewers, literally every rest bonus i can think of obeys stacking rules. edit - stacking is a bit complicated, so if hot razor skewers has a "generic" +2 PEN, then it should stack with weapon modal-specific +2 PEN. Did you actually try in combat to see the stacking effects (with combat log entries)? Stuff you see out of combat or in your inventory is frequently inaccurate because things aren't necessarily "activated" until you're in combat or making an attack roll.
  5. It depends on difficulty and the build.On PotD enemies have +15 to all defenses. Also, if you go for streetfighter who triggers his recovery bonus via blunderbuss modal, Distracted is an additional -5 perception; not to mention extra-squishiness (-10 deflection and -1 AR from flanked). The main problem here is quickly running out of resources if you don't crit, or crit with only one hand. This could be partially alleviated by going for Debonaire; and attacking enemies charmed by your party Beguiler. Or going for Assassin; mixing Gambit with Vanishing Strike perhaps? and staying close to a party wayfarer/skald who would [...] Ok, difficulty would def be PotD. What I take from your answer is the following (plz correct if I misunderstood): - SC rogue is too squishy and burns out too quickly, needs heavy support from party to surviv being on the front line - Barb/Rogue is too inaccurate for crit build on PotD Is there a way at all to create a pukestabber build without monk who can reliably survive,take a few hits on the front line and still be able to optimize dps? If the answer is no I fear I have to reconsider using monk nonetheless :/ re: barb/rogue - if you're not worried about soloing, barb does pretty well crit-wise late game with brute force passive (Target fort instead of deflection if fort is lower). Combine with a party member with a morning star and/or some might or con afflictions (or both), and you can get enemy fort pretty dang low. -25 just from morningstar is a really huge swing even on PotD (it also means enemy mage-types can't use mirror image or wizard's double or arcane veil to dodge your attacks). another thing to consider is that frenzy-ing will alrady give you a deflection penalty, which doesn't stack with the flanked penalty you get from blunderbuss modal, so it's not actually that much squishier than just being a barbarian. Dirty Fighting from rogue will help anyway, giving you an unconditional 10% hit to crit. i also had a build for a blackjacket + rogue, using blackjacket's skills to rapidly swap between blunderbusses and then switching back to my main attack weapon. constant recovery (even if weaker on a blackjacket) helps a lot with survivability.
  6. I tried this and it did not work. I have opened a ticket and have done all these steps and them some with support. There is something seriously wrong with the game and how it interacts with nVidia 10 series cards, that is not fixable without dev and nVidia intervention. if it was as "simple" as a straight-forward interaction with 10-series cards, that would be easy to fix. it's not that simple. e.g. I have a 1060 on my old PC (which also has like a 6-year old processor) and i've never had stuttering issues. I don't think anyone really knows why some people have stuttering issues and others don't - I've tried to help other people and sometimes are systems are near identical so it's hard to tell what's going on.
  7. have you seen https://forums.obsidian.net/topic/102824-class-build-mechanics-101-lets-learn-with-umezawa-streetfighterwael/ ? (updated version here: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/case-study-1-umezawa) the build is notably not a monk-class, though it is fairly micro-intensive, and it is definitely high-risk high-reward. it's not specifically designed for pukestabber, but both times I ran with it I made pukestabber my main weapon (along with drinking Rum or Forgetful Night and using Drunkard's Regret), paired with marux amanth. If you're playing on a higher difficulty, I recommend somehow integrating or joining forces with a monk (which you said you didn't want to do), berserker barbarian, priest, or chanter. Daggers don't get a weapon modal that boosts your PEN, and monks/berserker/priests have ez ways to get a tier 2 might inspiration (+2 PEN), and chanters can get a tier 3 might inspiration, albeit late. Chanters can also use Shield Cracks invocation which is an amazing invocation to virtually perpetually do -2 AR; combined with tier 2 or 3 might inspiration for +2 PEN, you will close to never have penetration issues with a dagger even on upscaled PotD.
  8. I would like to know this as well. it's like a one shot burst of brilliant - just one class resource, for both classes if it's multiclass. If it's a caster, it's only one spell, and it's random. Considering it's attached to a once/rest ability, and that you're likely using this on a hard enemy likely near the end of the fight, it's not that great an effect. Well, that sucks. Looks like priests really got the short end of the stick in just about everything. You're talking to a guy who mains priests all the time, so you'll never get me to agree that they got the short end of the stick on many things Marux amanth specifically binds to paladins and rogues as well, and each class gets unique bonus; priest probably actually got the best (10% chance of echoing priest spells). The worthy sacrifice effect (class resource regen) is the same for all three, though. (I think paladins probably got the shaft for marux amanth) Well, since you main priests, which priest would you pair with a Troubadour? I'm thinking of trying a Celebrant with Robes of the Weyc bound to the chanter class (1.5 second chants, anyone, for fast invocations?) plus Salvation of Time to keep spamming invocations quickly for about half a minute. EDIT: 1.5 second chants + Brilliant = lots of invocation spamming. I tested this and it works. iirc, the robes only grant brilliant to nearby allies, not to the person wearing it, so you couldn't pair a priest and celebrant and equip them with the robe to take advantage of that itneraction. also, no joke the one priest multiclass i haven't satisfactorily and effectively/synergestically cracked, it's celebrant. so i have no idea.
  9. Magran's Might is basically a Meteor Swarm or Storm of Holy Fire that targets *just* one target. The hidden advantage is that the tooltip-listed interrupt on crit only somehow applies to the initial targeting - the falling projectiles interrupt on hit, not on crit. It basically means you lock a single enemy out for the entire duration, while also stripping them of effects.
  10. I would like to know this as well. it's like a one shot burst of brilliant - just one class resource, for both classes if it's multiclass. If it's a caster, it's only one spell, and it's random. Considering it's attached to a once/rest ability, and that you're likely using this on a hard enemy likely near the end of the fight, it's not that great an effect. Well, that sucks. Looks like priests really got the short end of the stick in just about everything. You're talking to a guy who mains priests all the time, so you'll never get me to agree that they got the short end of the stick on many things Marux amanth specifically binds to paladins and rogues as well, and each class gets unique bonus; priest probably actually got the best (10% chance of echoing priest spells). The worthy sacrifice effect (class resource regen) is the same for all three, though. (I think paladins probably got the shaft for marux amanth)
  11. I would like to know this as well. it's like a one shot burst of brilliant - just one class resource, for both classes if it's multiclass. If it's a caster, the one class resource is a random spell. Considering it's attached to a once/rest ability, and that you're likely using this on a hard enemy likely near the end of the fight, it's not that great an effect.
  12. untargetability affects will also prevent Arcane Dampener from landing. It both redirects targeting, but even if you're still in the arcane dampener aoe, it literally doesn't affect you. rogues have smoke veil, shadowing beyond, vanishing strike single-class rangers have that AL9 untargetability effect there are potions of invisibility ciphers and priests also have stasis effects - but this is only really useful if you have some critical effect you can't lose because pulling a party member out of combat for no good reason could be worse for you than them losing their buffs. There are others, mostly in the form of items. the major downside is that in fights with arcane dampener, on potd frequently there are multiple mages capable of doing it, and they tend to reserve both their AL3 casts for using it, so you have to be really on the ball for using any of these untargetability effects to dodge them. historically when I have a really good rogue or rogues, I use untargetability to dodge the first one, and then focus down the mages before they can use it again (their AI has it on a timer so even if they could cast it again immediately, they still wait a while) it's ironic that there are a few places where enemies can use the AL9 cleansing effect (the -1000 duration on buffs) and those are actually less punishing because at least you can immediately rebuff, whereas arcane dampener doesn't let you rebuff until it wears off.
  13. Don't know. For DW, Int's shouldn't affect on total damage. i'll test it later. Still don't understand, what do you mean. Lost in translation, literally. based on patch notes and the linked thread, the tooltips for the "applyovertime" style effects don't show the impact of intellect, but intellect does affect the actual effect when you use it in combat. i haven't verified conclusively, but I seem to recall that cleansing flame (which uses applyovertime) does do more or less based on intellect when you actually use it. This is even if the tooltip specifies that it does a fixed % of weapon damage. (I don't know if Unbending uses "applyovertime", but despite it saying that it heals a set amount of health based on damage received that doesn't vary with intellect, it scales with intellect and even with Salvation of Time. I imagine other "applyovertime" effects are similar.) "might" scaling is also something that has historically been an issue, and doesn't appear to work correctly (being too weak, and dependent on base duration), so of the "already known to be broken about applyovertime" only might is truly broken - intellect is just a tooltip display issue. There's a separate, newer discovered issue that applyovertime might also be doing a little more than what its tooltip says, and it appears related to a "tick" of damage being done upon hit (like other DoTs) that may not have been accounted for in the original tooltip. So Deep Wounds does 20% over time, at 10% per tick, but 10% is also done immediately, for a total of 30% at neutral intellect.
  14. I doubt it's related to Might, becose... UPDATE. Tested Deep Wounds. Metodology: Frienfly target, Health 247 vs. Weapon 100-100 dmg. Attacker have 10 pt. in all Attributes Hit should apply 100 + 20 Raw Damage for 6 sec. Target's Health should be 127 after attack. Test 1: Hit (100 dmg) + 20 pt. (20%) Deep Wounds damage >>> Health = 116. 247 - 116 = 131 total damage. Test 2: Graze (50 dmg) + 10 pt. (20%) Deep Wounds damage >>> Health = 182. 247 - 182 = 65 total damage. So DW deals 30% of Damage as Raw. Value in statuseffects.gamedatabundle is 0.2. So it's clearly a bug. sorry i should've been more clear. What I meant was that of the known buggy issues directly related to applyovertime, it's "just" might scaling being much lower than usual versus your latter claim that intellect scaling isn't working (see the linked thread). I wasn't trying to exclude this other thing about 30% vs 20% (which I speculated in the bug thread was the game ignoring the on-hit initial tick damage).
  15. Phenomum, before you make any conclusions, you should at least read the post in this thread: https://forums.obsidian.net/topic/105687-bug-disintegrations-damage-bonus-is-not-correct/ intellect is/was fixed to benefit these applyovertime effects, but the tooltip has just never been updated. edit - from the post: "The damage showed on the text only calculate the damage for 15s rather than the wohle duration." (when talking about the intellect-influenced duration). Patch 3.0.1 fixed intellect-based damage scaling. (i think combat log will show the correct total damage, taking into account intellect) afaict the remaining bug is related to incorrect might scaling. still doesn't change the fact that using applyovertime appears to be a bad design decision.
  16. if that's the bug that's holding them up, they definitely should not kick the can down the road on fixing it.
  17. (speculation) - dots do damage upon initial application, so i wonder if "applyovertime" is incorrectly calculating the damage done because it's ignoring the initial hit. is "applyovertime" the same odd mechanism that yields the weird numbers for disintegration and cleansing flame? i wonder why "applyovertime" even exists, since i know that disintegration and cleansing flame have historically been buggy (and still are a little bit)... best just to switch everything to applyontick (do a find-replace in the json)
  18. @MaxQuest I tested Bleeding Cut and I do think the DoT damage is reduced by underpenetration. I consoled an ukaizo guardian for test and the bleeding cut DoT shows like 1 or 0 per tick. it's only 10% damage per tick, which means you'd need to do at least 20 base damage to see more than 1 per tick (but decimals are retained so you might see more every once and a while based on rounding). what was your pre-PEN damage? edit - I assumed bleeding cut was post-PEN damage based on some early stuff, but I haven't used it a lot, and MaxQuest tends to be right about these things (though not always ), so just probing for more details
  19. i think more accurately, that they err on the side of nerfing too much, because they can tune it up without much complaint, which is more pleasant to players than repeated patches of tuning the same thing down.
  20. I suspected that it'd be pretty good but couldn't in early game find a good way to deal with the party-unfriendly AoE, glad to know that someone got good mileage out of it.
  21. you should probably either expand your perspective and/or count your lucky stars that you never played a trap build. JE Sawyer had the personal example (either him or someone else) getting absolutely wrecked in IWD because they made a party of rogues. BG2 had some idiot-proofing in place because you only designed your PC and the rest of your party was designed by Bioware, but there were still plenty of "bad ideas" that only manage to work either because Throne of Bhaal came around and trivialized *everything* or because there were some items that were just so fundementally OP they could make any party work (rods of resurrection acting as an insta-heal on perfectly-alive characters, robe of vecna, staff of the magi, that reflecting cloak, dragon mail armor, the special bardic elven mail, etc.) I chimed in on another thread about BG2's oddities in adapting and expanding the AD&D rules, but single-class druids were almost certainly a trap build in vanilla BG2 because how weird the level cap was implemented/non-implemented in BG2. Being stuck at level 14 while everyone else is getting more spells, lower THAC0, etc. just fundamentally screwed over the druid, and basically required you to dual-class or multiclass (jaheira was a multiclass). It wasn't until ToB arrived and let you hit level 15 that suddenly single-class druids became amazing (getting tons of level 7 divine spells, way more than clerics).
  22. So I'll give an example for the spell that most immediately comes to mind from my first playthrough as something of a "win button" almost, and that is Devotions for the Faithful. In its release state, if I'm not mistaken, the spell would grant a whopping +8 might and +20 accuracy to all allies within the cast area for 30 seconds, and decrease the enemy might and accuracy by the same amount. This is a massive power swing in favour of one party. The spell was obviously nerfed and cut to half of all the buffs and debuffs we see above (+/- 4 MIG, +/- 10 ACC), and it's still a pretty damn powerful spell in its current iteration, or so I find at least. All this for a lvl 4 priest ability, by the way, so it's not like we'd only get to experience it late-game either. I'd just like to chime in an add a *real* case study instead of just the hypothetic algorth is using. Diablo 3. Diablo 3 designers basically made a conscious decision to do exactly what Makumba666 suggested - never nerf, always buff. This creates a perpetual power creep with every single patch. It basically means the story campaign is incredibly trivial to play now because the only way enemies have kept up in power is essentially through uncapped greater rifts (which exponentially increase enemy power into perpetuity), and it also means that if you aren't using a build that is "blessed" by being complemented with specific set gear, there's just basically no way your power level can keep up with all the incremental creep on items, abilities, etc. that over time combined with diablo 3 having lots of multiplicative modifiers resulted in hugely blown out numbers for certain setups. Yeah, people don't get as pissed off every time diablo 3 releases a balancing patch that amps up all damage multipliers--except for the ones being taken down a notch--by 25%... though some people still get annoyed when their favored ability *isn't* the one getting buffed, but it creates a creaking house of cards of a game design and only really still ends up working because so much of the game play is geared towards the uncapped nephalim/greater rift grinding, which deadfire doesn't have (in fact many people here seem to be at best ambivalent to deadfire's closest equivalent: megabosses). Even then, personal accomplishments in earlier "seasons" get trivialized because with each patch people find themselves pushing ever higher greater rifts with the same gear and build. It's not progress, it's a lie. And yes, Diablo 3 counts because since loot 2.0, Diablo 3 is basically a single player game now, that just happens to have a chat room and require an internet connection.
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