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Patch Notes for 5.0.0
thelee replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
woedica makes everything per rest, and you don't regen health normally. whatever people end up trying to do, i think some inclusion of chanter, paladin, or bloodmage is going to be required just for the health regen (coincidentally chanter and bloodmage can regen resources, paladin can do so slowly with virtuous triumph). chanter is probably the easiest because of their infinite summons. personally i think paladin or rogue are going to be needed for brand enemy or gouging strike (to make it as safe as possible to take out bosses). arcana probably a must because otherwise hylea's challenge is going to make traditional soloing strategies work less well because now you have to also keep Vela alive, and she's going to be nowhere near as tanky as e.g. a herald, and she's not going to be willing to follow you around if you're kiting enemies (instead you trying to kite enemies will make Vela more of a target). so lots of scrolls of withdrawal and high arcana makes them last a long time - if soloing is anything like in PoE1, fights can last a really long time. (plus if you withdraw vela and withdraw yourself, you can still de-aggro enemies to take advantage of brand enemy or gouging strike i think). for all of the above reasons herald may still be best choice. this is my opinion and i don't have a lot of experience solo-ing deadfire (yet, though that will probably change over the next few weeks). -
Patch Notes for 5.0.0
thelee replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
as arkteryx suggests it's one of the Magran's Fire's challenges (and you need to do it as part of the Ultimate challenge): from https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/magrans-fires "Eothas: gives you a strict time limit to accomplish each part of the critical path (main quest). You only have 3 days, 26 hours to finish Port Maje. You have 25 days to complete Hasongo. You have 26 days to complete Ashen Maw, and a similar amount of time to get to Ukaizo. This essentially limits your ability to explore, and really discourages you from searching abandoned settlements or burial grounds out on the world map. The time constraint is tight for the first act, but a little looser for successive acts (though not loose enough to go off and do all the DLC, at least until the final act). You can save some time and level up a bit by frontloading all the Nekataka quests in Act II (before going to Hasongo) since it only costs you a couple hours to go from district to district (versus days to travel on the map). This challenge also has the effect of requiring you to be much more deliberate about resting." -
Patch Notes for 5.0.0
thelee replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
i asked on twitter. basically if it looks like a boss, it has to be dead (no diplomacy/pacifism). according to devs, once you start the ultimate, you'll get a special quest that lists and tracks your progress in killing all the major enemies, so there should be no ambiguity once you start. edit - i think the hardest part will just be managing the eothas timeline. nothing about the challenge suggests that you get extra time in the DLCs, and wael prevents you from getting concrete knowledge of how much time you have left. i posted the amount of time you have per act elsewhere (it's also in my gamefaqs guide), so you probably have to count the days yourself. from past experience, act 1 is pretty tight, but if you can frontload all the nekataka quests in act 2 and are efficient with main path, you can buy yourself quite a bit of breathing room in act 3 and 4, so with what is basically a no-rest run (woedica plus rymrgand basically means you can't rest outside of an inn anyway) you can clear out DLC so long as you just do the main DLC paths (e.g. skip straight to the final dragon fight in BOW, even SSS is pretty fast if you don't try to do *all* the treasure-hunting and *all* the challenges). edit 2 - ondra also makes it harder to take advantage of ship bounties early on for leveling, even if eothas didn't already provide a huge time constraint on sailing around. -
Patch Notes for 5.0.0
thelee replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
I'm hoping that because so much of the RTwP regressions were related to TB mode beta that fixes for TB mode fix the instability that plagued RTwP. -
Patch Notes for 5.0.0
thelee replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
great changes, though i'm worried that the "item losing enchantment" bug is still in 5.0 (not mentioned in patch notes) and may be stuck with us forever... -
aw shucks, yeah that's mine. i don't pretend to be 100% accurate or claim that it's 100% my work - I hope I credited everyone who helped contribute it to it (there's some more updateds pending phenomenum's contributions, but i'm waiting on 4.2). but if people get good mileage out of it, that's all I can hope for
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Someone else reported it, but I'm just adding further data point. A similar bug related to killing enemies with crits was fixed some versions ago, so this is something new (this item has been sitting in my inventory for a while with an enchantment). I have literally no idea when this item lost its enchantment, so cannot provide a relevant output_log (though I included one anyway in case it happened during this current play session), but I can at least provide a save where this is currently active: https://www.dropbox.com/sh/33yegg8hvh6nh0e/AACMI0rTcpCdAYFHCBTf3Iula?dl=0 Just to reiterate, 4.1/4.1.2 is kind of a trash fire of a regression in gameplay stability.
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1. some sort of annihilation effect triggered on ranger pet, causing "perma" death (could not revive pet at all; their body was just nowhere around to be targeted) (this happened in one of the SSS slayer trials). 2. at end of combat, pet comes back, nonetheless. 3. but bonded grief remains (see screenshot) I don't have an output_log because I didn't notice this until well after this occured (and it's been weeks since I've last had a chance to play the game), but I do have a dropbox link of my save: https://www.dropbox.com/sh/slt8a78p39dgj48/AACJQ8d0MO6EX9NAMNsf1oRIa?dl=0
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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.
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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.)
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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.
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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.
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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.
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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.
- 28 replies
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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.
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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.
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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)
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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.
