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Everything posted by thelee
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As stated, I did this encounter multiple times, besides the 10% corrode lash (which happened every time) what other corrode damage are you referring to? Why would lash have anything to do with it? if the enemy has 180 health and you hit them for 179 + 18 damage, the corrode lash is what kills them. if in another attempt, you hit them for 181 + 18 damage, the killing bolt is what kills them. the lash is considered a separate attack in some respects (separate PEN check, separate damage modifiers), even though it "rides along" with a base attack. so what i'm suggesting is that maybe you have to kill with the killing bolt itself, and not any add-on lash. edit - easiest way to verify would be if there was a console command that let you dump enemy health information Interesting... but then the lash counts as an empowered ability? The gun still tallied the kill, remember. yeah, my hypothesis is that killing bolt + lash basically functions like a full attack when dual-wielding. empowered full attack: you hit with your main hand (killing bolt), and then your off hand (corrode lash), the corrode lash kills it. the empowered full attack counts for blightheart's purposes, but when separated out like this it becomes much clearer that the killing bolt itself isn't doing the slaying for its own purposes - it checks with the "main hand" attack only and doesn't care what comes after. this is just a hypothesis based on how i've seen lashes function in combat and really would need some testing (ideally with an enemy with known health) to verify. edit - i'm not saying they are completely distinct attacks, but they are distinct enough. i suspect killing bolt is an "atomic" unit that is a package says "do X damage. did I kill it? spawn a spectre" and then adding a lash to that adds an extra sentence that does "do .1x corrode damage". from blightheart's perspective, it's all one empowered package, but from killing bolt's perspective, that corrode damage comes after the killed-by-killing-bolt check. or something like that. edit 2 - another way to verify (without needing to know enemy healthy) would be just to see if you still get random behavior without blightheart. e.g. do a lot of runs without blightheart and killing with ninagauth's. if you never get a flaky kill this way, then it seems much more likely it's the corrode lash that's doing it. edit 3 - this is not to rule out the possibility that this shouldn't be the way killing bolt works. essence interrupter is fairly fool proof, and i suspect it's because it applies a debuff first, and that debuff is further triggered on death. if killing bolt creates a debuff that would on death trigger a spectre spawning, that would be immune to this hypothesized effect. but then again essence interrupter has problems with messing up loot tables, so maybe it's for the best it's not implemented this way...
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could you do this drag and drop in combat? because that would affect game balance. if you could use any arbitrary consumable from your inventory, that is much more powerful than only being allowed to use 4-6 consumables. quickslots are a constraint. In BG/BG2, quickslots were a convenience (moreso in traditional BG where opening the inventory didn't pause the game), since the only reason you would need to put an item in a quickslot was if it was not a self-buff (e.g. targeted or a summoning item). Yea but BG didn't have items that lasted for that long. It also didn't have scripted interactions that could be affected by potions or drugs. I think PoE has far too many consumables and most of them stack now in PoEII, makes my character end game with 30 in every stat kinda lame. this leads to a major gripe of mine. deadfire has all these consumables that increase your skills, but you can't actually use these items in world-map or scripted encounters (unless you access them directly from a local map). they are pretty much pointless even if you would have had the metagame knowledge to know when to use them. (also, most local map skill checks are either so low that you don't need to bother, so inconsequential that you don't need to bother [just a bit of extra flavor text in dialogue], or are so high that you should have already been investing them dedicatedly. fallout 1/2/new vegas with their numerous and varied hard checks this is not) i'm constantly limited by what consumables to bring in. it's having maximum freedom. never have to make decisions. if unfettered by combat usage, it's powerful. oh? a xaurip skirmisher coming my way? i didn't need to put antidote in my quickslot, i can just it straight from stash. pull up some potions of might resistance if needed, or intellect resistance against fampyrs. tank being hit too hard, drink potion of spirt shield. ooop, i blew through my stack of 5 potions of minor healing? no problem, i still have lots more in my stash. quickslots force you to make decision pre-combat and punish you for making the wrong decisions. outside of combat, being limited to one drug and a handful of other potions (antidotes, luminous adra) basically means drag and drop doesn't serve as much utility as in poe1.
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Every other island isn't structured like this, things are either visibly behind another encounter and blocked off by visible mountains or other environment or not blocked off at all. This island was wide open. I'll continue griping. it's literally wael's island. edit - i mean, didn't you try the shadowed vale encounter? you could result in a fake crewmember death or a real crewmember death (i forget which one). the encounter at the center is literally a maze.
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As stated, I did this encounter multiple times, besides the 10% corrode lash (which happened every time) what other corrode damage are you referring to? Why would lash have anything to do with it? if the enemy has 180 health and you hit them for 179 + 18 damage, the corrode lash is what kills them. if in another attempt, you hit them for 181 + 18 damage, the killing bolt is what kills them. the lash is considered a separate attack in some respects (separate PEN check, separate damage modifiers), even though it "rides along" with a base attack. so what i'm suggesting is that maybe you have to kill with the killing bolt itself, and not any add-on lash. edit - easiest way to verify would be if there was a console command that let you dump enemy health information
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Glad you were able to beat it but I think an important tip you missed out on was resting in Konstanten's room for +30% spell reflect, along with potions. I mention this because you talk about the difficulty with Obelisk of Wrath but with konstanten's room and those reflect potions, Obelisk of Wrath will literally kill itself in just a few vollies. Obelisk of mystery also takes care of itself though not as fast. Obelisk of force won't take care of itself, unfortunately, it can't PEN it's own AR with the missiles. If you have a persistent source of resolve resistance (for the terrify) the fight is probably the easiest megaboss fight, and even easier than some SSS or FS boss fights.
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could you do this drag and drop in combat? because that would affect game balance. if you could use any arbitrary consumable from your inventory, that is much more powerful than only being allowed to use 4-6 consumables. quickslots are a constraint. In BG/BG2, quickslots were a convenience (moreso in traditional BG where opening the inventory didn't pause the game), since the only reason you would need to put an item in a quickslot was if it was not a self-buff (e.g. targeted or a summoning item).
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Can't check this atm. But when I was using Hunter's Claw with dual-warhammers, I was getting: +1 accuracy per ability usage. +1, +2, +3, etc. can semi-verify: was able to attack at range with blunderbuss after boeroer's last post, and it only gives you one stack per weapon attack. you can verify this in combat log with multiple blunderbuss hits - your character sheet only gains one stack, and in the combat log each accuracy calculation uses the same amount of hunter's claw stacks, it doesn't increase throughout the attack. you definitely can get up to two if you connect two separate attacks via dual-wielding.
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The thing travels like 5m if that before giving up the ghost. I keep thinking that it must be running into something, but after many attempts, I'm convinced that it's not traveling the full 21m, and not even a fraction of that. Dropbox link to save before a fight where I tried to use it, and an output_log: https://www.dropbox.com/sh/r2kyujrcuo450hb/AADqW3VhR7sxOGwFCwBQzXPPa?dl=0
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Might want to use the game feature i'm referring to before assuming it didn't add practicality or ease of use. Though I am just now realizing you can only have one drug effect active at a time in POE2....wtf is that? Not liking that change. POE1: Prebuff before difficult fight, click and drag over (within inventory of course) all drug/food item buffs you want and be done. How exactly is that not practical compared to tediously unequipping anything you had in your quickslots, searching through stash for drug item, equipping drug item into quickslot, exiting out of menus, mousing over bag, finding drug item, using drug item, waiting for animation to finish, going back into inventory, removing drug item to stash/inventory, putting items you originally had in quickslots back. vs drag and drop onto character model to use ?????????????????????????? combat use only items are obviously excluded i was saying that it was arguably not practical or ease of use if it was completely non-discoverable. sorry if it wasn't clear. there are similar such features in Deadfire that I'm like "WHY ISN'T THIS BROADCAST MORE??" like the ability to copy items from one weapon slot to another. and, i actually did do a lot of unequipping and re-equipping of consumables in quickslots in PoE1. fortunately combat times were faster and drug and food durations longer so i didn't have to do this a lot. i'll bet this is deadfire moving further along poe's continual push against pre-buffing. you can't even eat food anymore, they are just rest bonuses. drugs are pretty much the only long-duration consumable, and they aren't even that long duration anymore (due to slower combat times and memory makes me think they have shorter base durations as well). in such a world, there's not much in the way of multiples you could actually consume regularly making such a feature much less worh the time to implement.
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that's real odd, in my experience, as soon as you leave combat you should get a special "end of challenge loot box" and be warped out of the crucible (no chance to even loot the enemies, you just get it all in that loot box). are you using any special items or mods that might interact with combat win conditions or something?
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I've literally 1000+ hours on PoE1 and I've never known you could do this. I'm not typical, but I would hesitate to call such a feature "practical" or "ease of use" (I can't think of many other RPGs where this interaction exists... maybe some of the newer Ultimas?) I don't remember how it worked in PoE1 anymore, but in Deadfire many consumables are blocked as "combat only." I don't know how such a UI feature (in addition to being non-discoverable) would interact with this reality. BG and BG2 let you right-click and arbitrarily consume consumables from anywhere in the inventory, but BG/BG2 didn't care about in-combat distinctions for most things.
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The double duration is definitely a bug, I don't recall seeing it in earlier versions. (edit - wall of thorns is definitely a player-accessible spell, by the way) FWIW the walls do have proper PEN values and even benefit from things like Tenacious IIRC (ISTR using wall of force and seeing correct values in combat log as recently as like 4.1). I think it's a matter of some data not being forwarded from the hazard effect to the ability. So, still a bug, but at least it's "merely" a visual bug.
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Some effects aren't implemented directly as damage or heals, but as short-term effects that happen to do damage or heal. The combat log's automatic damage or healing entries won't account for this and you have to do the shift-hover over the specific things to see what's happening. Garden of Life does something similar, for example (I think to prevent multiple corpse heals from stacking degeneratively it's implemented as an extremely short term, non-stacking buff that heals some health over the short duration). Iconic Projection does variable damage or healing depending on target so it also does something similar.
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FWIW it applies to everything, including the damage bonus (so includes spells cast against the target race). So this ability is extremely balance-breaking if exploited. Theoretically you could upgrade it to the defense boosting version instead of the dmg I did and make any ranger untouchable against creature types--including megabosses--as well (while basically having 100% crit rate). It didn't even require that much effort to get up the 50ish stacks I'm sitting at right now, with 8 bond and dual-wielding I get 6-8 per encounter, and I'm on Berath's so if you split up encounters outside of Berath's challenge you can do a lot per any small gathering of creature types (just split one at a time so you can build up a bunch of stacks). Wouldn't work so well with Woedica's challenge alas (at least without a cipher to help you regen resources).
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Yeah AL2 always feels a bit thin for my characters, though I think AL5 is actually really good. I have more problems with AL6 because for some reason it only has 4 spells and only Wael gets a bonus spell that isn't already in the AL6 row so priests end up pretty similar at AL6.