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thelee

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Everything posted by thelee

  1. case 1: i'm not following. are you saying that there's a bug where the +50% recovery penalty is only being applied to the offhand if you have two different modals active? because I surely feel like from my most recent run that this is not the case. as for case 2: the recovery penalty is effectively less, but so is the effective damage bonus, so I don't know what's special about this case.
  2. In fact this is what bothers me in my game, there is no overlap of Chants, when active Brisk Recitation, in practice this is leaving me confused as long as its efficiency remains active Brisk Recitation. I'm sorry, I truly don't think I can help you. I think the language barrier is too great, there's just constant misunderstanding, and I feel like I'm going in circles trying to explain basic stuff.
  3. I don't know where you read this stuff, but I definitely use Brisk Recitation a lot, especially in boss fights. While by default it's nice to have overlap with no effort, if you don't use Brisk Recitation advantageously, you are throwing away half of the troubadour's strengths, because otherwise they are just much worse at invocations. But if I keep active 'Brisk Recitation', does the linger go to 0? and even with + x1.5, does not get smaller than those of an ordinary Chanter? Note: On Google, I'll see what they say. I think you're misunderstanding something about Brisk Recitation. I don't know what you mean by "smaller" because Brisk Recitation has no effect on area. Yes, Brisk Recitation means linger goes to 0, but that's the whole point - sometimes it is worth trading off linger to get invocations faster, and both Boeroer and I have mentioned cases where losing linger is actually not much of a drawback because the faster chant interacts advantageously with itself.
  4. +3 PEN would probably do it. covers most of the underpen cases, which is probably when you'd want it to be used.
  5. Aren't these modals worth it only between -4 to -2 PEN ? This is exactly the same range unless I miss something... No. In general, the modals are worth it from -4 to -2 (even -3 to -2 for maces), -3 to -1, -2 to 0. In terms of PEN only time they are not worth it, is trying to go from normal to overpenetration, or from -1 to normal.
  6. Setting aside my actual thoughts on this kind of rebalancing, concerns I have: 1. Did you rebalance raw damage? They always do full damage, which means in your rebalancing where you need to basically overpenetrate to do 100% damage, all sources of raw damage got a buff. 2. Did you rebalance weapon modals? With the current numbers, +2 PEN for +50% recovery time is basically only worth it for -5 PEN to -3 PEN, which is much narrower than in vanilla.
  7. I don't know where you read this stuff, but I definitely use Brisk Recitation a lot, especially in boss fights. While by default it's nice to have overlap with no effort, if you don't use Brisk Recitation advantageously, you are throwing away half of the troubadour's strengths, because otherwise they are just much worse at invocations.
  8. If it really is just an implementation detail to get the bonus PL to the active invocation, then the subclass description should be adjusted so that it doesn't mention that the PL bonus lasts for a while, because that strongly implies it's something you can use with something else or is mechanically relevant somehow. I agree with Frak that without that clarification, it itches my brain a bit like a splinter, like the designers wanted it to do something but they messed it up.
  9. If PoE3 is TB-only then I will not touch it, not because I won't play any TB game but because I will consider it to be Obsidian throwing us RTwP fans under the bus. Mostly I won't touch it because I don't like TB-only experiences (ironic because back in the 90s I loved TB games like Fallout, FFT, whatnot). This is not meant to be spiteful, just not my cup of tea. Who knows, maybe some higher-up at Obsidian is making some cold calculus about whether or not the # of RtwP fans they would lose would be made up for by the # of TB fans they gain. I hope not, because I like PoE as a world and would be sad if I missed out on it because they decided to lean into a game mechanic I didn't like.
  10. Came here from the forbidden fist bug thread. Honestly I think you're overstating the severity of the problem. While it is true that it is a slightly weird interaction that self-harm effects scale with both int (in the maleficent direction) and resolve (in the beneficent direction) this is a case where the game design benefits from the simplicity of being consistent with the existing rules of how intellect and resolve work. In addition, in many cases it can serve as a fun extra design space, where intellect and resolve act as an interesting tension for abilities that give you self-harm in exchange for longer or shorter benefits. Carving out exceptions for self-harm duration while retaining self-harm damage scaling just adds more cognitive load for people to try to have to pay attention to for such a limited/narrow set of cases and also pre-eliminates a possible design space. I think it's bad enough that Obsidian removed perception, intellect, and might influences on consumables (doing so creates odd interactions already), I would really hate for yet another set of carve out exceptions. The issue with forbidden fist is that it's just a broken ability top to bottom, doing way too much damage (even without scaling) and having a flat +10s duration mechanic that ignoring any duration scaling is way too punishing for such a narrow benefit (on top of the class not having good way of generating wounds). It's independent of whether it disadvantageously "benefits" from intellect.
  11. For clarity, let's use the correct terms. 1. I assume you mean abilities, because skills are like "stealth" or "intimidate." All multiclass characters get two ability points per new unlocked ability level aka inherent power level (for multiclass, this is at levels 1, 4, 7, 10, 13, 16, 19), and one ability point otherwise, for a total of 27 ability points by level 20 (two at level 1, one at level 2, one at level 3, two at level 4, etc.). If you are talking about class resource (aka how much zeal or bond you have), the amount of class resource you have is equal to the number of ability levels you have unlocked plus 2 (so for a multiclass, it is 3 zeal at level 1 all the way up to 9 zeal at level 19). 2. Everyone other than a devoted or blackjacket gets two weapon proficiencies at level 1, then a new one at every fourth level (4, 8, 12, 16, 20) for a total of 7 weapon proficiencies by level 20. 3. Paladins can get more zeal points mostly through Virtuous Triumph at AL7 which gives you a small (25%?) chance to get +1 Zeal after personally killing an enemy. Paladins can also get a passive +1 to their max zeal from Inspired Path at AL4. There are other ways to get more class resource, though they are uncommon (aka Brilliant inspiration). All else fails you can use empower on yourself to regenerate half your max class resources, rounded up. What does AL7 and AL4 mean? Early or Mid Game, Is it Hard to Kill a Herald "The Steel Garrote"? It caught my attention the part of recovering life while it hits. Do not depend on Zeal to hit with your abilities. AL7 and AL4 is my annotation to refer to abilities that appear on the 7th or 4th row of your character ability tree. Most people and the game refer to these as "power levels" but honestly that's fairly confusing because "power level" in this context has a different meaning and different semantics from "power level" used in other contexts (I've gotten confused questions directed at me in the past when I say power level in these contexts--I adopted "ability level" over time to differentiate between the two major uses of the phrase "power level"). I consider it one of the confusing mechanics of the game (after inversions).
  12. For clarity, let's use the correct terms. 1. I assume you mean abilities, because skills are like "stealth" or "intimidate." All multiclass characters get two ability points per new unlocked ability level aka inherent power level (for multiclass, this is at levels 1, 4, 7, 10, 13, 16, 19), and one ability point otherwise, for a total of 27 ability points by level 20 (two at level 1, one at level 2, one at level 3, two at level 4, etc.). If you are talking about class resource (aka how much zeal or bond you have), the amount of class resource you have is equal to the number of ability levels you have unlocked plus 2 (so for a multiclass, it is 3 zeal at level 1 all the way up to 9 zeal at level 19). 2. Everyone other than a devoted or blackjacket gets two weapon proficiencies at level 1, then a new one at every fourth level (4, 8, 12, 16, 20) for a total of 7 weapon proficiencies by level 20. 3. Paladins can get more zeal points mostly through Virtuous Triumph at AL7 which gives you a small (25%?) chance to get +1 Zeal after personally killing an enemy. Paladins can also get a passive +1 to their max zeal from Inspired Path at AL4. There are other ways to get more class resource, though they are uncommon (aka Brilliant inspiration). All else fails you can use empower on yourself to regenerate half your max class resources, rounded up.
  13. Yeah I can't confirm anything juanval says, unless they are in a different steam market than the US. But I do hope for obsidian/poe's sake that TB does bring in a batch of new sales.
  14. I think the ship has sailed on this, honestly. I built a brand-new computer and before I had to RMA my gpu for the third time (nvidia rtx friggin sucks) and get something else, I had a 2080 Ti and the beefiest AMD cpu, plus loads of ram, and the fastest NVMe storage I could get. I basically had the same exact frame skips as I did on my 5-6 year old computer that it was replacing. Something in the game is just coded so inefficiently that at this point I have to write it off as just a systematic misdesign in the engine, since no amount of hardware can apparently smooth it out, and would require some deep re-coding to fix, something that they are definitely not going to risk doing so late in the game life cycle. According to some posters in the Steam discussions the problem is Unity didn't code multithreading correctly, so on processors with a lot of cores the game begins to starve itself of resources. https://steamcommunity.com/app/560130/discussions/0/2572002906843374108/ holy crap man I need to try that. AMD cpus in particular have tons of (logical) cores, so I might have actually made the resource starvation a bigger issue over my much older cpu.
  15. this is also how wizards and druids work. this is also essentially how casters worked in every infinity-engine-style game e.g. limited casts per fight (in classic D&D wizards in fact start off with one cast per day, much less per encounter). if you're coming from a different RPG context (final fantasy, diablo, elder scrolls, etc.) this may be a culture shock. TB might exacerbate the limited cast feeling. i assure you though, priests are not weak.
  16. I'll repeat what I posted on SA in response to this discussion: I definitely share this thought. When I first started looking at ability trees, I was disappointed that they got rid of the very large "common pool" of talents that PoE1 had, in favor of more class-specific stuff (having Deep Pockets and Quick Switch sequestered away into rogue and fighter in particular hurt some of my PoE1 playstyle) and the stuff that is shared is very generic defense stuff (Bull's Will). It seemed like there was a bit more pigeonholing about classes compared to PoE1 (whereas it was definitely fun to go against type to create a super-intelligent barbarian, which is a definitely less viable option now). In the end, to me it's not worse, it's "different." I'll never be able to recreate my favorite priest from PoE1, but I have a whole bunch of other new options to play with in Deadfire.
  17. My solution is to not worry about it too much, beat the game with the current build, and do a new game with the next build, instead of trying to get the current run "just right." Of course, this is also how I end up with 600+ hours on Deadfire and not much of a social life outside of family...
  18. Did you specify troubadour, but the same can be done with Beckoner? my mistake, it's been a while since I rolled a beckoner. for resistances: the same can be done with beckoner, it's just that by default 6s is so slow that it might not be as effective at doing so.
  19. I actually have no idea, the main chant i use for this is the one that gives con/resolve resistance, and i hardly ever run or use any con/resolve equipment or racials (funnily enough I use literally every other one: might, dex, int, per). might be interesting to test, would be a weird interaction for those characters that already have the appropriate resistance.
  20. Wait, seriously? This seems like a bug, given its inconsistency with how Resistance works in other contexts. (I.e., that different sources of Resistance can't be stacked) it's possibly a bug, but one that I feel might be very hard to actually address, since you'd have to implement some sort of "memory" for these kinds of effects. i think the way it's working is that your resistance "falls off" and then comes back again, so it's not really an issue of stacking, but (again) that those debuffs just don't remember that they've already been resisted when the effect comes back on. I guess one way around it is that "gaining resistance" shouldn't be a trigger to modify existing effects, but it would make those resistance potions go from niche to useless, imo. but yes, i've definitely used chanter chants to whittle away afflictions (most of them aren't long-duration enough to really matter, but e.g. i've completely eliminated enfeebled normally and with a troubadour even modestly long afflictions can be whittled away).
  21. I now understand, because Troubadours is so "dear", it is versatile, I can choose between maximizing my invocation power or improving Chants overlap (One thing or another, I have to decide), this all spending little intellect (Spends less than the other Chanters to have the same result) that increases the duration of his spells. - Invocations or Chants, I have to choose which will be the real beneficiary by activating or deactivating 'Brisk Recitation'. Correct? If it's correct then all I have left is a question, Beckoner. He has no bonus and no penalty for Chants has the same effect as the other Chanters "Default". The gain and loss of this class is solely and exclusively in the invocations: -50% HP / Duration / Size of invocations In return, it manages to do twice as many invocations as normal damage (I do not know if other effects will also). If I made the correct account 2 incantations overlap too (At a cost close to 30 INT), while doing double invocations (Higher DPS) AFAICT, beckoner only has -50% to HP and size of summons (no effect on duration). Not all invocations are summons, please note which invocations are keyworded as "Summon Invocation." what on earth?? where are you even getting these ideas? you can only have one set of summons at a time. You cannot ever have two different summon invocations active, no matter the intellect.
  22. The answer is obvious. He should ask people BEFORE implementing stupid AR into Deadfire. Twitter poll currently overwhelming favors AR, so uh, you do you. In general, it's also completely reasonable for well after-the-fact assessment. I work a lot with experimentation and testing of new features, and change aversion is a real phenomenon independent of the actual merits of the new feature. If you ask people before or shortly after you do something new, you might get overwhelmingly negative responses, but within like a week it might flip completely over as people get used to the change. In general when I consult with people I advise them to not make decision based on like the first week of data if it's a significant new feature.
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