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thelee

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Everything posted by thelee

  1. tyranny did miserably (my own guide hits/day confirms this). there was some commentary from a dev somewhere that probably there's not too big of a gaming population that wants a IE-style real-time with pause game. PoE1 got lucky because it was one of the first few out the door, but then there have been lots of games and competitors since then. it's a shame, because i think deadfire is overall a far superior game to poe1.
  2. i recently posted a guide on gamefaqs, and i tend to get some anecdotal evidence on how much support a game has (i have many guides up for different games) based on average hits/day. and it doesn't look great for deadfire; even allowing for the relative newness of the guide, it's half as many hits as poe1, a game that is many years older. sad panda face.
  3. i hoped i missed it... FWIW there are no soulbounded sabres either. Off the top of my head they are: arquebus (blightheart) sword (modwyr) dagger (marux amanth) rapier (seeker weapon in SSS) axe (slayer's claw in SSS) mace (frostfall in BOW) mace (that woedica's judgment mace or whatever) pollaxe (wahua pori or something)
  4. Thanks for updating this awesome build! I look forward to hearing about this other character, if you haven't already put it out there (have you?). Also, have you considered using battle axes on this character? The modal, when used when you have the streetfighter recovery time bonus, allows you to inflict quite a few long-lasting bleeds (60s base, 10% of swing damage per 3 seconds). This might be useful for enemies that you need to outlast rather than kill quickly, especially given all the time you can spend untargetable or unkillable with stealthing abilities, Withdraw (Footprints of Ahu Taka perhaps for an extra cast), BDD, and Salvation of Time. I'd be interested to hear your thoughts on this. Thanks for the nice words! No, I haven't written up the other build yet. It takes time and I don't have a lot of it these days I actually do have another streetfighter variant (blackjacket + streetfighter) that does use axes. In general in my experience once a well-tuned streetfighter starts attacking an enemy that enemy is going to die soon, so you might not get as much out of the bleeding modal as you might hope. But you are right, with evasion abilities and especially on the survivor challenges in SSS there are so many bullet sponges that being able to stack lots of bleeding DoTs might be very helpful. (I did not actually get to try SSS with that other streetfighter variant because I was on Abydon's Challenge and starting to get really annoyed at having to repair everything so I just blitzed through the critical path.)
  5. I think you're talking about two different things. "Soul bound" weapons are very limited in number and require you to do things to unlock more powerful enchants. You seem to actually just be talking about "unique" weapons, which have a yellow background in the inventory. There are actually a lot of unique great swords and is one of the more prevalent unique weapon type in the game: https://pillarsofeternity.gamepedia.com/List_of_unique_weapons_(Deadfire) (allowing for some exaggeratipn but there not even 12 unique sabres, much less dozens)
  6. while i'm sure it's frustrating in general you really need to provide another output_log (or Player.log) as well as a save if it's still a persistent issue. developers can't magically instantly recreate whatever problem you have, no matter how severe it seems to you (especially because most people have no problem).
  7. note that intellect stopped having increasing returns in poe1; they nerfed it to do +6% total area, instead of +x% radius. it is still better than in deadfire where it's merely +5% area. some other things that contribute to perception and resolve being better than before: classes have mostly equalized acc and def now. in poe1 there was huge variance; wizard for example had such low base deflection that you could max out resolve and you'd just be catching up to a mid-tier deflection class. And because resolve has increasing returns, the flip side to that is that if you're deep in the hole you could increase resolve a lot and barely make a dent. Now, virtually everyone is locked into 20 accuracy and 20 deflection (i think barbarians might have less) and balanced around that which means that resolve comparatively becomes better for everyone. (Similar story for perception and accuracy. Pre-release I thought perception would need a buff because it no longer provided an interrupt chance like in Poe1, post-release I think perception is just fine due to a generally harder time getting accuracy buffs making it more important.)
  8. is this possibly part of the 3.1 potd rebalancing? i haven't tried end-game stuff but i literally have zero recollection of ciphers ever using something like disintegration there before. it would be consistent with my observations on critical path that enemies appear to use higher-level abilities and more aggressively compared to pre-3.1 edit: also, other possible ways around disintegration if you can't avoid getting hit: priest - minor intercession at AL6 (-5s effects) - light of eothas at AL9 (-10s effects) - withdraw (though you're down a party member) - suppress affliction + salvation of time, only temporary but if you end the fight in the next ~30s it doesn't matter paladin - liberating/remanding exhortation or liberating command, only temporary but lasts a really long time anyone - street sweeper upgraded to -10s harmful effects, attack yourself. - potions of (major) recovery Dunno about 3.1 - stuff is still very easy. What did they actually change? Unclear. The patch notes said they ramped up mid-late game PotD difficulty. I had a run near the end that I just blitzed through the critical path, and what it seemed like was a combination of a) more enemies (that are harder to pull separately, though this may be a bug); b) higher level abilities; c) those abilities being used more aggressively. I was used to running Ashen Maw and the final faction quests at level 14-15 and roflstomping everything. I did it again at 14-15 and found it much harder. If I had done it at level 20 it still would've been easy, but at target level objectively seemed harder than before. I cleared all bounties at 14 (went after them before critical path) Atm doing SSS but there doesn't seem to be much yet. Currently after 4 passages. i think the 3.1 potd difficutly revamp was intended solely for the base game. they might consider SSS already balanced.
  9. is this possibly part of the 3.1 potd rebalancing? i haven't tried end-game stuff but i literally have zero recollection of ciphers ever using something like disintegration there before. it would be consistent with my observations on critical path that enemies appear to use higher-level abilities and more aggressively compared to pre-3.1 edit: also, other possible ways around disintegration if you can't avoid getting hit: priest - minor intercession at AL6 (-5s effects) - light of eothas at AL9 (-10s effects) - withdraw (though you're down a party member) - suppress affliction + salvation of time, only temporary but if you end the fight in the next ~30s it doesn't matter paladin - liberating/remanding exhortation or liberating command, only temporary but lasts a really long time anyone - street sweeper upgraded to -10s harmful effects, attack yourself. - potions of (major) recovery Dunno about 3.1 - stuff is still very easy. What did they actually change? Unclear. The patch notes said they ramped up mid-late game PotD difficulty. I had a run near the end that I just blitzed through the critical path, and what it seemed like was a combination of a) more enemies (that are harder to pull separately, though this may be a bug); b) higher level abilities; c) those abilities being used more aggressively. I was used to running Ashen Maw and the final faction quests at level 14-15 and roflstomping everything. I did it again at 14-15 and found it much harder. If I had done it at level 20 it still would've been easy, but at target level objectively seemed harder than before.
  10. is this possibly part of the 3.1 potd rebalancing? i haven't tried end-game stuff but i literally have zero recollection of ciphers ever using something like disintegration there before. it would be consistent with my observations on critical path that enemies appear to use higher-level abilities and more aggressively compared to pre-3.1 edit: also, other possible ways around disintegration if you can't avoid getting hit: priest - minor intercession at AL6 (-5s effects) - light of eothas at AL9 (-10s effects) - withdraw (though you're down a party member) - suppress affliction + salvation of time, only temporary but if you end the fight in the next ~30s it doesn't matter paladin - liberating/remanding exhortation or liberating command, only temporary but lasts a really long time anyone - street sweeper upgraded to -10s harmful effects, attack yourself. - potions of (major) recovery
  11. Possible nit: for spell-like abilities, IIRC PL damage adjustment does show up in combat log. For martial abilities, it does not. (Though it's been a while since I checked so I could be wrong). Any time an ability adds more projectiles, it also still adds more damage, it's not mutually exclusive. In fact, this is why wizard missile spells are really good with PL scaling. However, chanter abilities frequently are set to not have scaling projectile counts. For example, "Rejoice My Comrades!" and its upgrade used to get more projectiles with PL scaling, which in indoor environments made an empowered version extremely good, basically healing everyone to full health and annihilating enemies due to the many bouncing projectils you'd get; but this got fixed in a patch. I expect that that "Thrice was she wronged" is set to be capped at three, since the number of projectiles is similarly part of the ability/description.
  12. Just as an update, when this happens it does trigger prone that many times. The repulsing seal appears to be attempting an interrupt continuously so long as the graphical effect is active. Just now, did it on the drake on the island with the cavern of xaur tuk tuk. The repulsing steal triggered prone on the drake repeatedly, and in fact, the drake stayed on the ground, periodically attempting to get up before bouncing back down again, for very nearly the entire fight before I guess it finally exhausted all the prone effects it needed to go through. I mean, it certainly makes repulsing seal amazing, but I doubt it's intended to trigger this much prone.
  13. I... Don't see how that math works. And it was "125% complete" not "25% complete" What I mean is: is it stating how much of the quest has been completed? For example, speak with an npc and you "finish" 25% of the quest, gaining 25% of the total xp. Go to a location and you go to 50%. Get an item, 75%. Go back to the npc and it's 100%. Otherwise, why even have a % of the complete quest? Maybe it's calculating wrongly, giving you all the xp again? I'm still not following. But regardless of anyone's interpretation, "125%" complete quest seems not correct. Quest completion should stop at 100%. (If you look at my screenshot you can see behind the hover tooltip there's an identical quest experience reward entry a few lines up. That one shoudl say "100% complete")
  14. I... Don't see how that math works. And it was "125% complete" not "25% complete"
  15. Yeah it got hit as part of a consumable-wide nerf in 1.2. Some of the items were frankly too good imo--my quote mentions Potion of Impediment and with a modest alchemy skill you could get >50% interrupt chance, which on a dual-wielder means you could completely lock out an enemy from doing anything relevant for the rest of the fight. Now it's locked at 30% which while not broken is still decent to use in fights.In my opinion, some of the proccing nerfs are really bad up to a point it makes no sense. If the end result is 50% proc chance is still fair. The issue in potd in my example all this stun lock or interrupt lock is non issue. The amount of mobs you face is astounding. Yes even you can stun lock one enemy but you can't stun lock so many. In some fights there are so many mages and couple of priest. All of them hide behind tanks and DPSers. I got status effects like crazy. Arcane dampened, immobilized, skyward kicked, petrified and nuked. Even stun lock applies to carnage is non issue. It seems AI is smart enough to position them so that you hit just a few. And also, most nukers are scattered and positioned far apart even pull off eora doesn't cut it. The map also can be designed so that there are no choke points it was less about general purpose interrupting, it was the fact that with the previous impediment scaling you could consistently interrupt when it really mattered i.e. repeatedly interrupting a boss
  16. To elaborate: what makes me certain there's increased exp gain in 3.1 is the fact that I've played PotD pre-3.1 so many time that I had Act 1 down to a science in terms of exp gain. I'd end up entering Engwithan Dig Site at level 3 (a little lower for the two hirelings I bring along); after clearing out all the creatures on the surface, I'd enter the side training area and kill some skeletons and that would push mainchar, eder, and xoti to level 4. Hirelings would eventually hit level 4 after finding the adra. Instead, post 3.1 I'm already fully at level 4 upon entering dig site (even hirelings).
  17. Discussion started here: https://forums.obsidian.net/topic/106568-was-the-exp-gain-changed-in-31/?p=2111674 I captured a screenshot of some very suspicious exp gain, after noticing that on this run I appear to be gaining levels a little too quickly. Basically, to me it looks like the last bit of quest experience is getting rewarded 2x, so my quest completion here is indicated at "125%". Dropbox link to save and output_log: https://www.dropbox.com/sh/3059qvcsm4zj6q5/AADbXkUMbvC6XcpIGGF8gG9Ga?dl=0
  18. So I definitely feel like I'm leveling faster, and I think I finally captured a screenshot that explains what's going on: Note how I am "125%" complete with quest. I think some final quest experience is getting rewarded a second time. Going to go report this.
  19. that is true, and in fact i had not considered the specific confounding blind interaction before. i would still consider blunderbuss a niche choice compared to literally any other reloading weapon.
  20. i hate hate hate hate hate hate hate random encounters when i can't avoid them (most jrpgs of a certain age) they are tedious and annoying and can frequently be abused as filler for content (and a way to force you to grind). when i can avoid them (BG, Fallout, IWD), they are basically just moments where I reload the game, because most of the time I don't want them compared to the handful of times I might actually.
  21. objectively, blunderbusses suck. compared to pistols, they barely do more damage, but have less range, -1 PEN, and a whopping -10 acc penalty (~20% damage penalty). their modal is also a double-edged sword possibly boosting your total damage, but self-afflicting you (which can be gamed, but still) and has terrible PEN issues. however, unique blunderbusses do not suck and can be metagamed very well. So to the original question "Is blunderbuss useful?" the answer is really "yes, with an if" or "no, with a but"
  22. this method is weird, because the game doesn't wait for kali to run all the way away before letting you progressing; he just starts running and the game continues with nemnok's dialogue: if you click through dialogue fast enough, even after you successfully pass the intimidate check, kali might not have left the area, and he may go hostile and join the fight. when i do this approach, i now wait for kali to go offscreen and wait ~10 more seconds before i continue any dialogue with nemnok. anyway, NEMNOK NEMNOK NEMNOK
  23. Only in the most vague sense. In infinity engine land: everyone is on a fixed, 6s round. Even if your characters are standing there, animating with attacks, by default they only get 1 attack that entire round (most of the attacks are just for show). Even though the "speed" of a dagger might be 1 compared to the "speed" of a two-handed sword being like 9 or something, all that means is that the person with the daggers makes their first attack after a .6s delay, and the person with the two-handed sword has to wait 5.4s. After that initial attack, both characters wait a full 6s in between each attack roll. you can only do one spell-like action per round. this means casting a spell, but also includes drinking potions. oh, your wizard just drank a potion of minor healing? now they have to wait until their next "round" to cast a spell not to mention weird interactions with the fact that the round abstraction treated attacks and spell-likes differently ("cast and attack" is a popular thing from BG2 forums and sites of yore) all durations have to be in increments of at least per round In pillars recovery land different weapon speeds means actually being able to attack more or less often no per-round limitation means you can cast spell as fast as your recovery allows no weird conflict between using items and casting spells with awkward indeterminate timing flexible durations for effects while you can try to draw a similarity between the "personal initiative round" of infinity engine games and recovery mechanics in pillars, recovery mechanics are extremely flexible whereas IE rounds are a fixed 6s unit of time (with the sole exception of improved alacrity).
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