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thelee

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Everything posted by thelee

  1. Kind of an obscure bug, but: my paladin has cautious attack and both zealous charge and zealous focus. Sometimes in combat I rapidly switch alot of stuff, i.e. I switch my paladin's weapon, I toggle cautious attack on, and then click zealous focus to switch away from zealous charge. Sometimes (more often than not), cautious attack will activate, I'll lose zealous charge, but my paladin will never activate zealous focus and will just continue to auto attack. The only fix is to quickly click/double-click on zealous focus, which will finally get the aura to activate. Here's a dropbox link that I used for a different bug but works for this, too: https://www.dropbox.com/sh/lma6iju9g1cmj8s/AAD9S992cLJmnMwRm3OhrcJha?dl=0 To reproduce: 1. load the stalwart village save. at some point while fighitng the first crag ogre, quickly toggle cautious attack and switch auras. 2. cautious attack state will change. 3. current zealous aura will go away but new one won't activate (sometimes, at least more often than not)
  2. Note that it's not just the first Crag Ogre. Other enemies in the fight also become weaker (notably the Crag Ogre Cannoneer post game reload has ~ -80 accuracy adjustment, which makes successive attempts much easier than the original load).
  3. Also, while I can't *prove* it, it seems like the Crag Ogre also has less health after the reload.
  4. I just noticed that the first time my character entered Stalwart Village, the first Crag Ogre would have a ~ -30 accuracy adjustment. If I fail and I reload the autosave upon entering Stalwart village, the first Crag Ogre instead has a ~ -70 accuracy adjustment. Nothing else changes; I'm on Path of the Damned (no high-level scaling, I'm going in at level 8 ), but it appears that consistently enemies appear to be weaker upon that reload. It's like some difficulty scaling adjustment is being lost. Don't know how long this issue has been around, might not be 3.04-specific. If it's been around for a while, I wonder if my earlier playthroughs have been a bit too easy? Drop box link containing output log and two saves: one before leaving for stalwart village and one that is the autosave upon entering stalwart village: https://www.dropbox.com/sh/lma6iju9g1cmj8s/AAD9S992cLJmnMwRm3OhrcJha?dl=0 (yes, I save scum my trial of iron attempts; it's how I protect myself against being screwed over by bugs, which has happened more times than I would like) Steps to reproduce: 1. load the save game in Caed Nua 2. go to stalwart village 3. get attacked by the first Crag Ogre, observe their accuracy 4. exit to main menu and 'continue' (which will select the stalwart village autosave that got created) 5. get attacked by the first Crag Ogre, observe their significantly reduced accuracy Anyways, I hope you guys still have sufficient dev resources for further Pillars patching. Looking forward to Tyranny, though!
  5. I'm personally a big fan of Wael. Yeah, Skaen gives you a baby sneak attack, but I think people may underestimate how good reach weapons can be; (Wael's incomprehensible revelation talent gives you +10 quarterstaff and rods). Skaenites might do more damage, but a priest of Wael can do that damage safely. Just stand behind someone with good engagement (fighter, or some other melee fighter with hold the line) with a good quarterstaff (hint: steal Durance's; Gromnir is right, it's pretty good, one of the better quarterstaffs in the game), maybe put up that Holy Power aura (+3 might, +7 resolve in a tiny area including your priest) and you can do alright early on (and buff your tank in the process). Sneak Attack applies to ranged attacks as well as melee ones, however. You won't have that +10 ACC, which will hurt early on, but the extra damage will outweigh the ACC in most cases later Hm, personally my priest spends most of their time buffing/debuffing, so most of the damage is not a huge concern for me vs safety (and it shows... they have the lowest total damage done on the personal stats table anytime I play).
  6. I'm personally a big fan of Wael. Yeah, Skaen gives you a baby sneak attack, but I think people may underestimate how good reach weapons can be; (Wael's incomprehensible revelation talent gives you +10 quarterstaff and rods). Skaenites might do more damage, but a priest of Wael can do that damage safely. Just stand behind someone with good engagement (fighter, or some other melee fighter with hold the line) with a good quarterstaff (hint: steal Durance's; Gromnir is right, it's pretty good, one of the better quarterstaffs in the game), maybe put up that Holy Power aura (+3 might, +7 resolve in a tiny area including your priest) and you can do alright early on (and buff your tank in the process).
  7. With your corrected numbers, it sounds like damage is more like +5, plus ~2.2 per 3 levels after 1? Sounds like I need to update my guide.
  8. Appears to be slides related to the expansions. Wouldn't be a big deal, but it also causes the slide to advance very quickly, a little too fast for reading. Dropbox link to output_log and a relatively close saved game: https://www.dropbox.com/sh/vui7sm6qg19i05o/AAAwKtOclxcHcb-j1DescCTOa?dl=0
  9. Never mind, for some reason the lightning effect of the destroy vessels effect was delayed, it ended up working. Nothing to see here, move along.
  10. Despite the update notes saying that on hit effects should work now, destroy vessels procced and nothing happened: Drop box link with output_log and saved game: https://www.dropbox.com/sh/kshz15hmdfw8qzc/AADs-YN9s83hLpULU3UuUM2Ka?dl=0
  11. AH, here's a dropbox link to an output_log and saves anyway: https://www.dropbox.com/sh/ldzlzp7xt2i4gk9/AAC6wtbJ0CLtcRA46AZrF03Aa?dl=0
  12. This issue has been around for a while and reported several times, but just re-reporting that there's no option to agree to Wael's request in the Sun in Shadow. Someone mentioned a while back that a bug was causing a dialogue option to be blocked. I can provide a save and an output_log in case it's necessary.
  13. Also, I *think* the damage part of the disposition bonus is affected by might (it definitely is affected by intellect). I remember playing around with the numbers and it was how I made it make sense.
  14. what's your intellect? a higher or lower intellect will alter the listed damage done, since it's a DOT.
  15. Oh man, that takes me back. Booting up the first beta, wandering out of the town, and then getting massacred by the first beetle fight. Even after they fixed the glitch the cultists were still a nice challenge. I was actually surprised at how much easier the game was when it actually came out (I hadn't followed the beta progression much). that's hilarious. I guess I should ease up on my "too easy" complaints about PoE.
  16. How much damage Holy Radiance deals on a main character? For an NPC one it is: 30 base +10 every 3 levels starting from lvl 4. For each point of favored disposition (max of 3 per disposition, minus any disfavored dispositions also max of 3 per) you get an additional +3 healing + 1 every 3 levels after level 1, and you burn vessels for an additional +5 plus an additional +1 every 3 levels after 1. So you can basically double the effect (at a max of 6 disposition score) I think your equation for vessel damage is wrong; I think it's 30 base + 5 every 3 levels starting at level 1.
  17. "Am I missing something? I've looked through all of his spells and they seems like minor and/or situational debuffs and buffs (with a few healing ones). He's weak at damage dealing almost entirely. So except for removing status effects or minoring buffing some team members, he seems pretty useless. Should I just pick him back up again at level 8 or something?" Priests aren't supposed to be damage dealers, they are support characters. And the "minor" buffs are actually fairly relevant, combat goes a lot easier when you're stacking the odds in your favor; your priest helps *everyone* do more damage or survive extra damage instead of directly contributing him or herself. It also helps to be on a higher difficulty. Buffs/debuffs become a lot more important on say, Path of the Damned, than if you're already steamrolling most fights on normal. Though even though I said priests aren't suppossed to be damage dealers, your priest can still be MVP in fights every once and a while thanks to spells like Pillar of Holy Fire and Rain of Fire, powered by Minor Avatar (all higher level stuff, though). EDIT: also, personally I hate Durance, so if you're basing your opinion off Durance you should reserve some judgment. Durance is just super slow and gearing him up with an arquebus (as the game wants priests of Magran to do) is just such a terrible idea for a priest that may need to cast support spells at any time, but you can't cause you're stuck recovering from a very slow attack (made worse by the low dexterity). Also Durance's Holy Radiance will never be as good as a Holy Radiance for a main character priest, since disposition isn't checked for NPCs.
  18. The moon temple monks were some of the best fights in the game, IMO, because the AI did exactly what a good human player would do. AI stupidly suiciding to crush your backline? Not exactly. That's exactly what I do with highly mobile characters: destroy the enemy mage/priest/etc support characters before they have a chance to get out of control. Not only that, but the monks abuse force of anguish and are geared up with rooting pain to really punish you if you're not prepared and are just casually tossing spells/attacks around. In fact, I'm wrapping up another play through (I'm personally up to 530 hours now), and I unintentionally discovered the peaceful way to do the abbey (I literally just went guns blazing all times before). It was nice, but anticlimactic since I was really gearing up for some challenging fights. OP: what difficulty were you playing on? I can't imagine the monks are that bad on normal or less. And if you're higher, well, what do you expect? I've been playing Path of the Damned since the game came out and the white march contains some of the few places where I *really* feel like I'm playing on path of the damned.
  19. I thought I saw patch notes a while back that erroneously high accuracy for traps and such were fixed, so I don't know if this is a regression. Anyway, this screenshot shows what's up: there is no way I have the kind of mechanics skill to get ~250 accuracy. Dropbox link to output_log and save: https://www.dropbox.com/sh/ul1lbpbkhu85ktp/AACMlvKS_1HqlTLR_0GArkUFa?dl=0 To repro: just set a trap near the ovates (i used infestation of spiders) and start combat.
  20. (Don't know if that's what they're called, closest thing I can remember). Basically in the Vithrack area in White March II you can get those food items that give you +4 intellect +4 perception, but sickens you. I absolutely love them, the last one I had proved pivotal in destroying the bog dragons and archmage (made the area of effect of my rain of fire and pillar of fire so huge that i could wipe out everyone with just a couple casts). Just wondering if the ones you found in the area were the only ones you can get, or if there's a way to get more.
  21. I've seen other bugs related to weapon procs not working (like the souldbound scepter), so maybe this is related. Anyway, see this screenshot: Destroy Eyeless activated, eyeless is totally still alive. dropbox link to output log and save: https://www.dropbox.com/sh/m7zej9wx72oevbh/AABb2ttL3o4aqxMOGSGVIWdDa?dl=0 To repro, just go attack some eyeless (you may need to have pallegina drink potion of merciless gaze and debuff the enemies, so she can actually crit).
  22. Oddly enough, after respeccing, it appears to be working per-encounter. So it appears to have screwed in the process of my game going from 3.02 => 3.03 beta.
  23. Looks like for me it's not even being restored upon a reload/rest/whatever. It's just gone forever. The only way I was able to get it back was to respect my barbarian and pick it up again.
  24. BUG: Is it just me or does the artificer in the stronghold very rarely have anything for sale? I'll provide a save later, but I swear this entire run I've had like maybe 1 trap for sale, if at all. I seem to recall some runs I made much earlier (pre-2.0 days) there would be a larger variety for sale. REQUEST: A constant headscratcher. The traps available for purchase in White March I/II are just _so_ much better than in vanilla. I will gladly fork over thousands of gold to buy those. I don't even understand the balance decision; it seems like with effects as powerful as Rain of Fire or Chaotic Orb, _those_ should be the ones getting significant accuracy penalties, not the waste-of-inventory-space Hail of Dart or Arrow traps. I realize PoE is probably nearing end-of-life in terms of support, but I really want some designer to explain or take a look at how player traps are currently balanced.
  25. Man, I just thought I had been getting _really_ unlucky with the proc. Let's see... would I rather have a fix for the stacking def/reflex or functional spell striking...
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