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thelee

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Everything posted by thelee

  1. iirc mule kick is how some folks figured out how to beat dorudugan in turn-based mode. grave calling is relevant here anyway since it gives a massive acc bonus to vessels
  2. to OP's topic, i don't play barbs that much, but i don't think there's a way to avoid barbarian being worse at single target. they're just not designed for it. at best you can be close to neutral. both the tier 9 roars, for example, are extremely good in big fights, but still pretty useful in a boss fight even if a bit less efficient.
  3. they also provide a might boost and various damage or recovery boosts. useful for an offensive caster. (though honestly dazing shout/driving roar are so good at dps that SC barbarian eventually functions as an extremely effective offensive "caster")
  4. konstanten is especially inefficiently distributed for precisely that trade off, sacrificing some choice stats (int and dex and perception) and investing way too much in constitution and unnecessarily in resolve (barbarians have a deeeep deflection hole to crawl out of so the 13 resolve feels like a waste). honestly his skald or howler options are real uninspiring (bad int, slow attacks, no perception to help crits). barbarian is at least workable since while he might be lame, at least he can be lame for a very long time with 17 con boosting a massive health pool.
  5. during my ultimate run practices, i actually failed pretty hard on even easier fights. i got an unlucky roll on the beasts where you wake up, and they were explosive. with a squishy character, totally unused to playing solo, i killed the first boar at less than full health and the explosion annihilated me. Game Over in just a couple minutes.
  6. ime both paladins and chanters need some min-maxing, mostly because of the aura/chant radius and from my experience working with pallegina and konstanten, who have mediocre intellects (especially konstanten). it just feels like you're trying to dig your way out of a hole rather than particularly excelling at them
  7. ah yes i completly forgot taht it sucks up all your focus. ok, sounds pretty good to me then. good job!
  8. i mostly like it. my main concern is that between 1 and 3 we have a lot of upside for the class now, especially since it looks like you removed a lot of the symmetry on the wild mind effects. what if (3) triggered a foe and friend miscast, instead of the foe-only version that you have now. make it a little bit less of a trivial empowerment upgrade. otherwise, thumbs up
  9. alright, finally had some time to test it and indeed only the main target gets the 2x cleansing effect/attack. still a neat little power boost to clear out though indeed the extra roll just to push is a little confusing to make sense of - glad you shared that implementation detail before i went going through my combat log to test out the mechanics, would've been hella confusing.
  10. paging @Elric Galad looks like an unintended interaction between your eld nary fix and how her revenge is implemented
  11. Keep forgetting to look into this more, but a short while back I was doing some more gaming with the party that has this merc build in it, and I noticed something very curious - I had Street Sweeper equipped, in the fight against Manzaggo. Lots of Fampyrs who cast Minoletta's Piercing Sigil. So I did something I very rarely ever did - I did Clear Out with Street Sweeper instead of my blunderbuss+melee load out. Then I got very intrigued by the fact that all the Fampyr buffs got cleared more than expected! After a couple more trials, it looks like Clear Out is very clearly two hit attempts per target with my 2h weapon. That means 2x damage and, with Street Sweeper, -20s off buffs instead of -10s. It's not a fluke - I've started using Clear Out even when I normally wouldn't (e.g. vs a single target that is already safely engaged by my tank) because 2x hits for 2x interrupts and -20s off buffs turns out to be extremely useful against late game tough foes. Unfortunately, I've had literally zero time since then to look into this more. Does anyone know about this or have more insight into what's going on here? no mention of this strange behavior on wiki or in my weaksauce attempts at searching the forums. I don't know if it's just 2h only, or if it also works with main hand melee or what not (when I do it with my blunderbuss set up, there is just wayyyyy too much info in the combat log to even notice that there's 2x hits, if it also doubles up there).
  12. holy thread necro! but this is actually the good kind of necro because i definitely missed the post the previous time around. can't speak for boeroer, but IME there are three main aspects of a SC fighter worth talking about: clear out upgrades sunder armor some extremely light metagaming with the passive that gives you more discipline maybe? if you wanted to do a tactician, upgrading clear out and using a handmortar in your main hand with a melee weapon in the off hand might be a good pay off for SC. you'd need perception resistance or to leave your blunderbuss modal off, but you'd get tons of interrupts. i actually don't know if you're capped at restoring 1 discipline per attack, or if you could actually have a net gain in discipline. but even when capped at only 1 discipline restored fire in the hole (which can be upgraded to bounce) plus a good offhand weapon plus maybe the line clear out upgrade will tax your video card while outputting tons of damage and will be extremely cheap to spam in a fight.
  13. you should check in the combat log, that's going to be much more definitive. (e.g. check what the penetration value for the hits are, that'll be an obvious thing to compare for power level scaling) i would be very very surprised if the PL bonus didn't carry over to all the hits for her revenge, i would chalk it up to a display bug. but it's nevertheless possible the successive hits are bugged.
  14. Did want to just add a note the 2h thing that Ivanfyodorovich mentioned (and also adding a note to yorname’s similar findings). I did find that 2h weapons performed ably post-various-patch-adjustments in simulated tests, but is dependent on enemies actually having decent AR to worry about (where the “extra” penetration that 2h get matters). So it’s true-ish for veteran difficult, true for POTD, and all the truer if you unable upscaling-only mode. on lower difficulty settings 2h is going to feel worse than 2w. I don’t remember the specific numbers anymore, but them’s the breaks.
  15. you could even do a rogue/druid multiclass. most of the druid kit won't be terribly useful (maybe you could make it a lifegiver to give you some backup heals when you're in trouble), but firebrand at tier 2 will be up your alley. you can also get a ring very early on (either pay a lot or steal it) from the dark cupboard which gives you +10 acc to fire attacks, which applies to firebrand. so do talents that improve penetration. firebrand's 25% multiplicative fire lash on top of all the sneak attack (and eventually deathblows) damage bonuses plus hugely boosted accuracy, and you'll hit like an absolute monster. (especially if that rogue is a streetfighter)
  16. when i saw that this was a bare .py i initially thought this was the most clever social engineering against tech-y people here, get us all to execute a random python script. anyway, what is PlayerDebug ? i'm thinking i'll just process this and spit out a CSV for google sheets to import, but wondering i can sekip some stuff
  17. you're sure the person hasn't been hit by other attacks? whenever something weird like this happens i assume it must be implemented like a hazard or something. those always break all sorts of rules
  18. so sounds like writ of war blocks both NONE and Classpowerpool. that's encouragingly expansive
  19. gj, people will finally be able to cast an eld nary that continues even after the fight ends, as the lord intended (also lol the symmetry risk of using a heavily boosted eld nary when an enemy wizard can cast spell reflect just got hilarious)
  20. one of the few mods I use is the community patch bugfixes only and it does fix kw rather broadly (and also fixes a few other things), which is why i have it. includes call of rymrgand:
  21. ah, i wonder if writ of war only functions for blocking ability selection, the game doesn't check again when the ability actually is going to be used? this is characteristic of how player AI scripts work (the script is checked after an action is completed, not after recovery when an ability needs to be selected), which leads to some lag in scripts incorporating changing conditions/triggers because an ability will be queued well in advance of when it actually gets used. i wonder if frightened works like this for the AI? or frightened works better and writ of war is just implemented differently in this way.
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