Everything posted by thelee
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The Last Sanctuary bug?
thelee replied to R-vn's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)i mean at a certain point aruihi has you go talk to onekaza and i wondered if there was some conflict between resolving a quest and his desire to see you up to onekaza. you've already talked to her? have you already decided whether or not to side with her or others? i'm just wondering if you're far enough into the game you've closed off some options in a buggy way. either way, you may be S.O.L. sadly.
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Once again another Crusader Thread from me..please help!
i don't have too much experience with a crusader, but I would personally max out resolve and get as much dexterity as I can, and then mostly rely on small shields versus the others. you would really lean into the tankiness of it all, and due to increasing returns of deflection, max resolve + paladin deep faith (and good role playing) + shield style + small shield would get you huge survivability returns. Small shields don't tank your accuracy, so you don't need perception as desperately. And the small shield modal boosts your weapon accuracy by +15, which can help offset your lower offensive output and the 25% recovery penalty for switching on the modal. There also a couple of small shields that you can dual wield for damage (tuolito's palm--even if it's monk focused, you can also pick up monastic unarmed training and give it a similar boost--or the best defense) and dual-wielding speedy responsiveness. (also helps with damage output if you have mob stance on) later on, weyc's oracular focus can make you very tough with either permanent +5 or temporary +10 deflection boost, combined with refreshing defense from the fighter. your points are scattered and limited, so I would reserve most other points for dexterity. Compared to might and perception it gives you all-around superior returns, and also helps compensate for the sluggishness of being a tank. I would actually eat a point or two out of constitution - early on you can use an amulet of health, and later on if you're still struggling you can pick up Tough. But IME your high defenses and paladin skills will do more for you than more points in constitution. You can use those points from constitution to put into dexterity or intellect. I wouldn't take points out of might or perception if I could help it, but at the same time I would only put points into it if I had already maxed out resolve and I was comfortable with where my dexterity and intellect were sitting at.
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Priests need urgent rebalancing update
some very few spells and effects get weirdly boosted benefits from PL scaling. Theoretically, you're only supposed to get +2 acc per PL if there's nothing else on the spell to boost (repulsing seal, slicken). I don't know why storm of holy fire would get that either. Do the projectiles get other forms of scaling? (I know that meteor swarm from a scroll really sucks because the actual projectiles themselves don't get any PL scaling to damage or PEN). historically, some spells would get more or less PL scaling based on designer discretion. Most of that differentiation got wiped out in one of hte patches, but some differences still remain, either by accident or by intention. (Carnage gets +10% damage per PL, for example. One of the chanter invocations--I forget which--gets +2 acc per PL as well. May be intentional or maybe they forgot to fix it in their PL scaling fix.) I wonder if Storm of Holy Fire is an accident like that.
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[Mechanics] Caution when using assassinate with spells
ok, after testing more forms of invisibility, i think shadowing beyond is just the weird one. even potion of invisibility is fairly generous. i actually think now that it's a bug with shadowing beyond, since i noticed that upon action you lose invisibility, but you still keep a "shadowing beyond" buff up until the moment your spell actually lands. i think it should either be vice versa, or both should wait until your spell actually lands. updating my original post. i can't reproduce the smoke veil issue consistently enough, that i'm chalking it up to random noise from my test fight that's causing something to happen.
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[Mechanics] Caution when using assassinate with spells
you are right. going through my notes, i was a bit sloppy with the testing. i did some test with both smoke veil and shadowing beyond on what i thought were "instant" spells and got similarly bad results, that i gave up on using smoke veil and did the rest of my tests with shadowing beyond. it's worse/more confusing than that, i'm afraid. smoke veil -- it turns out -- also waits until you affect a target, but is less generous than stealth. so it's not that it lasts a bit longer than shadowing beyond, but it will wait until you affect something before it breaks. so how far or close that fireball is, doesn't actually matter. however, like i said, it's less generous than stealth: stealth doesn't break upon using potions or poisons. smoke veil does. bafflingly, even though smoke veil will wait until you affect an enemy before breaking invisibility, you still don't get assassinate bonus on some spells depending on some weirdness internally, even if you would with stealth. this confused my testing. (an example spell: divine mark will only get +25 accuracy from stealth. from smoke veil or shadowing beyond, it gets no assassinate bonus) edit - this is inconsistent. sometimes i get the assassinate bonus, sometimes i don't. edit 2 - smoke vile doesn't break from your hazards affecting enemies. stealth does. gaaaaah why didn't obsidian pick on one single implementation of invisibility. sorry. a lot of people when it comes to game mechanics like to say stuff based on intuition, without having actually verified it in-game. it's a pet peeve of mine ("theorycrafting"). accept my apologies. on the other hand, between the two of us, you were able to help identify how invisibiliy/assassinate is even weirder than i thought. at least though now this means smoke veil is a better way to trigger it.
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[Mechanics] Caution when using assassinate with spells
you should test this yourself. for most forms of invisibiliy (including smoke veil), you become visible as soon as you do an action. e.g. as soon as a projectile appears at your finger tips. it's already way too late to get an assassinate bonus from that. actual stealth is more generous, because it doesn't unstealth you until you actually affect a target, so you get an assassinate bonus as a result. edit - keep in mind that i was testing even with spells that don't have projectiles. the timing pretty much has to be instant, which means it boils down to some incredible tedious details of how a spell animation and its timing is set up.
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[Mechanics] Caution when using assassinate with spells
Just discovered this while I was trying to suss out some ambiguities for a prospective assassin build. Two critical insights - 1. the game dynamically updates your PEN and other stats for calculating spell effects as they change. this might seem obvious, but some of the ramifications of this were unobvious to me even until now. for one, this means that boosting your PEN or getting hit with Dazed can cause DoTs that you've already applied to enemies to change their damage. The game doesn't "snapshot" your stats upon casting, in other words. (I had previously thought that maybe PEN was snapshotted) 2. assassinate is a passive bonus that lasts only so long as you are physically invisible. Importantly, stealth and many forms of invisibility disagree on when your character should become visible. This can really mess up how you plan on using your spells with an assassin. This means: while stealth or invisible, an assassin/caster multiclass will appropriately see boosted accuracy and PEN for all their spells and tooltips, because you have an assassinate bonus and the game is updating you with what you have. however, for slower spell effects, you may already be visible by the time they happen, which means you are missing out on the full potential of assassinate. for example: if you apply a DoT, you lose the +PEN assassinate bonus because by the time the spell actually does damage (even the intial tick), you're already visible. This is true regardless of whether you are stealthed or invisible. For DoT or slower spell effects, the only way to benefit from +PEN is to become reinvisible after you've already cast the spell (and then that implies you pretty much just sit around doing nothing while giving you a slight penetration bonus). the rest i hid in a spoiler tag because it turned out from follow-up posts that it's mostly an issue with shadowing beyond, but i'm keeping it around so anyone who goes through this thread knows what on earth the next few posts are talking about. TL;DR: don't use DoTs, bounce, jump, or multi-part spells with assassinate don't use shadowing beyond to trigger assassinate, unless it's a weapon-based attack. smoke veil and potions of invisibility are your friend. inexplicably, hazard spells don't break stealth/invis, and (excluding shadowing beyond) even when they trigger they don't break invisibility, even though stealth would normally break. this has the odd consequence that a priest with good alchemy could drink a potion of invisibility and go to town just casting repulsing, warding, and searing seals, and all of them get a +25 accuracy bonus. then you finish it up with one good spell to break invisibility. not exactly the most powerful thing you could do with your time, but fun nonetheless. works less well with druid/wizard because the only hazards they get are walls that don't do too much per tick. (the really good stuff--like wall of many colors--aren't hazards) note; edited this post based on updated dat from follow up comments.
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Priests need urgent rebalancing update
i mean, this is my point. blade cascade has a 5% chance to proc, and you need to build up that lash buff. You also need to spend 3-ish salvations of time, which costs an empower point as well. you can also end most fights in less time and setup with a single empowered symbol. SoT certainly can be metagamed to be powerful (and can become degenerate), but let's anchor that a bit.
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Priests need urgent rebalancing update
by default you only get +20s, +30s with self empower from one priest. (maybe +40s with some luck with echo effects). without brilliant, that might sound like a lot, but it's not. sure you can blade cascade your way through a trash mob, but an empowered high-level symbol will also do the same thing. even if you combine with other effects at the same time (e.g. BDD, Escape, aefyllath, wecy's hood, blade turning) to get extra mileage out of the stretched duration, you are certainly very powerful, but not--imo--that much out of line for multiple casts and an empower point of a mid-high level spell with lots of metagame setup. salvation of time is a very swing-y spell. it can certainly be powerful when metagamed, but it can also be utterly useless if not set up correctly. but it's not truly degenerate unless you can brilliant your way to stretching short effects to infinite duration.
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Any Greatsword build on PotD ?
fyi, minoletta's minor missiles strikes unerringly (no attack roll). ninagauth's killing bolt attacks fortitude - which is your lowest defense. no amount of deflection protects you against either. i believe killing bolt does raw damage, so no amount of armor will protect you against that, either. i'm guessing you're an inquisitor (trickster). invisibility can be a good way to get spells to whiff, though i don't know what specific build you may be referencing.
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Strange dmg!
thelee replied to Novas's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It's inversions. Basically - virtually anything in the game with a negative symbol in front of it gets "inverted" and is much stronger than positive values. A full, ugly dissection is here: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/inversions For your case, a -35% modifier from dual-wielding is equivalent to a -53.8% additive penalty (1/(1-.35)). Combine that with the other positive additive modifiers, and do any appropriute re-inversions and you end up doing 13.11-ish damage (rounded to 13.1). Inversions are basically the worst part of deadfire's mechanics in terms of ease of use and intuitiveness. edit2: the math is ugly. at this point I've done it enough that a few negative modifers I know exactly how to invert them off the top of my head. But for an approximation, you can say that a single negative modifier is roughly equivalent to it being a single multiplicative penalty, if you want to be able to do calculations yourself. (there are no convenient rules of thumbs for multiple negative modifiers and/or when combined with lots of positive modifiers) edit: when I say "virtually anything" I really do mean anything. Healing modifiers, area of effect modifiers, beneficia/hostile effect durations, health penalties from low con, even paladin and priest disposition scaling. There are many places in the game where you can tell that the designers themselves didn't quite grasp their own inversion system and the balancing is a little screwy.
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Still bad performance???
thelee replied to experience01's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)it definitely was related to containers and items. the same game i had would get progressively worse the further i got in poe1. act i - fast area loads and saves. by white march - ages to load and save. you can even verify by looking at save game file sizes. for deadfire they are all relatively compact - in poe1 they would balloon (istr to hundreds of MBs). iirc it was because there was no culling of inventories anywhere, and they were stored really inefficiently, so the more you looted, your save file sizes and load times would grow basically without bound. deadfire apepars to handle this much better by a) having vendors reset their inventory and even ignoring that, with a gigantic stash deadfire still doesn't have the same problem.
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Recommend me a build for solo PotD w/ Megabosses
weird! is it an older thread? i know there used to be issues where effects could instantly annihilate hauane o whe and prevent the split, and i thought they had patched them all. if not, i had assumed all annihilation effects were identical, but i guess that's never a safe assumption with deadfire.
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Recommend me a build for solo PotD w/ Megabosses
but ooze still splits despite annihilation?
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The Last Sanctuary bug?
thelee replied to R-vn's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)sounds like a bug, unfortunately. you don't have any mods? you're not at a point of talking to queen onekaza? just trying to think of anything that might be conflicting with the quest resolution.
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soul binding equipment any good?
adding on, most mythic stuff is pretty much limited to post-megaboss equipment upgrades (aside from the special berath's blessing, the only source of mythic upgrades is in fact from one of each of the four megabosses). mythic is so utterly unnecessary that by the time you can upgrade a good portion of your stuff to mythic, the game is already over. mythic is more of a trophy than anything else. marux amanth is also stuck at superb, but it's still worth using, particularly for a priest. most of what makes the soulbound items good are their extra abilities - so the fact that some of them may get stuck at superb is less relevant compared to the abilities they gave you.
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soul binding equipment any good?
absolutely, though they kind of vary from being niche-good to being all-around OP. you should look them up on the wiki if in doubt. ones with particular upgrades to look out for (imo): marux amanth - can be upgraded to have an insta-kill effect on near death foes. when dual-wielded with any other weapon this is a great way to finish off tough bosses since the full attack gives you two chances to land your instakill effect. for priests, marux amanth gives a 10% spell echo chance, which can be very nice depending on the build weyc's robe - when you empower an ability, every ally close nearby gains brilliant for a short duration. this can be an easy catalyst for several deranged infinite combos. modwyr - a pretty slick sword, with a +20% lash, immunity to intellect afflictions, a once/encounter stun ability, and bonus to action speed. the immunity to intellect afflictions can make modwyr an attractive weapon for berserkers wintertide bulwark - a large shield that upgrades to have a retaliation effect and a once/rest defense booster. good for tanky builds changeling's mantle - real slick on barbarians slayer's claw - upgrades might inspirations a tier. on barbarians (esp berserkers) and monks, this is an easy way to get tenacious or even energized. If you're interested in being a bit cheaty - you can just rapidly switch weapons back and forth and upgrade any might inspiration to energized (since every time you switch to using slayer's claw your might inspirations get upgraded).
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[Spoiler] The Ending
thelee replied to Calypsopoxta's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)i think it's worth pointing out that there are "steady states" in nature that are locally optimal but not globally optimal; they don't completely weed out for being suboptimal, so it's not that there has to be an "oppositional" force of nature. An over-simplified example I can give to clarify this is sickle-cell anemia and malaria. Concerning the gene that produces sickle-cell anemia, if you get one healthy one and one mutated one from your parents, you end up not having sickle-cell anemia at all and instead become resistent to malaria (a plus!). If on the other hand, you get two mutated ones, you get sickle-cell anemia (very bad!). Because of the way genetics works, one could easily reason that people with one healthy and one mutated gene have an advantage in malaria-prone areas of the world, but this necessarily means that you will always have people born with sickle-cell anemia (with a simple punnet square you would see two malaria-resistent parents have a 25% chance of producing a sickle-cell kid), which otherwise should be weeded out rather quickly. And in fact a perfectly healthy parent with a sickle-cell parent (if they managed to live long enough without modern medicine) would you get you children with that malaria resistance at 100% rate. So there doesn't need to be an "opposing force" per se the way you put it. In the world of Eora, "nature" has developed some sort of reincarnation process, and it only developed just enough to get it to work barely good enough, and the way it works is just well enough that it's not going to improve any further because it's stuck in a local maximum. You need some outside intervention (the Wheel) to get it kicked out of its local max and into a more globally optimal state.
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SSS difficulty: Too much?
thelee replied to danielbda's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)you might have been doing it slightly wrong. you're not supposed to destroy the thing in the center. you destroy the things on the outside of the ring, and each time you destroy one they send a charge to the thing in the middle that launches an electric attack that stuns all the constructs. if you destroy the thing in the center, you can no longer do that. that being said, the constructs can be real bad. most players can brute force their way through one or two steel constructs, but several successive waves of them (along with some filler constructs)? that's pretty rough, and you really need to be prepared to deal with AR and have very good sustain or anti-fire solutions. edit: just want to add that many of the "Survival" challenges can be unfairly bad. Most fights in the game don't require you to slowly manage resources over prolonged periods of time, and suddenly have to deal with waves of enemies without knowing how many to expect can be extremely rough.
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[Spoiler] The Ending
thelee replied to Calypsopoxta's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)nature screws up all the time. a natural real life analogue would be infant mortality rates (and maternal mortality rates during childbirth) before the advent of more modern medicine and science. all "nature" cares about is doing just enough to propagate the genetic material of a species. nothing more. our bodies are filled with tons of "useless" genetic material that does god knows what. our feet are anti-ergonomic adaptations of primate hands that are extremely prone to injury. imagine that instead of "hollowborn" or "weak souls" and the engwithans creating the wheel and the gods, it was "cancer" or "alzheimer's" and cure for cancer/alzheimer's/hereditary illnesses and the engwithan perspective makes a ton of sense.
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[Spoiler] Xoti ending help/clarification
thelee replied to DonKalleOne's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)be careful about reading stuff online. things got heavily nerfed shortly after release. if in doubt, go for the weaker numbers you see online.
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What are "gibs"?
thelee replied to otrapersona's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)the literal definition is that "gibs" is short for "giblets": internal organs. more colloquially, in video games "gibs" (or being "gibbed") is what happens in certain games where you kill something and they explode into tiny chunks of meat and flesh. i guess the idea being that instead of the enemy just falling over dead, their internal organs are blowing up everywhere. more specifically, in deadfire, if you have "gibs" enabled, when you kill an enemy with a critical hit, instead of leaving a body behind, they explode into a bunch of bloody chunks. This mirrors the behavior of the old games Baldur's Gate or Icewind Dale (or to a certain extent, the original Fallouts). For deadfire, there is actually a mechanical effect - it is not purely for looks. Some effects[1] rely on enemy corpses, and if an enemy is "gibbed" they don't leave a corpse behind. So if you want to maximize those types of effects, you should disable this option in deadfire. [1] examples: you can't use chanter invocation to blow up corpses, you can't use druid "Garden of Life", even many cipher "transfer" effects shut down if the corpse is annihilated via a "gib".
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Party of single class?
i've had several psions by now, and the stop-when-damaged is not tedious and much less of a big deal than one might think, so long as you aren't being silly and building a melee psion. i think--again--multiclassing psion is beneficial because then you just switch to doing casting more from your secondary class while you wait for focus to start regen again.
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Ninja Build Ideas?
nice! i need to try this
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Party of single class?
Can confirm. I have a psion/animist right now and they have de facto become my healbot. Can only imagine what a psion/lifegiver would be like. Alternate druid heals with ancestor's memory and pain block and they pretty much carry the party. Without ancestor's memory there's still a bunch of options, even if it's just to keep interrupting or dominating scary enemies