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About AgentTBC

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    (3) Conjurer


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  1. The weird part is how quickly weapons become overshadowed but how slowly armor does. They're so radically different!
  2. Oh, so the problem must have been that I was way overleveled when I found it. Because it was doing like 40% the damage of what tac shotgun I was using.
  3. I think unique weapons need better descriptions of what they actually do, because a lot of them seem like flat-out worse versions of common weapons. Take the unique tactical shotgun "Euthanasia Kit". I love shotguns but as far as I can tell this... is just a gimped tactical? Same damage, same range, same noise, same critical, same everything... except a lot lower level when you find it so worse in every respect. But maybe it does something? Extra headshot damage? Who knows? I sure don't. (side suggestion: all uniques should be scaled to your level when you find them to remove
  4. Look at me putting 50 points into medic skill for a 2 second buff extension wheeeeeeeee
  5. You're right, you get bonus duration to the effect on buffs you get through the inhaler! On the other hand, we're talking a couple of seconds on the short buffs so not exactly something to throw a ton of points at. Also, there's something wonky with the buff extension... it doesn't seem to exactly match what the skill screen says it should. And the amount it doesn't match by is not consistent. Like with 64 Medical the screen says it should be about a +34% extension which is nice and convenient since its almost exactly 1/3. However the extension was only 2 seconds on the 15 second buff
  6. Interesting, I will test if the inhaler buff durations are longer than if you pop them directly from inventory. That would indeed make a difference, although Adreno or whatever its called is so plentiful the extra slots would just be to save you the hassle of taking them one at a time more than an actual advantage. I think I have like 200 at this point, without ever buying any.
  7. Seems to me the easiest way to make it worthwhile would be to allow only one food/drug buff to be active at a time and if you use another, it kinda overwrites the old one. So the inhaler would be useful in allowing you to stack bonuses into a single buff in a way which would be impossible to achieve otherwise.
  8. Right, but instead of mixing buffs by dragging them to the inhaler and then using it, you can just directly use the buffs in the first place rather than drag them. I just don't see how you gain anything... it's an extra step for no particular benefit.
  9. I'm having a blast with the game so far (though I think despite the impression you'd get from reading forums it's significantly too easy even on Supernova once you're past level 4-5) but one thing keeps bugging me: is there some advantage I'm not seeing to unlocking the inhaler slots by boosting medical skill rather than using those points elsewhere? All that does is save you half a second of going into your inventory to use a consumable... and not even that if you don't happen to have the right consumables for the situation slotted. Isn't it just as quick and easy to directly use the cons
  10. If anyone is still reading this, I did a couple of tests on questions I and others had. First, companion skills including weapon skills are affected by armor mods. You can test this for the science/stealth skills easily enough but making sure they worked for ranged was a little trickier because and I'm lucky I noticed this... the stats on the weapons you see only update when you zone transition or save and load the game. So at first it looked like Ranged Weapon Skills +5 didn't work but once I understood I had to save/load or zone transition it started to update. Note that I do not
  11. I mean, for RP reasons I'm keeping a handgun on Ellie but probably I should just give everybody flamethrowers or something for effectiveness.
  12. I've been messing around with it and, really, I don't see any particular reason you just don't want to stick the highest DPS (or highest burst) damage weapons you have on every companion regardless of type, taking into account range if you want. And while there may be extremely marginal advantages to pumping a couple of stats on different companions with armor, really you're probably just better off throwing the heaviest piece of metal you can find on them for the highest armor rating. At least as far as your companions are concerned keeping them alive is a lot more important (on Supe
  13. There do seem to be marginal differences when I swap weapons in and out with "Show Base Damage" turned off. But nothing too major yet given none of our stats are even at 50. But Parvati still does a ton more damage with a Flamethrower (Heavy Weapon) than even my best non-Heavy guns despite it looking like she doesn't have much if any Heavy Weapon skill (since the listed damage decreases a touch when I equip it on her). So the stat of the weapon still predominates. A related question re: companions: All companions I've found so far have 3 skills listed on their Details page. Why
  14. The Vicar claims to prefer melee weapons but, sorry dude, I'm playing on Supernova so that's a recipe for being instagibbed. He can use the tactshotgun and LIKE IT.
  15. Hm, thanks. I'll just pay attention and see if they refuse to use the weapons I give them or not.
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