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Ragniz

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Everything posted by Ragniz

  1. In RTWP Ectopsychic Echo deals 7-13 crush every second for 10 seconds, for a total of 11 hits (or 11damage ticks) since it deals damage as soon as you cast it too. In turn based mode it deals 38-72 twice, as soon as you cast it and at the start of your next turn. And after doing the math I just realized they actually deal the same damage in turn based and RTWP, since their initial damage was so good I just assumed obsidian somehow screwed up. I mean Ectopsychic Echo deals 76-144 BASE damage and you learn it at level 5 I'm still going to keep playing with the nerf since I think that even with a 50% damage nerf they're still top tier spells at their level. Maybe I'll try tinkering with with the files and spread their damage over 3 rounds or something instead of lowering their damage.
  2. I've read in a post that Obsidian is done fixing not gamebreaking bugs so I made a mod to cut in half Ray of fire (not the scroll spell), Ectopsychic echo and Ninagauth's Death Ray damage, that means if you play turn based they'll deal about the same damage they do in RTWP. IF YOU PLAY RTWP WITH THIS INSTALLED IT WILL JUST CUT IN HALF YOUR DAMAGE FOR NO GOOD REASON. I've only tried it for a couple battles and it seems to work fine. I'll keep adding uber beam spells I find as I play the game and maybe upload it to the nexus if nobody else makes something similar before. I think wall spells might have the same problem BeamFixes.7z
  3. Beam spells like "Ray of Fire", "Ectopsychic echo" and "Ninagauth's Death Ray" deal damage as you cast them and at the start of your next turn, this means they end up dealing double the displayed damage (and about double the damage they deal in Real Time With Pause). It's not so bad with Ray of Fire since it's pretty weak but Ectoposychic Echo and Ninagauth's death ray melt enemies dealing about 180 damage to multiple enemies with a power level 3/4 spell. I have only tried those 3 rays, I don't know what high level ray spells damage looks like Cutting their damage to half should balance their damage while keeping them at 2 damage ticks so you still have to be carefull about positioning for its duration. Save in the link bellow with some guards next to the party for testing. https://www.mediafire.com/file/1d0121kw7ai2qmc/Gorlim_(TheGullet)_(03d6e109-fb56-4150-a765-ef9741ac28a4)_(LAX-123ABCDEFGHI)_(923786998).savegame/file
  4. I started playing with this party and reached level6 yesterday, here is what I think of each party member: Kind wayfarer/Unbroken he doesn't have vigorous defense yet so he hasn't reach ridiculous defenses but he can keep himself alive with constant recovery and kind wayfarer heal procing twice per turn, I gave him the +fire acccuracy ring to help him land flames of devotion, his shield already hits like a wet noodle but for me its all about that second hit so I'm ok with that. I might switch to a dagger in the offhand or something later on. Stalker/Arcane trickster has good accuracy, his animal companion hitting twice per round means he's a steady +25damage or so every round. Trickster make it so he rarely needs healing and can reposition wherever he want. He's lacking AoE damage though, maybe I should have given him explosives. Soul blade was alright up until I reforged whispers of the endless paths, hitting 2 targets can fill her focus easy now, mind blades is great if there are few enemies alive, Ectopsychic Echo is as good as ever and soul annihilation lets her dump all her focus for those times I just want to whack things instead of casting. I'm just baffled about Soul Blade's proc on kill though, the concentration is nice but the max focus increase is pretty meh. Blood mage is amazing, I'm kinda disappointed on blind status in turn based so her CC game isn't that good for now, her low might does cripple her damage a bit but casting spells every single turn makes up for it. I just wish spells like web and chill fog hit as soon as someone walked inside, having enemy groups running right through your web just feels wrong. Priest of rymgard serviceable, touch of rot is amazing on anything vulnerable to it but I'm struggling with penetration with her other spells. Consecrated ground is just plain terrible in turn based so I plan to sticking to watchful presence. I have her equipped with a crossbow since their proficiency modal is amazing.
  5. I've been following deadfire turn based beta since it came out and apparently its about to end this week. I've already finished the game on POTD a while ago but I ended up outleveling everything and I lost motivation to play the DLC. This time around I'll use a mod to reduce XP gain That said I have a few questions regarding my party: Are bashing shields any good now? I remember they didn't get any accuracy nor penetration from shield quality so they ended up lagging behind regular weapons after a while., I want to have a kind wayfarer paladin with magran's blessing to heal twice with his flames of devotion. Are paladin/chanter tanks actually good? Both classes lack +engagement slot skills so I can't imagine holding the line with just 2-3 slots from gear, also chants are pretty bad up until PL4. Do you spam summons until you gather up +engagement equipment or what? How are pure ciphers in turn based? I've only played a psion/wizard focusing in CC so I have no idea if sould whip is any good, I want to have a soul blade for the shred powers discount and focus on casting with a reach/ranged weapon for focus gen. Is whispers of the endless paths any good for focus generation or should I stick to arquebus/dual pistols? My planned party so far is: Kind wayfarer/Unbroken tank using shield bash. (I want to try out the shinning beacon upgrade with +40% damage recibed or I would go fighter/chanter instead) Stalker/Arcane trickster to help tank the front line with trickster buffs and using one of the new 2h axes to abuse their +crit damage. (Maybe monk would work better but I found torment reach gamebreaking on another playthrough) Soul blade using whispers of the endless paths and staffs or maybe ranged weapons Blood mage with low might for CC first and damage second with lance of the midwood staff (I think blood sacrifice should let him keep its +2PL up 24/7) Priest of rymgard focusing on party buffs and damage spells.
  6. Whelp, maybe I'll give it a try this weekend then Thanks for the help
  7. I tried that but I get this when I try to compile, I'm probably doing something wrong since I can't into programming Care to make a step by step guide or upload the file with helms for godlikes enabled? https://imgur.com/a/Q2W8bSx In the guide it is stated that you have to comment that if block, and then remove/comment two additional lines, Those are your errors, if you click on them (red error mesages) you will be taken to proper places and then you can comment those lines out. After that compile works perfectly and enjoy helmets for Tekehu and Palegina! Ok, second try, I'm removing all the text in these 4 lines: if (slot == EquipmentSlot.Head) { return !component || component.CharacterRace != Race.Godlike; } Removing all the text in 389 and 395 And replacing "appearancePiece" to "Game.GameData.AppearancePiece" I still can't compile I've also tried to compile just after clicking "Edit class" and I still get errors. I'm using "Unity console for POE2" from the nexus, not sure if it matters All 3 edits + error: https://imgur.com/a/wpqvxVd Trying to compile with no changes: https://imgur.com/a/ASMwnay
  8. I tried that but I get this when I try to compile, I'm probably doing something wrong since I can't into programming Care to make a step by step guide or upload the file with helms for godlikes enabled? https://imgur.com/a/Q2W8bSx
  9. I've been looking for a way to unlock it too, in my last playthrough months ago I unlocked it for pallegina but I can't remember how
  10. Chanter: lightning breath is great, it has a long recovery but once you upgrade it it can shred groups. Alloths fireballs hit for about 2/3 of a lightning breath, is easier to aim and has a bigger AoE so I don't think its that broken. Priests devotions for the faithful is even more powerful than in the first game since it now buffs spell accuracy too. Not sure how OP these 2 since I'm on my first playthrough but they're certanly carrying my Skald, Fighter (tank), Ranger, Wizard and Priest party.
  11. Do Skalds/Barbarians get extra phrases from carnage crits?
  12. Does this still work? I tried editing companions in, out of the party and before recruiting them or loading their map but it always messed up their animations, made them dissappear or whatever.
  13. Quarterstaffs are translated as Pikes. There are a couple instances of duplicated text in dialogues (thank god they had voiceover) Found a few sentences that don't make sense unless you try and reverse engineer them (if you know some English and read a lot of translated stuff you know what I mean "Tu fiesta te espera arriba" that kind of stuff) It's solid considering they were on a budget but it has problems. I would play in English but it get tedious with so much text.
  14. Jugue a una version antigua de la beta y podias elegir textos en español pero habia varias lineas de dialogo mal traducidas, sin sentido o desordenadas. De hecho los iwd y baldurs salieron en español pero la traduccion fallaba de vez en cuando. From update 50# http://forums.obsidian.net/topic/63672-update-50-so-project-eternity/
  15. Yes, it's an easy meat shield, so what? They should deal with the problem in a different way rather than just slapping "combat only" flag on it. The whole situation reminds me of the melee engagement system. What they do every time they can't solve a potential gameplay or balance problem in a creative way is basically telling us: "Hey, doing X is the wrong way to play our game. We won't allow you to play our game in a wrong way so you can no longer do X. And the only right way to play our game is how we ourselves would play it." This line of thinking is about the worst thing that can happen to a game developer. Consequently PoE is turning from a promising project to a mediocre game at an alarming speed. I agree, making charm break on a damage threshold, make it so you cast it on a ally to charm his attacker or just increasing it's focus cost would make for a more elegant solution than outright baning you from casting it out of combat.
  16. Can you open combat with those cipher spells agaisnt hostile targets? I can see why they would ban opening combat with charm though, since it's a easy meat shield just like summons, but the rest should be fair game.
  17. Then play a rogue and you'll get a marksman without a pet. Just ignore the class name, it doesn't look like rangers get anything nature related besides their pet anyways, maybe they should rename them beastmasters or something
  18. I don't get why the rangers pet gets so much hate, It might need some tweaking, like its survivability, but you want to play an archer without a pet you can just roll a rogue.
  19. Chanters are "the" summoning class afaik. They are also based around aoe buffs/debuffs so they look like the perfect summon class
  20. a little bar is displayed above the character's head - until the bar is filled, the character may not take any action. This was debunked wasn't it? I think they were casting, health bars or something
  21. Puzzles in IE were always fine for me in my first playthrough but after that they become a chore. But yeah, Fellwood was a bitch if you didn't have a ranger for the extra dialogue
  22. Well, it might help them in the long run. We don't know just how significant those defense bonuses actually are. The language in this update is vague. All we know is that they have the highest deflection scores of any class, they have a passive armor bonus ability, and inflicting critical damage on them will be 20% harder to do. This probably means they'll be taking less damage in melee than everyone else. And in those times when all of the above fails them, there's This: ^ this looks like the proverbial reset button. I like "second chance" stuff like this. Prevents the degenerate save scummer in me from reloading the game Well, it might help them in the long run. We don't know just how significant those defense bonuses actually are. The language in this update is vague. All we know is that they have the highest deflection scores of any class, they have a passive armor bonus ability, and inflicting critical damage on them will be 20% harder to do. This probably means they'll be taking less damage in melee than everyone else. And in those times when all of the above fails them, there's This: ^ this looks like the proverbial reset button. I like "second chance" stuff like this. Prevents the degenerate save scummer in me from reloading the game More stamina won't help you if you run out of health, that's what I meant with "in the long run"
  23. How are fighters supposed to survive health wise without a improved stamina to health ratio? I know they can regen a lot of stamina during a fight and have better physical defenses but that isn't going to help them in the long run while barbarians have double health and monks have the whole wound system.
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