Everything posted by drithius
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Science Weapons - useless?
drithius replied to Wormerine's topic in The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)Goop Gun was amazing for the final boss. I don't think any of them are really meant to be amazing to the point of being overpowered (aside from hammer which needs a nerf); they're mostly about flavor.
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Top notch reactivity & attention to detail.
So many parts to this game simply scream attention to detail. From the intelligent dialogue branching & reactivity, to the meticulous crafting of so many art assets. Thank you for a quality RPG.
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Great game, too short
Just finished the game at a slow pace, clocking in at 50 hours. I was definitely happy with the length of the game - no sense in padding an RPG with an exhaustingly unnecessary length. It also demands at least one replay, if not more.
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Patch Notes for 4.1.2.0047
Still no fix for AoE afflictions. Time to play another game.
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[BUG 4.1] AoE weapons no longer apply afflictions in an area
drithius replied to Boeroer's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)The latest patch didn't address this new bug - is this still being looked at?
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[BUG 4.1] AoE weapons no longer apply afflictions in an area
drithius replied to Boeroer's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Hurray, thank you for confirmation that this is indeed a bug. Eagerly awaiting patch to continue playthrough with my rogue multiclass.
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AoE weapons (Whispers otEP, Citzal's, Mortars etc.) don't apply afflictions in an area anymore
Hopefully this is a bug; having just reached level 20 on my rogue/monk, this change diminishes my interest for finishing the game and DLC.
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Kapana Taga won't drop after killing Fyrgist (the guy near Volcanic Island south of Tikawara)
drithius replied to zephyr_chang's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)This is still bugged Got to level cap and was wondering where this thing was, so I looked it up. To my dismay.
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Combat is so laggy!
My game has been getting progressively laggier (level 16 now) but it's usually been limited to the save/load menu. WIth 4.1, my blunderbuss user is causing incredibly choppy gameplay during combat - to the point that I'm secondguessing myself at times as to whether the game is autopausing off of some condition. Could this be related to the new floating combat damage numbers? Is there some way to turn this feature off to troubleshoot?
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Nalpazca and Alchemy
Did some more casual testing regarding alchemy and crafted poisons. The above confusion happened due to leaving a fighter's accuracy stance on (oops). Poison accuracy starts at 20 and only scales off of character power level at a rate of +3/level, alchemy skill at a rate of 0.5acc/point and, seemingly, buffs that explicitly modify accuracy such as cleaving stance, exalted focus, deadeye, etc. +5% damage / point +2.5% duration / point So, at character level 20, with an average 10 point alchemy skill, that would be: 82 accuracy, +50% damage, +25% duration. Not terrible really, especially paired with blunderbuss.
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Nalpazca and Alchemy
Sorry for the necro, but I felt this question belonged here: does alchemy currently affect [crafted] poisons in any way? edit: I tested it with two characters whose alchemy was 1 and 5 (impressive, I know!) The results are confusing... the accuracy for the higher alchemy went down? edit: I had the the accuracy fighting stance on for the first. woops.
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Brute Force + Helm of the White Void ?
Right, I was curious about the actual attack roll for the weapon itself, since it would be using Fortitude. Sounds reasonable that it's just for afflictions. Darn.
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Brute Force + Helm of the White Void ?
Rymrgand's Influence: +10 Accuracy with Body Affliction/Mind Affliction attacks ...does the above give standard melee attacks against Fortitude (Body) an additional 10 accuracy? Or only spells that inflict body afflictions?
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Do item abilities stack with active class abilities?
It seems MaxQuest indirectly answered this in his last post in the Attack Speed mechanics thread. Short answer: yes, the item effect stacks in this case. I think.
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Do item abilities stack with active class abilities?
Say, for instance, the action speed boosts on Frenzy (or Swift Strikes) and the modifier on the Chromoprismatic staff ? Or are they both considered active buffs, with only the highest taking precedence?
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Ideas for weapons based around crit
Yeah, I had already looked at that page but the upgrades available aren't listed without having to go to each individual weapon's page. Both the Karabörü and Glacierbane both look pretty powerful at what they're aiming for (damage & buff-stripping). On a sidenote, it's disheartening to see just how many unique swords & great swords there are in comparison to, seemingly, any other weapon types. edit: oh, and sabres! Some weapon categories definitely got a whole lot more love.
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Ideas for weapons based around crit
I was interested in making a berserker/devoted and was looking into possible weapons that take advantage of a high hit-crit conversion. I'm not particuarly set on a weapon style, though I would grudgingly admit that 1-handed style would make most sense. Top contenders would appear to be: Last Word - Amazing defensive weapon, 2 damage types, and more engagement targets. Rust's Poignard - Interesting weapon. Is anything available for reliably setting up Flanking w/ a Brute? Only one damage type Sungrazer - On-Crit Extinction Event; how much damage is this? Honorable Mention: The Willbreaker - Hit-to-Crit and Miss-to-Graze conversions on top of being able to run its Fortitude penalty modal to benefit Brute Force. Have I missed any notable weapons that better utilize and/or enhance critting? On a side note, has anyone ever run the numbers comparing overall crit frequency for dual-wielding(and additional chances for a critical) against the fewer attacks of 1-handed style (but with higher individial weapon crit rate)? I would assume it'd vary quite a bit from class to class, depending on accuracy values.
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I can see why there aren't that many new builds posted...
It seems anything which someone deems fun and worthwhile gets nerfed into oblivion... Bought the game on release, only playing now, and the sheer amount of changes I see from in-game versus various guides is baffling.
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How intrinsic to the story is Xoti and her quest?
drithius replied to drithius's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ok, yeah, the one time she mentioned her dreams to me thus far they seemed pretty derivative from a storytelling standpoint, so I'm definitely not feeling any sense of loss over that. My hangup was whether she would be a Durance-level companion in terms of plot exposition - or anywhere close to it.
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How intrinsic to the story is Xoti and her quest?
I cannot stand Xoti. She is a naive, flirty, obnoxious zealot twit. But, having said that, would I be missing out on the main story being fleshed out if I leave her on the boat? For example, the digsite at the start of the game doesn't end differently with Xoti in the party per se, but there's extra commentary w/ Xoti along. Is there an abundance of this commentary that works in conjunction with the main quest? I've restarted a few times now, and the plan was to go with Aloth, Tekehu, Maia, Pallegina.
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Does dot damage still break stealth?
As per title. I've been staring at char creation for days now, wondering what to play
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A Special Announcement From Obsidian
So... about that Project Indiana... it still a go?
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About Update 38
drithius replied to Sedrefilos's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)If you wanted to precisely control how different spells were grouped, you were forced into reordering your entire lineup of hotkeys. Also, requiring a hotkey simply to reference a spell outside its nested spell menu is clunky; 90% of the time, I simply want easy access to the spell.
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Do we get to fight more Dragons?
drithius replied to Flamenstein's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)More variety in higher level, higher difficulty foes would be lovely. PoE 1 enemies weren't necessarily as homogeneous as Dragon Age Origins' darkspawn, but the game still suffered from a lack of variety; after reaching some point in act 2, you had seen much of what the game had to throw at you. There should be more unique, higher difficulty enemies on the islands (and waters) further out from civilization.
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Actual music
drithius replied to Haran's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Radio Free Eora