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Yosharian

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Everything posted by Yosharian

  1. Ok so to recap, Need 20 Perception to be able to spot everything by endgame. It's possible to get +4 Perception from items by endgame. Attributes are never increased from leveling. Conclusion: 16 perception is the optimal starting point for your "Trap & Hidden Secret Finder" party member? I think 16 per is the sweet spot, yeah. Look at it this way, you'll spot most things even if you're only wearing a +1/2 item, and if you hear of a OMG item that's really well hidden you can just grab all the PER gear you have, slap it on and go get the item. Best way to do it in my opinion, unless you REALLY can afford 18 PER.
  2. Are you talking about the +100% healing chant? So, multiclass characters only get level 7 at 19 and 20?
  3. I think the word Ranger does imply an involvement with nature, to be fair. Otherwise he'd just be an archer.
  4. What would be nice would be a sort of character toolbox kind of thing where you could create characters, arm them with suitable equipment, attack target dummies, etc. Outside of the actual game. Directly available from the menu. It'd be epic for testing builds.
  5. Maybe it was on purpose? *runs away*
  6. Oh god those responses are so ****ing forced it's cringeworthy
  7. I agree with this too. I have a Sharpshooter ranger and I also made a Mindstalker out of Ydwin for fun and she is doing at least as much ranged dps as my ranger with unoptimized stats and gear... It seems to me that the Sharpshooter's crit/penetration bonus is pretty much canceled out by the increase in recovery speed, which leaves you with that horrendous -10 deflection which you get nothing in exchange for. Maybe if they got both crit and penetration at the time time, it'd be worth those two penalties. But one or the other? Bugger that
  8. I agree that the Ranger subclasses in Deadfire are absolute trash, actually.
  9. Yeah that's right. And you can't respec your attributes, either, unlike the previous game. Better choose wisely!
  10. Yes, in the sense that: 1-You will avoid some of the hits (that is why I called "hits"); 2-You will get more grazes than hits; 3- You will avoid criticals. I used the term "hits" so I could properly compare to Health. If you have 10% avoidance and 90 Health, and each hit, if proc'ed, would deal 10 damage, you can take on average 10 "hits", because one of the "hits" will miss. Yes but the greater your Deflection, the more of those hits will graze/miss, so you're taking less hits not more hits. On the other hand the lower your Deflection, the more hits/crits you will take. What you're saying doesn't make any sense. Well, read again, then, while changing word "hit" to "enemy endurance-subtracting action against you that targets deflection", whenever we are talking about resolve. I prefer to use the word "hit", even when it does not actually hit. Because I'd rather work with real numbers (as in, the set) instead of devolving the discussion toward the strict meaning of a word.
  11. Passives stack, actives don't. Stoic steel and inspired defenses are on the passive side of the tree, they stack with each other and everything else. Zealous endurance and gilded enmity are actives, so they'll stack with the passives but not with each other. I've never seen an attribute checked in dialogue; dialogue seems only to check skills. Scripted interactions, on the other hand, check both skills and attributes. I haven't seen resolve checked too much; might and perception are often checked. That is incredibly helpful, thank you!
  12. Don't forget that single wield can have other benefits. For example, you only need to enchant one weapon. Another, the accuracy buff can offset a modal penalty, like the pistol modal.
  13. Remember you can stack attribute bonuses from different items now. +4 at least should be possible by endgame, I think.
  14. So I have questions: 1) Stoic Steel, Inspired Defences, Gilded Enmity, Zealous Endurance: do they all stack?? 2) Is Resolve checked at all during dialogues? What about the other attributes? What's the highest check you've seen?
  15. Yes, in the sense that: 1-You will avoid some of the hits (that is why I called "hits"); 2-You will get more grazes than hits; 3- You will avoid criticals. I used the term "hits" so I could properly compare to Health. If you have 10% avoidance and 90 Health, and each hit, if proc'ed, would deal 10 damage, you can take on average 10 "hits", because one of the "hits" will miss. Yes but the greater your Deflection, the more of those hits will graze/miss, so you're taking less hits not more hits. On the other hand the lower your Deflection, the more hits/crits you will take. What you're saying doesn't make any sense.
  16. I think you need just enough CON to avoid getting burst down by crits, etc. Other than that, CON is not a 'tanking' attribute really.
  17. Can we get a confirmation on which attributes are used for conversation checks? Someone told me RES isn't used at all! I'd like to know exactly which attributes are used, and which aren't. > Dumping RES to pump CON: you can take 20% more "hits". This ignores the fact that survivability in combat is often dictated by the amount of healing being output, not the amount of overall 'hits' a character can absorb. > So, if you are wearing a large shield, weapon and shield style, single combat instance, and a cloak of deflection+4, a char with 18 Res would take 24% more hits than a char with 10Res, wearing the same equipment. More RES equals more hits taken? Whut?
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