Jump to content

Yosharian

Members
  • Posts

    1284
  • Joined

  • Last visited

Posts posted by Yosharian

  1. Thanks for the comments guys.  I'm leaning towards Elemental Bolts, I think.

    @dunehunter My mistake, I should have specified that this is for turn-based mode.  I'm still curious about that Blightheart lash though.  If it affects spells, that would be pretty powerful.  My character has 18 MIG, so not sure what you mean by low base damage.

  2. On 4/23/2019 at 7:50 PM, MaxQuest said:

    Well, staves have 8 base PEN. So it will be: 8 + 2 (devout) + 4 (legendary) + 2 (food) = 16.

     

    While the highest crush AR is held by Sea Dragon (17 on PotD). Followed by ooze megaboss and krakens (16 on PotD).

    Also there are very few enemies immune to it; namely: few bog oozes and kraken tentacles.

     

    That said, Chromoprismatic Quarterstaff is awesome with Clear Out vs multiple enemies. Although vs a single enemy a DW setup might produce a higher consistent dps with full-attacks.

     

    P.S. This character might also be into scrolls/arcana as he has nice bonuses.

    Specifically what DW setup (with Devoted in mind) could produce a higher DPS?  Asking for turn-based mode btw

  3. As per the wiki here: https://pillarsofeternity2.wiki.fextralife.com/Spearcaster

    Quote

    Arcane Bolts

    +5 Ranged Accuracy (Increases with Arcana skill), 15% chance to cast Minoletta's Minor Missiles at a target on scoring Hit

    Requires: reagent_sReagent x2, adra_ban_sAdra Ban x2, awakened_adra_sAwakened Adra x2, binding_copper_sBinding Copper x2

    Elemental Bolts

    +5 Ranged Accuracy (Increases with Arcana skill), +3% Damage as Burn, +3% Damage as Corrode, +3% Damage as Freeze, +3% Damage as Shock

    Requires: primal_earth_sPrimal Rock x2, primal_flame_sPrimal Flame x2, primal_water_old_sPrimal Water x2, primal_windPrimal Wind x2

     

    Question: I'd really like to get people's opinions on which of these upgrades is optimal.  The character I'm considering this for is a single-class Evoker, so primarily a caster, using Spearcaster as a back-up weapon.  He's got 18 MIG base.  He's using Ring of the Marksman (+4 acc and +1 PEN with Ranged weapons).  He's also probably going to get some of the elemental talents (Scion of Flame, Secrets of Rime, and Heart of the Storm).

    Thanks for reading!

  4.  

    yea use this https://www.nexusmods.com/pillarsofeternity2/mods/2

     

    the install instructions were incomplete for me. if you install it as described in the instructions on the front page it may not work. after doing the install, you may also need to do this as described by fotzenfisch in the posts section:

     

     

    1.Reset your Game.
    2. Load the Main File, the optional File and the pillars.py File that Etherealwarlock posted. https://forums.nexusmods.com/index.php?/topic/7112276-unity-console-for-poe2-30-bugs/
    3. unpack the Main File in Steam/steamapps/common/Pillars of Eternity.
    4. unpack the Optional File in the same Folder and Replace the old Plugins Folder with the new you got from unpacking.
    5. Use the Link that EtherealWarlock send and download the File Pillars.py
    6 Unpack it in the Plugins Folder Pillars of EternityII/Plugins/Console/Lib and replace the old Pillars.py
    7. Now drag the Pillars of EternityII.exe onto the IPA Data, it should morphe a new Image now you are Done and everytime you start the game there should open a Window. On the right Side of the screen is a Reveal Button that you can press to let it show you the cheats when you go to your characters font.

     

    Thank you!

  5. So, firstly: I'm interested in trying out this turn-based mode, but is it any good?  Also, is in a good state, i.e. no bugs and so on?  I figured it might be cool for a new playthrough, but I'm not too interested in experiencing a whole new raft of bugs, or unbalanced gameplay.

     

    Secondly, I'm planning on using the party from my previous playthrough, which I never finished; I was wondering if this party will 'work' in turn-based, or if I need to rethink some of the characters?  You can see the party here, but here's a basic summary:

     

    1) Devoted/Enchanter 2H melee gish

    2) Unbroken/Trickster 1H+Sh riposte tank

    3) Helwalker/Lifegiver Fate Testarossa-style glass cannon healer/nuker

    4) Evoker glass cannon

    5) Priest of Magran/Bleak Walker 1H+Sh off-tank nuker/support/DPS hybrid

     

    To be clear, I'm looking for feedback like 'oh yeah that build just doesn't work in turn-based because X', that kind of thing.

     

    Thirdly, are there any new character builds that you would suggest because they're just tons of fun in turn-based, or they work really well, that kind of thing?  Not looking for anything broken.  Just fun stuff.

  6.  

    Ability changes were mostly fine, with a few over-nerfs, but item changes still have me kinda tilted, like Sungrazer. Was that really necessary?

     

    It's also just natural for a game at the end of its life cycle to have much, much less new content like builds.

     

    Obsidian were really good at nerfing key items in popular and powerful builds that popped up at the forums though.

    That's true. A significant number of items was overnerfed into uselessness IMO.

    For example?

  7.  

    There are dirt-cheap items that grant 7 deflection. Spells that grant up to 50.

    You mean the deflection cloak that you get the privilege of buying by spending Berath's Blessings on a unique item merchant? Yes, in fact, that item is great. I go back and forth on whether that or the firethrower gloves are the more impactful item granted by that blessing. It is one of the really compelling reasons to invest in that blessing. Most items grant 2-4 deflection.

     

    It often isn't used in endgame solo builds because there are some really good defensive cloaks in the game - Greater Protection is arguably better especially when soloing, and Giftbearer's Cloth is often even better with skill investment. That is what that slot does! It no more makes RES bad than legendary weapons make PER bad with their +15 accuracy.

     

    You can get +50 deflection for 3 seconds by using escape. If we want to play that game, devastating blow grants up to +90 might for a single attack. Herp derp this is smart criticism. When we are finished making misleading arguments, it's easy to find a lot of abilities that grant +10 or +20 to deflection longer term, but there are also plenty of abilities that grant +10 or +20 to accuracy.

     

    *None* of this is to say that +1 deflection is equal to +1 accuracy! It isn't! It's not worthless though, and arguments that it is worthless fly in the face of the many defensive bonuses available in the game that are highly valued.

    The item exists, stop quibbling about it being a BB item.

     

    Arcane Veil lasts 12 seconds by default, more like 20 lategame. Disingenuous.

     

    The only person using misleading arguments here is you.

     

    There are a million ways to get massive Deflection boosts in game, that completely obsolete any kind of investment in RES.

  8.  

     

     

    As for classes that need help, I wish people would pay more attention to the assassin. It's fine for an evoker multi,

    Ooh, could you be more specific?  I have an Evoker that I could turn into a Spellblade, but I wasn't sure if it would work, or how it might work.

     

     

    It works how you think it would.  You're an Evoker that gets the passive bonuses from the Assassin.  Trickster/Evoker is another option, but Assassin/Evoker is pretty much the glassiest, glass cannon there is.

     

     

     

    "it works how you think it would"

     

    *video is full of mistakes*

     

    Not trying to be an ass, but I want to know EXACTLY, SPECIFICALLY what makes this multiclass work.

  9.  

    I never understood the point of making weapons hard to upgrade (both resources and gold), since it just reinforces the need to carefully plan which weapons to take for late-game play.

     

    I feel like there are some interesting exceptional and superb items I skip, since it is more efficient to focus resources/gold on other items.  

    I quess it's a concious choice that you are only able to upgrade a finite number of items in a single playthrough, to have the player commit to certain choices. It also makes different playthroughs more appealing since you can make choices you didn't in your last playthrough. Or maybe it is because they wanted to remove the notion of farming (although I think a fair bit of players find themselves 'farming' gold in ship encounters, even if normal questing is as effective if not more).

     

     

    'Commit to choices' for most players = never use upgrades until they think they have the best items in the game

     

    Is that a good way to design a crafting system, do you think?

    • Like 1
  10. I never understood the point of making weapons hard to upgrade (both resources and gold), since it just reinforces the need to carefully plan which weapons to take for late-game play.

     

    I feel like there are some interesting exceptional and superb items I skip, since it is more efficient to focus resources/gold on other items.  

     

    If we could extract upgrades from items we wouldn't have this problem.  Well, there would still be gold, I suppose.

  11. Not to devolve this into yet another Resolve thread, but while the headline of 'dump RES for maximum effect' is generally correct, the argument of it being a completely useless attribute is not.

     

    When you are allocating attribute points you are selecting between the options on a 1:1 point basis, so only their relative values matter. In most cases, a point of some other attribute will have higher value than a point of RES, so the 'best' allocation dumps RES.

     

    But that does not mean RES is worth nothing, just less than the next best option. If, for sake of illustration, Resolve gave two points of deflection per point instead of 1, it would be ideal to pump RES to the max on virtually every character to maximize their power. So RES is clearly not worthless. A good faith estimate would put a point of RES as equal to about 0.7 points of DEX/PER/MGT on average, with specific builds of course valuing it more or less highly.

     

    But that would mean the difference between an optimally dumped RES and a 'baseline' RES isn't 7 'wasted' points, but closer to 2 in end effectiveness. All in I would price it at about a 4% power loss in the abstract. That isn't optimal! It also certainly isn't unplayable, and is honestly pretty minor in the grand scope of sub-optimal build decisions for aesthetic reasons.

    There are dirt-cheap items that grant 7 deflection. Spells that grant up to 50.

     

    Show me the item that grants 7 might. Show me the spell that grants 50 intellect.

     

    And don't even think about bringing the hostile duration effect into this, that has almost zero effect on gameplay.

  12.  

     

     

    Dump resolve. Con to 8 or 10. Max PER and INT. Rest in dex. Might at 10 or so is fine. Stats don’t make that big a difference.

     

    Folks have different philosophies with armor. I like everyone in mail or heavier. Enemy AI likes to gang up on squishies. You cast a little slower but it’s worth it.

    Oohh good point. However I can't bare to have a low resolve (dialogue checks/role-play. I want this as high as reasonably possible to meet most without sacrificing the practicality of this build.

     

     

    Resolve does practically nothing for your character.  It does not affect dialogue checks, and the Deflection penalty will have minimal impact.

     

    Having a high resolve effectively gives your character -10 to -15 attribute points for practically no gameplay effect.

     

    If you want to do that for 'role-play', go ahead (I actually sympathise, believe it or not), but don't be under any illusions as to what you're doing - you're throwing away attribute points so you can look at a nice number on your stat sheet.

     

     

    My knowledge on game mechanics is a little rusty. I've literally played no Deadfire since early release.

     

    Doesn't resolve boost stat checks for skills such as diplomacy?  Or are there dialogue options only unlockable with a particular attribute?

     

    I saw this on a website: (https://wiki.fireundubh.com/deadfire/dialogue-options)

     

    djt2ot0.jpg

     

     

     

    Hmm.  My mistake!  Carry on!

     

    (I still think Resolve is worthless...)

  13.  

    Dump resolve. Con to 8 or 10. Max PER and INT. Rest in dex. Might at 10 or so is fine. Stats don’t make that big a difference.

     

    Folks have different philosophies with armor. I like everyone in mail or heavier. Enemy AI likes to gang up on squishies. You cast a little slower but it’s worth it.

    Oohh good point. However I can't bare to have a low resolve (dialogue checks/role-play. I want this as high as reasonably possible to meet most without sacrificing the practicality of this build.

     

     

    Edit: I was wrong, Resolve is actually checked quite a lot in dialogues.  I still think it's a bad attribute to max, but there you go.  In my defense, early on before Deadfire's release it was reported that Resolve wouldn't be used at all for dialogues, and that's what I was (wrongly) remembering.

  14. Stats don't make that big of a difference. I would want high INT for better buff AoEs and durations but the rest is fungible. No point in maxing RES but not dumping it isn't some huge handicap. Moderate CON, pick MGT, DEX, PER to taste.

     

    Early game medium armor is a sweet spot of effectiveness and is reasonably common. Can move to light with the added defenses of a few levels. Armor choice is going to depend a lot on the uniques and how you want to distribute them to your party.

     

    Resolve is an utterly useless attribute on anyone that isn't a hardcore tank, and even then a lot of tanks can still get more benefit out of other attributes.  It's absolute trash, and should be dumped to minimum.

  15.  

     

    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.

    That's more a damning indictment of the state of the various game wikis than it is anything else. Game guides invariably become outdated, that's not unique to this game. In fact, it is a positive thing that the developers are attempting to balance the game.

     

    I know that some take the attitude that balancing removes fun, but I don't see the fun in destroying any challenge a game has simply by picking up a broken item. It's fun to create powerful builds, strategies, and so on, but there is absolutely no skill involved in picking up an overpowered weapon and then autoattacking everything to its doom.

     

    If there is anything to bemoan, it's the fact that the developers aren't willing to take balancing further. There are many classes and subclasses that have been utter trash since the game was released, and remain so.

    Which ones do you think have remained so?

     

     

    Conjurer, for example, because you can't choose the pet you get given.  Baffling.

     

    Transmuter: does anyone use this spell?

     

    Corpse-eater is embarrassingly bad.

     

    Mage-slayer's penalties are way too severe.

     

    Nalpazca is still bugged to **** because of Arcane Dampener.

     

    Darcozzi's unique ability is utter rubbish.

     

    There are probably others, but those are the ones obvious to me.

     

    Illusionist could use a tweak as well, losing access to Conjuration is fine, but Enchanting?  **** that noise.  Just let us choose our god-damned opposed schools and be done with it, Obsi.

    • Like 2
  16. Paladin is very versatile.  I'm using Paladin to complement a Priest of Magran, quite similar to the Templar build in the builds sticky.  You can see it here: https://forums.obsidian.net/topic/107241-critique-my-5-man-squad

     

    It's meant to do 3 things:

     

    1) heal party members with LoH and Restore

    2) hit things with FoD

    3) hit things with fire spells

     

    Eothasian priest I'm not sure about, though

    • Like 1
  17. 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.

     

    That's more a damning indictment of the state of the various game wikis than it is anything else.  Game guides invariably become outdated, that's not unique to this game.  In fact, it is a positive thing that the developers are attempting to balance the game.

     

    I know that some take the attitude that balancing removes fun, but I don't see the fun in destroying any challenge a game has simply by picking up a broken item.  It's fun to create powerful builds, strategies, and so on, but there is absolutely no skill involved in picking up an overpowered weapon and then autoattacking everything to its doom.

     

    If there is anything to bemoan, it's the fact that the developers aren't willing to take balancing further.  There are many classes and subclasses that have been utter trash since the game was released, and remain so.

    • Like 8
  18. Say my Fighter has the Aware inspiration from Disciplined Barrage.

     

    Then my Priest casts Dire Blessing, which also grants Aware.

     

    Obviously these two do not stack.

     

    However, what if an enemy casts a spell which afflicts my Fighter with Disoriented.

     

    Disoriented and Aware cancel each other out, but my Fighter has two sources of Aware, so does he end up with Aware, or nothing?

  19. I dont know optimal it is, but there is a ring that reduces raw damage, and plenty of items like trollhide that give health regen, plus abilities from teammates that help to mitigate the Berserkers hp drain without having to micro anything.

     

    I appreciate other items might be more optimal... But I find it hard to pass up on the Berserkers improved frenzy, as its drawbacks are quite easily countered, and it seems much stronger than other class kits.

    10hp/sec isn't 'easily countered'

×
×
  • Create New...