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thundercleese

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Everything posted by thundercleese

  1. Okay so either the ring is bugged or completely worthless, good to know lol. Okay I did some further testing with the Axe and well, I was wrong about ability damage not applying to the AoE; I now strongly believe this was due to a bug.
  2. Stalker's Patience and Mohora Tanga (possibly already been mentioned) are fairly rogue/crit oriented. Though to get the most out of them you would want to max stealth and survival respectively (though the stealth bonus is far less significant). Dual spears could look a little weird though...
  3. Thanks. Wish these new items at least told you what the base value for these scaling bonuses is. Like the ring from the DoMT with hit to crit based on your wealth - I have no idea how good it is because nowhere in the game tells me. I'm guessing it's a pretty steep curve due to how easy it is to amass money though. Edit: Just did some testing with the Axe; Found Guilty seems very powerful. Might have to try out a single class Berzerker for HoF...
  4. Axe - Oathbreaker's End Mace - Frostfall Shield - Wintertide Bulwark Sword - The Twin Eels
  5. This is hopeful. As in hopefully it doesn't get changed to just weapon proc. I don't know where the GS is gotten. But I played around with it. The Renewal enchantment is quite bad - 10 health on revival didn't scale. The saving grace is that the revival will proc about 3-ish seconds upon being knocked out. But the revived char will likely drop again as soon as the enemy sneezed in its direction. Yeah it was quite nice - I got 9 crits from an empowered Ninagauth and a couple extra freeze procs, one of which crit up to almost 10 seconds. Probably got extended further from Dispersed Suffering though I didn't check. Yeah two handers are pretty lacking in general, though the new axe looks cool. Not sure about the enchants on it but I still wanna give it a go. What other enchants/abilities does the sword have?
  6. That is intended behaviour; only thing that stack from that column is bloodlust. Also keep in mind the calculator doesn't add the +5 dex from the Quick inspiration swift strikes gives you.
  7. So after finishing the DLC content I decided to start testing out all the new weapons as some of them looked pretty interesting. Below are my findings and thoughts, along with input others have shared. I will keep updating as/if more information is discovered and confirmed. Glacier Bane - Harder than Ice stacks last till end of combat and can be gained from friendly fire. Could use a fast ticking freeze dot such as Ninagauth's Bitter Mooring to gain an easy +3 pen. Problem is you can only select one enchant, and it's only other unique property is 10% raw lash. Frostfall - Chaos Strike doesn't have any correlation between types of affliction it applies - I stunned the enemy while distracting myself. Could synergize nicely with some of the new "gain x while afflicted" gear; make sure you have no inspiration before using (obviously). Corrode damage scales with level (+25% at lvl20 multiclass/PL7) along with all the usual weapon damage modifiers. Mutually exclusive with Dispersed Suffering. - Dispersed Suffering doesn't care how you get the kill; spells, offhand weapon, DoT chants, etc. Radius isn't stated, however appears to be somewhat bigger than carnage. It currently gives +50% duration as opposed to the +20% on the description - likely a bug. Will extend chants (tested with Dragon Thrashed) and also can proc off killing friendly targets. Targets the foes will defense, so triggers on attack effects (Stagger from Spirit Frenzy, Avenging Storm); next kill will extend durations and so on. I had one mob with ~550 second stagger duration. Obviously that's overkill but you can get creative with your afflictions/DoTs. - Encroaching Frost can proc from spells. I have confirmed this can proc from Dispersed Suffering, which will then be extended by it and so on. With enough crit chance you could (potentially) permanently paralyze an entire group using your own skelebros (resistance/immunity aside). Mutually exclusive with Shattering Head. - Shattering Head was underwhelming; damage is comparable to Frostseeker but proc is less reliable (30% vs guaranteed) and it doesn't damage the primary target, unlike Frosty. Crit has to be with the mace for it to proc. - Does not gain penetration from Secrets of Rime. This is a bug and a fix is being worked on. Current's Rush - Flow and its upgrade do quite high damage, however the low proc chance makes it fairly unreliable. Maybe on a ranger with driving flight and twinned shot? - Low Tide enchant crit damage also applies to spells. - Ebb stacking hit to crit chance is weapon only - would have been perfect caster weapon otherwise. Oathbreaker's End - Scales of Justice DoT damage appears to be base 3, scaled with standard damage modifiers (superb, might, threshing aura, etc.) but not from the skill that applied it or crit damage. This is in line with other non-percentage DoTs so makes sense. - Found Innocent heal amount looks to be the same as Abraham - that is both Abraham and this gave me 17 health on kill. Mutually exclusive with Found Guilty. - Found Guilty looks to be the best - raw damage AoE, uses full weapon base damage (18-24) plus passive and ability bonuses (with lashes on top), can crit and targets the will defense. Using the new Slippers of the Assassin you can get Assassinate and Backstab (depending on distance) to apply to the proc, but only once per fight. Swashbuckler using Clear Out from stealth with as much AoE as you can should apply the DoT to a large number of mobs, allowing a chain reaction of heavy raw damage as they start dying. Applies on attack effects such as Staggered from Spirit Frenzy/Tornado, Avenging Storm, etc. - Currently shares base penetration with one handed battle axes (7), this has been reported as a potential bug as version 1.2 increased two-handed penetration by +1 across the board. This is likely an oversight but hopefully we will know soon. The Twin Eels - Breath of Life heal amount is 10 + 1/religion point. This is also increased by the usual healing modifiers (might etc.) - Renewal was harder to test, as I got the gaping wound injury (-25% healing), however it would appear to be 10 + 10/religion + modifiers. - Death's Embrace is very hard to measure. I've done two tests so far which is by no means enough to come to conclusions on an RNG based effect, however in the first test I got 3 conversions due to the sword across 2 Hear of Fury's (~12 connections total per use) while the second test with exactly the same conditions saw 0 conversions. At a (very rough) guess I'd say it's something in the region of 2%-5% base + 0.25 per religion. - This matches what grasida said here. Essence Interrupter - Soul Diplomacy seems to be the obvious pick for the creature upgrades; why risk reinforcing your foes? So far in my very limited testing I've seen a range of monsters including but not limited to: Young Boar, Imps, Lesser Slime/Ooze, Gul/Dargul/Algul, Lagufaeth Mage, Ogre Pirate, Bird. The duration isn't fantastic but it's ok. Sometimes it didn't spawn anything even though the debuff was active and the visuals triggered. This is a bug so expect a fix soon. Another bug I've discovered is that Essential Phantom can apply the base debuff on top of the upgraded debuff. This is because EP will always only get the base version of your items. Expect a fix for this too, also as the base summon can be hostile, this isn't really that great. - Lashes are mutually exclusive (duh) and seem to scale at 0.25 or 0.5 per point of Metaphysics (I only tested one but they will be the same rate). Up to preference really which one to take, though shock obviously fits the theme better, aslo there are far more fire immune enemies than shock, including those that heal from it. - Gains penetration from Heart of the Storm passive, presumably also from other sources (if any exist?). After some further testing I believe the Oathbreaker's End has a lot of potential for AoE fights, however it is lacking when it comes to ST. Still had a lot of fun testing it and will probably build around it for my next run. What Twin Eels lacks in damage (outside of being a 2-hander) it makes up for in sustain - 40 health per kill is no joke, can't be bothered further testing the hit to crit though. Frostfall is probably my second favourite at this point, though I feel it will mainly be used as a stat stick due to it's two best enchants applying universally. The Essence Interrupter is interesting, but outside of the summons it's pretty ordinary. Having another elemental damage weapon is quite nice though. The lashes are nice but other weapons offer the same without hogging skill points.
  8. Not working outside of combat. At least for me on these two soulbound items when it comes to Chillfog. :\ Though, come to think of it, now this might give SOME use to those irritating auto-sicken zones in the Old City/Overlook. edit Yep. That works. Just stand in a sicken zone and wait a while. Thank you thank you thank you thank you thank you. I needed this But what about the armour's first level requirement; restoring a fractured soul (or whatever the wording was). Pretty sure that can't be done elsewhere. Someone needs to be a guinea pig and sever the soulbind after talking to Rynhaedr and see what happens when it is bound to someone else. Just did this, it skips the "Reforge soul" and goes straight to 100 afflictions.
  9. I've played a Sharpshooter/Devoted using Frostseeker; it was very effective but as I took very few active skills I got bored and abandoned it lol. It is a strong combo as you have permanent +2 pen, though you will want to take a weapon with dual damage types so you're not screwed by immunities. Crit damage is just additive with might etc. Armoured grace reduces the armour recovery penalty, and the amount depends on the type of armour. The math is a little wierd, but it's essentially the same bonus as Cutthroat Cosmo/Abraham, which it stacks with. So if you take armoured grace and the pet, you can have 0 armour penalty with Devil of Caroc Breastplate, which is nice. If you wear a robe it does nothing. For Monk there's not much more to add. If you're concerned about the ramp time you might consider Nalpasca. You lose 10 might but gain a constant source of wound generation - just watch out for arcane dampener! Monk should, strictly speaking, be stronger. However wound generation as a ranged char is always going to be a bit slow. Devoted has more accuracy and hit to crit, but doesn't get the lashes. So if you are planning to use something with on crit effects, devoted may be better. Otherwise monk if you can manage your wounds well.
  10. Not working outside of combat. At least for me on these two soulbound items when it comes to Chillfog. :\ Though, come to think of it, now this might give SOME use to those irritating auto-sicken zones in the Old City/Overlook. edit Yep. That works. Just stand in a sicken zone and wait a while. Thank you thank you thank you thank you thank you. I needed this You can also use the winds in the zone after the boss in Rymrgand's realm, though obviously that's a one off option. But what about the armour's first level requirement; restoring a fractured soul (or whatever the wording was). Pretty sure that can't be done elsewhere.
  11. Fairly certain they do. The armour, at least, starts as Superb (I haven't had a look at the shield yet) so it would be surprising if it didn't upgrade to Legendary. Yeah they both start Superb and finish Legendary.
  12. Fights are definitely more difficult than the base game. The snow bears have over 20 slash/pierce armour on upscaled PotD. First time I encountered the spirit barbarians I obliterated myself (barbaric retaliation). The end boss actually feels like a boss fight which is a nice change. And as others have mentioned the frost shades are pretty nasty. Taking on the whole room of spirits in the trials was pretty fun too.
  13. If the damage is dealt simultaneously then I don't see why it wouldn't. It's a single projectile unlike Frosty and BB's, and the issue seems to be more that as soon as you deal damage your stealth/invis is cancelled as opposed to anything else.
  14. Yeah, killed it, went in to talk to Vatnir then called it a night. Thanks for answering!
  15. As the title, there was no loot on The Messengers corpse. Also no Bestiary entry. Just wondering if this is intended or not, as there is little information online yet!
  16. It's labelled with it's captains name, I forget what it is but its the same colour as the random Deadfire merchant ones.
  17. Yeah, sorry I should have been clearer. Can't get 4 mortification from 1 SS now, so have to be a bit more selective of when to use it as oppose to spamming it all day.
  18. Okay cool, figured as much. @mant2si: Just did a very quick test with Chill Fog and Bitter Mooring; it does reapply when you go invisible, however the next damage tick makes you visible again.
  19. Right, sorry I only skim read your post. Might test it later tonight if I get the time, it's a good question.
  20. What will happen if I will cast Storm of Holy Fire / Chill Fog and then return to invise ? What will happen if I will do a projectile attack and then return to invsie ? Did each projectile / spell tick will receive assassinate bonus or will be enough to cast this spell from invise ? +20 ACC and +4 Pen will make any tick spell pretty OP. While I didn't found any good solo druid build for DD mod yet, Assassin/(Shifter or Animist) with new animancer bow/Two hand sword (that heal on kill) can has good chance to win enemies like Ukaizo free summons and +20 ACC to Poisons with Morning Star modal will give you good chance to apply spells/poisons even with 170 Fortitude targets Did poisons receive accuracy bonus ? Haven't actually tested it myself, but multi hit weapons (Frostseeker, Blunderbuss, etc.) only get the bonus on the first projectile to land, so presumably it's the same. A spell that applies a DoT to the target as opposed to the ground may very well get the full benefit for its duration though (some druid spells come to mind, though the names escape me).
  21. Why thank you kind sir! And yes I believe you are correct re: Dance of Death. Just did a fairly big edit; updated for 2.0 and the (fairly small) nerf, shifted a bunch of things around. Added a bunch of videos, including a couple of fully solo bounties. Biggest change is you now need to pay attention to who you use SS on. Side note: Only a few of the videos are embedded, I assume this is because there is a limit per post?
  22. Wait, are you saying the Shadowing Beyond from Rust's is a proc? Or just to use it for one additional stealth when you've burnt through the rest of your resources?
  23. He Cannot use captain's banquet. It would make him immune to perception afflictions and he could't heatup until bloodied and thus would be stuck with attack speed penalty for a long while. It would be more detrimental in most fights than just leaving the confused on. Based on the build I believe this is for, I don't believe he plans on using BB modal to activate heating up. If he is then yes, that would make it a bad choice. But then DoC is the best non-caster armour in the game anyway imo, outside of specific build requirements. And as Boeroer said con afflictions aren't too impactful and are easy to remove as a barb.
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