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thundercleese

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Everything posted by thundercleese

  1. It's actually pretty low. During my tests I was getting around 12% lash damage with 23 Metaphysics. Which means about 7% total from the skill or ~0.33 per point.
  2. Agreed. Just saying, if you desperately want to get +1 lvl1 spells, you can. Also outside of the Fampyr heavy spots and/or solo runs, incredible food isn't really necessary. But then, neither is +1 spells.
  3. Footprints of Ahu whatever grant +1 level 2 spell. Think there may be another similar item?
  4. Powerstrike in particular was very disappointing. I thought "Oh man, 4 Discipline? This thing must really do some damage!" Never used it again. But yeah you pretty much hit the nail on the head. Sap I think isn't necessarily bad (bonus damage, two afflictions, 1 guile), it's just a bit boring for such a late pick. It's also IIRC the only Rogue skill that's not a full attack, which is probably the other reason no one takes it. Full attacks/the disparity between weapon styles is definitely no. 1 priority imo. Also yes, armour system is way out of whack - you either penetrate and tear them to pieces in seconds, or don't and it's like slapping a boulder.
  5. While discussing certain DoTs and attributes that influence their damage in this thread, the idea arose that Resolve may influence the DPS of Wounding Shot and Deep Wounds, in the same (inverse) way that Intellect does. So I decided to do a few tests, and not only does it increase the DPS but also the total damage done. Using this test save, I stripped both Aloth (10 Resolve) and Vatnir (14 Resolve) of their armour and anything else that may influence incoming damage, then shot them both with Wounding Shot. I then added up the damage numbers that floated up, then repeated on the other. I did this several times to make sure I hadn't miscalculated, and every time not only were Vatnir's ticks higher and overall duration shorter (expected behaviour), but the total damage dealt was significantly higher. As a final test, to make sure there wasn't some effect on either that I wasn't aware of that was skewing the results, I used a mod to alter Serafens Resolve first up to 20 and then down to 10. To quote myself from the above linked thread: So with 20 RES he took ~61% of the hit across both DoTs, with 10 RES he took ~44%. He did have the buff/debuff from the Red Hand active, which could account for the increase with 10 RES, but one would still expect the total damage percentage to be the same. I'm not saying this is necessarily a bug, we just can't think of any logical way to explain this behaviour. Tests were all done with the Essence Interrupter, with the lightning lash enchantment. Save: http://www.mediafire.com/file/z7p7rlvryjo2alg/Blathiel_%28TheEndlessQueries%29_%282e7aaa45-bb7b-4b34-8493-733a9942db73%29_%28LAX-2ABCDE%29_%28935047080%29.savegame/file
  6. I have also experienced this in 2.0 Video showing that despite clearly being outside the scrolls stated radius, the enemies still get pulled in.
  7. Kinda. It's really more that the stats and items can go other places to make your character better. More HP is never going to make your healing less effective. It just moves your health bar less, with the same amount of HPS. The only thing this really effects is when you want to be blooded or near death. For those builds high hp is really great because it keeps you in those "zones" with less risk. Not entirely. Let's say you have 1000 EHP - if you have 200 actual HP and you get healed for 40 HP, then you are getting healed by 200 EHP. If you have 400 actual HP, the same healing of 40 HP will only heal you 100 EHP. The four defense stats and disproportionately OP (under)penetration values make this one of the worst games for trying to optimise around EHP however, so this argument is kinda pointless. If you have enough HP to take a couple stray crits, plus healing to recover from it then you should be fine investing in other stats/gear/etc.
  8. Yeah, I could see removing the buff if it were completely un-equipped (not switched out from a different weapon slot, but put into inventory) as a legit change just to discourage metagameyness. At the very least it shouldn't be able to be passed around so that every single person has +20/40% damage (I try to avoid doing this personally as it just feels like cheating). So like when you equip it on someone it checks to see if the buff is active on another party member; if it is then it either removes that buff, or prevents the new holder from gaining it.
  9. Other thing to keep in mind is increasing EHP while keeping actual HP low(ish) is generally better, as it increases the value of your healing. Ofc if you don't have healing then it's all the same.
  10. thought nature's mark were deflection and reflex. Very well could be, I barely use Druid so was going off a (hazy) memory.
  11. As the title says, it is possible to stack Scordeo's Edge's accuracy bonus far above the 10 (+20 accuracy) that is stated on the item description. To do this, all you need is a class that can a) stack a lot of action speed increases and b) abilities that can hit more than once per use. The best combination I've found is a Ravager with the Berzerker subclass (hit to crit). Barbarian offers a lot of action speed and Blood Thirst makes you recover instantly on kill. Combine this with Blade Cascade from Scordeo's itself and you can get a huge amount of attacks off in a short amount of time. That's where the monk comes in; Swift Flurry and Heartbeat Drumming have a chance to proc free attacks on crit, and there seems to be no limit on how many free attacks you can get per attack (or at least it's very high if there is; I've had as many as 8, though it's usually around 3-4). Each one of these free hits will always be from the main hand, and each hit will grant a Scordeo stack (providing it is in your main hand). This mean that on long fights, and especially against foes with low deflection, you can get absurdly high bonus accuracy - highest I've gotten (at least of the times I checked my character sheet at end of combat) was ~+120 accuracy. This of course feeds back into SFlurry and HBD to give you more free attacks, stacking even higher and so on. When I was testing builds, I tried it out on a non-Monk and it wasn't nearly as good - got to about +30 before it started to decay (other tests were at ~+60-70 by end of the fight I was testing on). Here's a save just before the Kraken that I uploaded for a separate bug, however it is the very good place to test as the Kraken has both a lot of health and quite low deflection. http://www.mediafire.com/file/521g859x1b29wtg/Blathiel+%282e7aaa45-bb7b-4b34-8493-733a9942db73%29+quicksave%282%29.savegame Also, Lion's Sprint grants +15 accuracy until the end of combat, despite the description stating it's only for your next hit. Can't recall if I have it in this save or not but it is extremely easy to test.
  12. IMO there are only two things about it that could be considered OP; the stacking damage buff that remains even when it isn't equipped, and the fact you can AFK win vessel fights with the Double Tap enchant. It is a strong weapon, but there are certainly other ranged weapons that are on-par/better than it, and just as easily attainable.
  13. Too bad OP considers two-handers a "complete waste of time". I believe the Druid spell Nature's Mark (PL1 spell) lowers fort and will by -10? Also any might or constitution affliction will lower it by 10.
  14. This is simply not true. There are many ways to counter the degen. I probably wouldn't solo one, though I'm sure it's possible. Berzerker fits so well with so many classes.
  15. Yeah I know it's not a legal combination, I was more implying that a Paladin order that sat somewhere between Bleakwalker and Wayfarer/Shieldbearer would be the Skaenite order. Edit: Wow, Goldpact is literally the only valid MC for a Skaen Templar.
  16. Yeah Skaen is about punishing those who otherwise would be above/be able to avoid punishment. But doing so in the most cruel way possible. Bleak Walker would probably be the best fit of the ones available, though with a dash of Kind Wayfarer/Shieldbearer?
  17. Save file as requested: http://www.mediafire.com/file/n18g2s8ibpddb9t/Blathiel_%28TheEndlessQueries%29_%282e7aaa45-bb7b-4b34-8493-733a9942db73%29_%28LAX-2ABCDE%29_%28935047123%29.savegame/file I will also mention that I used the console to make my testing of all the new weapons easier; this includes adding items I didn't already have, changing classes/abilities and free recipes to test all the enchantments. In case that may have anything to do with it (though I doubt it will).
  18. That sounds pretty broken - kill anyone in three hits? Or is it a once per encounter thing? I have vague memories of something like that but never used it.
  19. Barbarian (no subclass or Berzerker) provides both - lots of action speed buffs, increased PEN and hit to crit if you go Berzerker, and an AoE terrify(chaotic mayhem)+stagger+frost nuke in the form of Spirit Frenzy. Then pair it with another class of your liking to supplement your defenses/single target/both.
  20. Other than using the console AddInjury command, the above is probably your best bet.
  21. I always wanted to know if that chant could for example downgrade dominate to charmed, then charmed to confused, then remove confused.
  22. Yeah pretty much only suits the soul bound armour in terms of looks. Also has 10% graze to miss (or is it hit to graze) to top it off.
  23. Yep, you can steal it along with Grave Calling. The merchant on the beach of Crookspur; one in each chest, at least one of the chests requires 14 mechanics min. Re: the helmet; you can have both it and the ring. The question is whether the accuracy applies to the whole attack, or just the affliction roll. Seeing as it increases the accuracy of Stunning Surge on a Monk, I'm fairly confident it will work on the damage roll too (though I haven't tested myself).
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