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JerekKruger

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Everything posted by JerekKruger

  1. Honestly I'd be surprised if they add a companion per DLC. Three new companions, each of which have to either have relationship interactions with the other companions (meaning bringing the VAs back in to record a bunch more lines) or not (making them seem unconnected compared to the main companions. Sidekicks? Sure, I'd imagine one per game is quite likely. Perhaps even with unique subclasses suited to the adventure of the DLC. But I doubt we'll see three new companions. I hope I'm wrong of course
  2. All single handed weapons done. For some reason the spear Kahua Hozi was on the Cadhu Scalth page (Cadhu Scalth is a large shield) so I created a new page for Kahua Hozi and deleted the contents of Cadhu Scalth so that it'll no longer appear in "Category:Pillars of Eternity II: Deadfire spears". Also the symbols for Crush/Pierce and Slash/Pierce aren't working at the moment. EDIT: by the way the War Hammer Resounding Call gives its damage as 25-35 in game. This includes the +100% bonus vs. destructibles but most the time, when it matters, you won't be fighting destructibles. As such I listed its damage as 14-20 in the Wiki (same as any other Exceptional War Hammer) and made a note that it is listed as 25-35 in game. The note hasn't formatted properly, though it is readable, so feel free to edit it to make it look nicer.
  3. Added details for Wands, Scepters and Rods as well as Daggers, Battle Axes and Clubs (actually I just edited the club entry a little). Two things I noticed: the image for Pierce/Slash damage isn't there and the image for Raw damage is currently that of a Wand. Not sure how to change them so I'll leave it to someone more knowledgeable than me.
  4. Well item stats are what I've been adding (pretty slowly) but I'm afraid that, unless "the console" counts as a location I can't add locations until I actually find the item in game.
  5. Rock Paper Shotgun had it listed as 9th and and 4th in their Steam charts post on the 14th (here). Apparently the double listing is due to preorders being counted separately to sales or something, but either way it was at least 4th overall.
  6. Yep, I'm thinking that's probably the more useful way of doing it. I'll modify my entries when I get time. That's what I've been doing. Same with Inaccurate (there's one for Blunderbusses and one for Arquebuses). I'll take a look at it. The thought of doing all of them by hand is quite intimidating
  7. Raven has played this combo solo from level 1 on his Twitch stream (victorcreed_twitch) although he's made regular use of respeccing so its not really the same build all the way through. That said, its definitely possible to do.
  8. This pretty much. I quite like Deadfire's stealth but I wouldn't say its remarkable, however the stealth in most CRPGs is terrible so its definitely in the running for the best.
  9. All gunpowder weapons (with the exception of Blighheart) have had their basic details added as well. I want to wait till we have a good template for Soulbounds before doing Blightheart. For now I'm done. Surprisingly tiring work adding things manually to the Wiki. No doubt there's a clever way to extract the game data directly but I don't know how.
  10. I've started adding in the details for unique weapons (actually I've added precisely one so far: Aamiina's Legacy. There doesn't seem to be a standard template for Abilities/Passives in Deadfire yet so I haven't added pages for the Precision Impact and Precision Impact (Dwarf) yet. I don't want to start my own template in case it sucks and/or there is actually an existing one already. Also there seems to be a problem with the way the weapon template works in that it doesn't have Attack Time, Recovery Time or Penetration as default options (I added them manually and they seem to work, but I'm not sure if that's how I should have done it). Finally I think it would be good if the pages for each enchantment had an Upgrades subsection listing the ways in which each enchantment can be upgraded (e.g. for Massuk Arrows you'd have Ongitok Angunisag listed). This will probably take longer to be filled in as its not clear in game which enchantment options upgrade which existing enchantments and which are mutually exclusive. EDIT: as a side note the damage given for Gladiator Sword is its base damage (it doesn't include the bonus from the Fine enchantment). I've continued this trend with all the weapons I've added so far but I'm not sure its the best way of doing things. Thoughts? All unique Bows and Crossbows have had their basic details added now by the way. EDIT2: I noticed that the Gladiator Sword's Fine enchantment links to the page "Fine_(Deadfire)" but, since there are Fine enchantments for weapons, armour and shields this leads to ambiguity so I created a "Fine_weapon_(Deadfire)" page along with equivalent ones for Exceptional, Superb and Legendary (well actually Exceptional and Superb already existed, but I made the capitalisation the same as in game on them). I'd suggest people use these and, at some point, create similar pages for armour and shields.
  11. Might's certainly good for healing, but I doubt you'll have any real problems with average Might. Xoti has 12 Might and heals my party fine on PotD.
  12. I believe the higher level one (Substantial Phantom?) is bugged too. It's supposed to have a selection of spells but doesn't.
  13. It's only a multiplier if you have no other damage bonuses, because its additive with those. For example if you have 18 Might (+24% damage) and are wielding a Fine Weapon (+15% damage) your hits will do +39% (24+15) damage whilst your crits will do +64% damage (24+15+25) which is a relative increase of ~18% (1.64/1.39 x 100), not 25%. The more damage bonuses you have, the smaller the relative increase to damage a crit brings, so with enough damage bonuses crits become pretty unimportant. That said, making crits multiplicative with other damage bonuses would likely result in massively inflated damage numbers from certain classes so I'd prefer to see them remain as they are.
  14. Yeah I wish they'd made the interface clearer, like having each enchantment listed and when you click on them a submenu opens with the possible upgrades.
  15. I liked Pallegina too. She was underdeveloped in PoE but I'm glad she returns in Deadfire so we can see more of her. I also didn't find Ydwin particularly appealing.
  16. That's great news. That was the one thing about the new enchantment system I didn't like. With that change I prefer it to the old system.
  17. First off, Might is not that important for Rogues. Might is additive with other damage bonuses, and Rogues have lots of damage bonuses, so Might doesn't make that much difference to overall damage once you pick up a few. Better to invest in Dexterity to attack faster (this acts multiplicatively rather than additively) and Perception to increase you hit and crit chance Beyond that attributes are nowhere near as important as most people give them credit for. Sure, when you're creating your own characters you'll try to optimise them, but the difference is a lot smaller than it would be in, say, BG2. They'll both work fine for their respective classes.
  18. So long as the hardest achievements need to be done without any (positive) Blessings of Berath I don't think they need to be removed.
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