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  1. Hey So let's think about what would be the best DPS class in this game in your opinions, PotD wise. I've been playing with a paladin as a tank and a rogue as a DPS dealer. And da**, I must say when properly positioned, the rogue can do insane amount of damage. But he is so squishy though. One mistake and he's gone. I tried Cipher DPS wise. It's really good too. If the cipher pulls off his spells, he can do insane amount of AoE damage. But is it stronger than the rogue? I haven't played that much with ciphers, so i couldn't say. What's your opinions on the best DPS class guys?
  2. Hi all, I'm loving PoE so far and I'm still on my first playthrough, trying to see as much as possible in one run. My party consists of my PC and 5 built NPCs: (All level 3-4) (PC) - Melee Chanter (One handed + Shield) - Named flail from the temple under GV. (Might 14) Paladin Tank (One handed + Shield) - The shock dagger bought from smith in GV. (Might 10) Ranged Rogue - Arbalest Ranged Chanter - Arbalest Ranged Priest - Arbalest Wizard - AoE CC Spam + Wand The problem I'm really facing is that my melee front liners are having issues with their damage, especially if the opponent has armour (Raedric's Keep and the full plate Paladins was a joke!) The Paladin tank I can understand, that's why she has the dagger, so if she does crit it does huge damage and to penetrate 3DT with her basic attack. However my Chanter seems to regularly only do 3-5 damage to enemies with armour and ~14 or so to enemies with light armour. After reading posts about huge DPS melee characters, I'm wondering if I've missed something obvious and that's why my damage is suffering, or if melee effectiveness really requires rogue crits/sneaks, 2-handed barbarians or Monks. Other than their damage I'm doing fine, 3 Arbalests really wrecks heavily armoured opponents...and well, everyone actually.
  3. Hey all! I know these "choose my class" threads are painful, but as I wasn't around for the beta test, I'm gonna need you scholars to aid me in my quest. So my favorite game of all time is BG2: SoA and my favorite class by far is the Sorcerer. I love being able to snare and nuke enemies with all sorts of shiny spells and see my enemies laying before me when the dust clears. Would the obvious choice for this be wizard? I also read somewhere that druids were better for exploding enemies more efficiently from a DPS standpoint. What do you guys think? Also, any recommendations for a fight/cleric type class. My second favorite would have to be a flashy melee type fighter that can buff and charge in chunking enemies like a pro. I guess pally would be ideal? Thanks a bunch all.
  4. So you got 22 Might. Thats +22% Damage AND Healing! Thats awesome right? But...what does it matter if you cant actually hit anything? The BB party all has 10 perception with the exception of the Wizard´s 12 and the Rogues 22. The BB Fighter has 22 Might. And this is hitting a stationary target. ...Ok that stationary target was a priest and he was buffing himself with armor spells. So this log is a bit of an exageration. BUT IS IT? I mean we are gonna be facing spellcasters and priests in our travels and those bonuses to deflection, DT and reflexes are gonna stack and get bigger with creatures too. And you see how much damage the Rogue is doing. And she has just 9 might and is using a shortbow. 9 Might. Bonkers. 22 Perception + Reckless assault (+10 Rnaged Accuracy and x1.2 damage). Genius. After trying out the new vanila PoE system a bit Im starting to think the +% bonuses and maluses should be doubled. +2% of 30 damage isnt significant when enemies have +200 hp. Neither is +15% of 30 damage. I dont know how damage values in the endgame are gonna be but I think that even with 200 damage atacks +15% of that isnt gonna really matter and the difference between 3 Might vs 20 Might is gonna be one autoattack. Im no math guy but the one time I could see Might being more useful than Perception would be with DoTs since you hit more and most of those hits are guaranteed. For autoattacks you should go with Perception. Considering you have things like INT that give you much needed Deflection and AOE, CON that makes you live longer and DEX that makes you attack faster, I would say the current "Dump Stats" are Might and Resolve. Make a 22 Perception 3 Might Character. Max DEX. Try it.
  5. Hello all! A while back, I created a spreadsheet that calculated the effective DPS multiplier from Accuracy. My intent was to allow a way for people to compare MIG and DEX from a damage-doing perspective. We're in the Backer Beta to provide feedback, and our feedback is only as useful as our information. Knowledge is power. Etc.... My spreadsheet was pretty well received. Sparked some good discussion about how the different attributes affect combat dps, and led to some new insights on my part from some errors pointed out by others. So I've taken your feedback into consideration and revamped the spreadsheet, adding new capability. There's now a master calculation sheet where you can vary any and all of these 17 variables: Graze Damage Crit Damage MIG % Damage Bonus/Point MIG % Damage @ 0 DEX Accuracy/point Might Dexterity Base Accuracy (from class) % Damage Bonus (abilities etc) Bonus Accuracy (abilities etc) Weapon Base MIN Damage Weapon Base MAX Damage Attack Speed (frames) Recovery Time (frames) Target Deflection Target DT DT Effectiveness To calculate the resulting dps. Up to 20 different combinations are supported (and you can probably figure out how to add more if you want). My hope is that through the power of crowdsourcing, members of this community will discover new insights about the balance and tuning of PoE's combat and combat stats. Make informative graphs. See how a 25% increase in crit damage and an increase of the DEX Accuracy bonus to 1.5/level will solve all the balance problems!! (I just made that up, but you get the point). The more we know about the actual balance, the more valuable feedback we can give about balance changes. People are arguing elsewhere about really major mechanics that, while important to discuss, probably aren't going to change much. What will change, and what we have the chance to affect and improve, are the tuning changes. So please - use this spreadsheet! Find interesting relationships among the variables! Share your insights with the community. So without further ado, here is the spreadsheet. Enjoy New Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20DPS%20calc%20V2.xlsx Old Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20DPS%20calc%20V2.xls Unfortunately I think there are some compatibility issues with Google Sheets - if anyone figures out how to make it work, let us know. On to the second part of the post. This will be short, but I wanted to be sure and talk about it really quick. MIG vs DEX. There has been some debate as to if MIG or DEX actually increases your damage more. And as Azrael Ultima pointed out, the marginal benefit of one more point in MIG or DEX is directly dependent on the current value of the other variable. So here's a comparison chart. On the Y axis is the marginal % damage increase (% of BASE damage, mind you - so all %s are based on the same scale) and on the X axis is the current value of Accuracy minus Deflection. As you can see, the math is pretty clear. If Accuracy minus Deflection is greater than 5, MIG is always going to increase your dps more. If Accuracy minus Deflection is less than 5, DEX will usually increase your dps more. Only exception is when Accuracy minus Deflection are between -5 and -20, where the dominating stat depends on your current value of MIG. So it would seem that if you want an optimal build, you don't want to completely dump either - but neither is completely un-viable or always better than the other one either. In particular, note that this basically means more accurate characters will do better against enemies with very high deflection, while more mighty characters will do better against enemies with very low deflection. Kind of makes sense. So (at least at first glance) it looks like these are pretty well balanced, from a dps standpoint at least (there are of course more factors to consider when comparing different stats than just dps). So... that's what I've got for today. Take the spreadsheet - use it to answer "what if?" questions about game balance and tuning. Present insights with the community. Help PoE be the best game it can be. PS - Here's the equations used. Might be slightly simplified from what is used in the spreadsheet (the DT usage I didn't even try because it's literally an entire sheet of the spreadsheet by itself), but the general idea is there.
  6. I've noticed some people asking about how much damage increase a point of Accuracy is worth. I've also noticed some people making incorrect arguments based on incorrect information. So I figured "Hey, I'm an engineer. I'll do some maths." So I did. Here's the maths. It's a plot of your average dps (relative to the base damage) versus your accuracy. Calculated using the rules given in the wiki for combat rolls as of today. . This can be used (among other things) to tell when (if anywhere - hint, it's nowhere) DEX gives you more damage than MIG. Summary below: Accuracy/Deflection within 5 points: Marginal gain/loss for 1 Accuracy: 1.5% dps (relative to base dmg) Accuracy/Deflection within 5-45 points: Marginal gain/loss for 1 Accuracy: 1% dps (relative to base dmg) Accuracy/Deflection outside 45 points: Marginal gain/loss for 1 Accuracy: 0.5% dps (relative to base dmg) There are the numbers. All other things being equal, the Accuracy bonus from DEX always gives you less dps increase than the damage bonus from MIG. When fighting enemies with Deflection much higher or lower than your Accuracy, each 2 points of Accuracy is equivalent to 1 point of MIG (where dps is concerned, that is. dps isn't everything of course). Please take this math into account when making arguments about stats, power, the value of inherent Accuracy bonuses (boni?), the value of DEX relative to MIG, etc. I'm done mathing for tonight. Peace. PS - Source file for doing your own maths: New Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20DPS%20calc.xlsx Old Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20DPS%20calc.xls EDIT: A quick note about why DEX, while giving less damage than MIG, isn't unilaterally inferior to it. DEX affects Reflex save instead of Fort save. This lets you dodge AoE attacks. Also, the % increases in dps I've calculated also apply to spell/ability duration increases/decreases on graze/crit, which aren't affected by MIG at all as far as I know. So for scripted interactions that take DEX, characters who want to dodge AoE attacks, and characters who are more interested in getting long duration abilities/spells by critting with them, DEX is better. There may also be one-off abilities/passives that give bonuses from DEX as well - I'd imagine the rogue will have some.
  7. Detailed math (and an easy to understand graph) on how Accuracy affects damage. http://forums.obsidian.net/topic/67761-dps-vs-accuracy-deflection-heres-the-maths-enjoy/?p=1490531
  8. From the last update it sounds to me like rogues will be DPS again. I always hated that concept, as it rarely made any sense. Why should rogues be DPS? Why do they get backstab and extra damage, and others don't? There never was any sensible reason or explanation for it. The first thing I'd do is remove the rouges backstabbing special power. Anyone coming from behind would get a bonus to hit and increased chance of critical. Fighter, mage, cleric - doesn't matter. The rogues role isn't DPS. It's skills. And also support. Even without a special backstabing power, the rogues flexiblity and reflexes allow him to flank opponents and move around the battlefield (tumble, evasion) - being at the right place at the right time. He's a pebble stat starts the avalanche (of enemy defeat) so to speak....he tips the scales in your favor. Thats without taking into acount all the other thing a rogue provides to the party. A rouge needs no backstabbing.
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