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Posted

@ boeroer: yesterday i found that poison stryke apply no more to the whole area of rot Skulls, only to the main target. So maybe is still good, but basically no more than a autumn decay well aimed. Instead going full melee i reached 160 dmg with 1 hit, so i suppose i will Stick to an heavy shapeshift build, since other talent are not boosting much rot Skulls anyway. Also Dangerous implement is far from "very good".

 

@jojobobo : going solo of course. But as you know even find azzurro happen not so fast by itself, and rech chlandillah is not so much faster then Godansthunyr, since you can just talk to the dragon, steal the hammer and run away in safety. The rest of build is wm2. So basically you are a rogue with a shield and Deep wounds, that is ok, but is bit boring compared to a faster for example.

Posted
  On 12/7/2016 at 6:06 AM, Dr <3 said:

@jojobobo : going solo of course. But as you know even find azzurro happen not so fast by itself, and rech chlandillah is not so much faster then Godansthunyr, since you can just talk to the dragon, steal the hammer and run away in safety. The rest of build is wm2. So basically you are a rogue with a shield and Deep wounds, that is ok, but is bit boring compared to a faster for example.

You can cheese Azzuro being there, just chain wait at the Stronghold to see what dilemmas appear and then if he doesn't repeat. Then once you've solved his dilemma, do the same for the item. It's definitely tedious, but entirely do-able to get the cloak mid-Defiance Bay-ish.

 

I guess I quite like builds that pay off after a lot of effort (the Gunslinger was a far worse example than the Rogue) so I think I'd enjoy the pay off more, maybe I'm just more masochistic than you  :biggrin:

 

I finally got the Sandals of the Forgotten Friar plus Ryona's Vambraces on the Barb, and currently doing 31-35 damage with 8 DR bypass - to say the least, it's very good.

Posted (edited)

Ok i decided to abide the " corrosion " theme about my boar druid and go straight for lighting for pure powerplay reasons.

I'm still puzzled about what talent to take, these are the possible choice and how much i like them ( consider that his is a solo build, so need to tank a bit and there is no Priest):

++ Gallant focus ( +4 accuracy to melee and spells is always powerful )

++ Veteran recovery ( with max int & str this keeps you alive more than anything else, and is free, maybe is less useful late game)

++ Wild strike / greater wild strike : togheter they give you a +45% dmg lash

++ Weapon focus paesant

++ Two weapons style

+ Heart of the storm --> actually is like +10% dmg from lash

+ Outlander frenzy --> 0-recovery, +10% dmg from strengh

+ Apprentice sneack attack --> +15% dmg

+ Savage attack --> +20% dmg, -5 melee accuracy

 

So 10 talents and only 8 slots...

 

1 thing to consider is that with the boar we have 2 lash:

wildstrike (45%)

Tusks wounding (20%)

For a Grand total of +65%.

This actually transform some meh talents like savage attack and apprentice sneack attack in powerful ones:

Savage attack :

+20% dmg --> + 9% dmg from wildstrike lash and --> + 4% dmg from tusks lash

So il like a +33% dmg in total, wich is a lot.

Edited by Dr <3
Posted

I feel i will drop heart of the storm ( the lesser dmg bonus) and outlander frenzy ( sanguine plate ftw) and take all the other.

 

Another plan could be go more defensively for sword&shield style and maybe bear fortitude, but only ingame testing will help me i suppose...

Posted (edited)

Addendum: for some unknown reason, stack wild strike, greater wildstrike, elemental talent and wildstrike belt leads to a +76% dmg from lash ( calculated from raw numbers in Battle log, es: 105 perforation dmg + 79,7 corrode on a critical hit) instead of the expected ~60% ( 45% x 1,1 ( belt) x 1,2 (elemental talent)). No idea where is coming from the extra +16%.

 

As a side note i can confirm that wildstrike belt works for all kinds of wildstrikes, not only the fire one.

 

Edit: without wildstrike belt the lash go down to 52-53%. So at the moment is like the wildstrike belt add a +24% dmg to the lash, totally worth it!

 

Edit2: wilstrke + greater wildstrike + belt reach 64% dmg lash. So the elemental talent add only a +12% to that. Wich makes sense, since 64% x 1,2 = 76%.

Edited by Dr <3
Posted

+25% damage with the very high base damage of Rot Skulls is very good. But the nerf of envenomed strike is a hefty blow. :(

 

Does anybody know if they also needed it for Blast and Citzal's Spirit Lance?

Deadfire Community Patch: Nexus Mods

Posted (edited)

*1.2 is the same as +20% by the way.

 

Wildstrike + Greater Wildstrike + belt should lead to a 50% lash which should get multiplied by 1.2 when using an elemental talent. Which should lead to 60% lash. No idea where the additional damage might come from. But it might be that your target had high pierce DR and low corrode DR. Elemental lashes are calculated with the initial pre DR damage as base.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

Posted

I tried vs trolls, the dmg anyway was so High that some point of armour could not have alterned much the results. And the 76% lash value was constant between fire and corrode.

I just think that the wildstrike belt is broken somewhere, but i'm not going to complaining about it...

Posted

Well if you did 125 pre DR and 105 after DR and 80 lash damage (for example) then the difference for the lash would be near 64% (more like expected) and not 76%. I also don't know how much DR gets substracted from Wildstrike+Greater Wildstrike+belt. 1/4? Or more? 

Deadfire Community Patch: Nexus Mods

Posted (edited)

I always thought 1/4 but actually i haven't tested. thks for pointing the issue, i will check in the next days, togheter with the dr effect on my calculations.

Edited by Dr <3
  • Like 1
Posted (edited)
  On 12/8/2016 at 3:38 PM, Boeroer said:

Well if you did 125 pre DR and 105 after DR and 80 lash damage (for example) then the difference for the lash would be near 64% (more like expected) and not 76%. I also don't know how much DR gets substracted from Wildstrike+Greater Wildstrike+belt. 1/4? Or more? 

25%.

 

An example from my test thread 

[20.7 * (0.3 + 0.1) - 14 * 0.25 ] + [20.7 * (0.15 + 0.1) -14*0.25] = 6.455 

 

greater wildstrike adds a separate 15% lash (Same as with intense flames)  .. So is 30% lash vs 25%  DR + 15% lash vs 25% DR .. The belt ups both lashes by 10%  so  30% to 45% and 15% to 25% and you end up with 45% lash vs 25% DR + second lash 25% vs 25% DR .. 

 

Can also multiply by 1.2 before the DR subtraction if the relevant elemental perk is enabled..

((20.7 * (0.3 + 0.1) * 1.2) - (14 * 0.25)) + ((20.7 * (0.15 + 0.1) * 1.2) - (14 * 0.25)) = 9.146
Edited by peddroelm
  • Like 1

WPNTVf7.jpg

Posted

Actually the model of double lash explained my results: [(30% + 10%) + (15% + 10%)] x 1,2 = [40% + 25%] x 1,2 = 78% lash dmg, where i found about 76%.

The conclusion again is that wildstrike belt is indeed very strong for shapeshift druid

Posted (edited)

Yep - but did you notice that the belt's benefical effect (which gets triggered once you shift) can have a different duration than your shifting itself? I didn't investigate further but I think it's most obvious when you have a lot of (or very low) INT. 

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

Posted (edited)

Yes, i noticed, i suppose it have a fixed duration that get mods from int. My trasformation with 20 int is during 22,5 sec, while the bonus from belt only 16,4, wich should be equal to the basic duration of shapeshift

 

Addendum: tested, wildstrike belt bonus get no benefit from High int

 

Addendum 2 : anyway you can use the wild belt bonus duration as a kind of marker for the shapeshift duration

Edited by Dr <3
  • 10 months later...
Posted

Hi - no, unfortunately I didn't. :(

Maybe I could retrain my priest of Eothas whom I use as a buffing turtle at the moment.

  • Like 1

Deadfire Community Patch: Nexus Mods

Posted (edited)

Perhaps it can be a Wild Orlan who, when he says the magic words, turns into a fist-flinging, magic-using superhero?

 

Also, can the magic words be "Shazam!"?

 

EDIT: Perhaps, in the case of your Eothasian priest, the magic word should be "Eothas" instead.

Also, do you think that boosting perception some would be good for such a Monk-Priest, for the purpose of interrupts? If so, how much would you boost it at Character Creation?

Edited by hansvedic
Posted

I wouldn't put too much PER, because the whole point with Novice's Suffering is that it does nearly equal damage with grazes, hits or crits - and thus you can get away with lowish PER.

 

Single target interrupts wit fists are a bit overrated I think. ;)

  • Like 1

Deadfire Community Patch: Nexus Mods

Posted

Boeroer, could you please clarify as to why single target interrupts with fists are overrated?

 

Is it not possible to interrupt-lock powerful enemies with fists if you have high perception like a buffed priest would?

Posted

As far as I know fists will cause interrupts that last 0.35 seconds. Even if you hit faster than 1 time per second and cause an interruot every time you can't constantly lock a powerful foe. And if you can attack that fast the enemy will be dead very quickly anyways. I would not focus on this. 

  • Like 1

Deadfire Community Patch: Nexus Mods

Posted (edited)

In general, I am not impressed by single target interrupt focused builds; or stun-locking a single target with weapons. The problem is that locking down one enemy is not that significant. With a interrupt or stun lock focus, you have to keep auto-attacking them and cannot be interrupted or knocked down yourself, or stunned by another enemy.

 

It is a nice perk to interrupt an enemy better, but it is not really good enough to focus a whole build or make other compromises unless you are a barbarian and can crowd control multiple enemies at once.

 

The advantage of novice’s suffering is to have lower perception (sinces grazes don’t matter and crits are not helpful) and monks can just FoA for a much better interrupt that lasts over 50 times longer.

 

Anyone can handle a single enemy, 1v1. The harder challenge is dealing with multiple enemies at once.

Edited by Braven
  • Like 2
  • 1 month later...
Posted (edited)
  On 10/15/2017 at 9:54 PM, Braven said:

In general, I am not impressed by single target interrupt focused builds; or stun-locking a single target with weapons. The problem is that locking down one enemy is not that significant. With a interrupt or stun lock focus, you have to keep auto-attacking them and cannot be interrupted or knocked down yourself, or stunned by another enemy.

 

It is a nice perk to interrupt an enemy better, but it is not really good enough to focus a whole build or make other compromises unless you are a barbarian and can crowd control multiple enemies at once.

I wasn't too sure if you were referring to the Rogue build in the thread, so I thought I'd mention the specific plus points. I think the advantage of the build is mainly that is works so well in solo play and so low maintenance, getting sneak attacks all the time and having worthy defences (which makes them difficult to interrupt and/or knock down themselves) - and that you also disable more enemies due to Riposte. While in party play Deathblows and CC are a doddle, for a solo Rogue they take a little more effort.

 

I did a class build for the build itself under the Sprightly Scorpion somewhere floating around. I'm currently thinking of making another alteration to the build to go single-handed We Toki, which can get 70% hit-to-crit conversion (Durgan, One Handed Style, Merciless Gaze, Dirty Fighting, Vicious Fighting) with a x 3.8 crit damage multiplier [1 + (0.5 for a crit) + (0.3 Durgan refined) + (0.3 The Merciless Hand) + (0.1 Rabbit Fur Gloves) + (0.1 Dungeon Delver) + (0.5 Annihilation)]. While doing so you can also hit Def/Ref/Fort of 100/109/108 (no one cares about Will) - which is perfectly okay seeing as you can buff your Def a lot higher with a shield and standard buffing, and Adept Evasion is a massive buff to even mediocre Reflex in the first place. Accuracy would be 105 with Superb We Toki (108 with Legendary), with the level 3 survival buff available for 125 against a specific monster type - which is quite horrific given the 70% hit-to-crit conversion.

 

Given that this build would dish out massive Reckless Assault Sneak Attack Deathblows crits more or less constantly and completely disable one enemy, while also wounding with Deep Wounds, and while also Deep Wounding all enemies around you with Retaliation, and while also getting in a fair few Riposte hits on those enemies (and so likely disabling them with Prone for few seconds, giving you more longevity), while also avoiding spells with reasonable Reflex I really don't think it's have any trouble at all with groups. I also think it's nice to do some serious damage with something that's quite tanky for a change, busting through DR that other tanks would have issue with, and while also maintaining a wounding capability with Deep Wounds.

 

Onto other matters, here's another provisional build. I think it needs a bit of road testing because of the low Might, but I fully anticipate it to be quite a lot of fun. I present the...

 

Working Title: This Charming Vailian (from This Charming Man by the Smiths)

 

Class: Wizard

 

Concept: An interrupting and dominating/charming/confusing Wizard who uses Citzal’s Martial Power to boost the accuracy of those effects to sky high levels (131 accuracy on Gyrd Háewanes Sténes' Dominate), with enough Intellect for massive durations on a crit (27 seconds).

 

Details in spoiler tags…

 

 

  Reveal hidden contents

 

 

So, there it is. Any suggestions? This would be my first Wizard build, so any notable spells you’d really have on there that gel well with the build. Otherwise, I think it will be pretty good.

Edited by Jojobobo
  • Like 1

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