Boeroer Posted November 10, 2017 Posted November 10, 2017 (edited) Give the mace to a barb I'd say. The Wall seems to improve your deflection and reflex against ranged attacks, yes. So I think it's great against all sorts of missiles, Cleansing Flames and Fireballs & friends. Any other interpretation doesn't make sense. I guess a fighter with Charge will still be able to move, eh? Edited November 10, 2017 by Boeroer Deadfire Community Patch: Nexus Mods
MaxQuest Posted November 10, 2017 Posted November 10, 2017 (edited) The Wall seems to improve your deflection and reflex against ranged attacks, yes.Or it could add a negative damage coefficient to damage calculation. Like -0.5 on grazes. I guess a fighter with Charge will still be able to move, eh? We'll have to see how it's implemented: - movement speed set to zero - movement speed set to have a -4 penalty. With base ms being 4 that's zero; but you could still move with something like Boots of Speed - literally disabled movement, so all relocation like charge and push effects would fail Blunderbuss - Powder Burns: Shooter is Distracted, gain Burn damage cone.Black Jacket/Hellwalker gonna love this. Small Shield - Binding Block: Slower Recovery, gain Accuracy on next melee attack when missed in melee.Could be quite interesting on an interrupt barb/wizard, built as control freak offtank with Eldritch Aim and dumped MIG. Also, riposte rogue, provided the shield is a bashing one. Edited November 10, 2017 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
JerekKruger Posted November 10, 2017 Posted November 10, 2017 These weapon modals are a nice addition. Am I right in thinking they are the replacement for the old +6 Accuracy for having a Weapon Focus?
IndiraLightfoot Posted November 10, 2017 Posted November 10, 2017 And now we get modal abilities for weapons as well. I mean, my head explodes with all the build possibilities here. I'm so bizarrely hyped for this game. I really do feel it will be a CRPG classic. I can't wait to have it in my hands, and then sit down and plan my character the first three days. 2 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
MaxQuest Posted November 10, 2017 Posted November 10, 2017 (edited) These weapon modals are a nice addition. Am I right in thinking they are the replacement for the old +6 Accuracy for having a Weapon Focus?Regarding Weapon Focus talents, yes it was said that they are replaced by proficiencies: Weapons: The first Q&A reveals that unlike the first Pillars of Eternity, Deadfire will be using individual weapon proficiencies rather than group weapon proficiencies, meaning that you would use resources to become proficient with battle axes, for example, rather than choosing the Weapon Focus: Knight talent. Also unlike the first Pillars of Eternity, weapon proficiencies will not provide accuracy bonuses for the weapons you select. Instead, they allow you to use modal abilities while you are wielding the associated weapon. These modal abilities provide both benefits and drawbacks. On the other hand, proficiences also serve as replacement to: Penetrating Shot, Savage Attack, Vulnerable Attack, Swift Aim, Vicious Aim, Cautious Attack, Defender, Dangerous Implement and Powder Burns. The rod proficiency is a bit unclear. Does it add Blast effect or AoE effect (like Kalakoth's Minor Blights). P.S. Also we don't know yet if: Twinned Arrows, Reckless Assault, Guardian Stance, Take the Hit and Duality of Mortal Presence modals are still in the game / transformed into proficiences / removed altogether. P.P.S. I hope Twinned Arrows modal is still in the game though. Edited November 10, 2017 by MaxQuest 3 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
MaxQuest Posted November 10, 2017 Posted November 10, 2017 (edited) - accidental double post - @mods, please remove this) Edited November 10, 2017 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Boeroer Posted November 10, 2017 Posted November 10, 2017 Eh sorry. I meant reduced damage from ranged attacks that target deflection or reflex. Guess I did a Powder Burns shot and got distracted while writing my previous post. 3 Deadfire Community Patch: Nexus Mods
morhilane Posted November 10, 2017 Posted November 10, 2017 The rod proficiency is a bit unclear. Does it add Blast effect or AoE effect (like Kalakoth's Minor Blights). The rod proficiency modal is called Blast, I don't see how it can't be unclear what it is (regardless of how it is implemented in the game). There is also plenty of weapon left to put the remaining POE modals on them (unless they gutted the weapon list): crossbow arbalest pistol arquebuse wands scepter (confirmed to be Dangerous Implements) hachets stiletto fails unarmed warhammer spear battle axe sword estoc quaterstaff (Josh said it increased deflection) medium shield Also, any level 20 characters will be able to take 7 weapon proficiency (which is a lot). Azarhal, Chanter and Keeper of Truth of the Obsidian Order of Eternity.
MaxQuest Posted November 10, 2017 Posted November 10, 2017 (edited) The rod proficiency modal is called Blast, I don't see how it can't be unclear what it is (regardless of how it is implemented in the game). The implementation is the thing I care about It is clear to me what this proficency does. It's a bit unclear how it does) If it acts like Blast from PoE1 - it's useless for ciphers from focus generation point of view. But if it "gains AOE around target" (which imho is closer to Kalakots Minor Blights' description) then suddenly it becomes overly-great for ciphers, one could say that ciphers have a Blast with it Edited November 10, 2017 by MaxQuest 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
MortyTheGobbo Posted November 10, 2017 Posted November 10, 2017 I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency.
injurai Posted November 10, 2017 Posted November 10, 2017 I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency. Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal.
DigitalCrack Posted November 10, 2017 Posted November 10, 2017 (edited) I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency. Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal. Proficiencies are replacing the weapon focus talents. We know that there are no plans for proficiencies to give generic stat boosts to the weapon, weapons are what they are and proficiencies simply open up modals for use with the weapon. We know that a single point investment gets you a modal for the chosen weapon. outside that nothing has been said that I am aware of thats new detail wise. By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example. Edited November 10, 2017 by DigitalCrack
MaxQuest Posted November 10, 2017 Posted November 10, 2017 (edited) By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example.Good point. Without ranks, I don't quite imagine what to do with 7 proficiencies at max level. I mean having proficiency modals for 7 different weapons miiight be useful on the first playthrough, but any subsequential runs will have a character built around 1-3 weapon types, 4 tops. Edited November 10, 2017 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
injurai Posted November 10, 2017 Posted November 10, 2017 I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency. Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal. Proficiencies are replacing the weapon focus talents. We know that there are no plans for proficiencies to give generic stat boosts to the weapon, weapons are what they are and proficiencies simply open up modals for use with the weapon. We know that a single point investment gets you a modal for the chosen weapon. outside that nothing has been said that I am aware of thats new detail wise. By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example. Alright, but it doesn't seem like any fiddly bits are going away, it's just a different sort of focus to invest in.
DigitalCrack Posted November 10, 2017 Posted November 10, 2017 I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency.Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal.Proficiencies are replacing the weapon focus talents. We know that there are no plans for proficiencies to give generic stat boosts to the weapon, weapons are what they are and proficiencies simply open up modals for use with the weapon. We know that a single point investment gets you a modal for the chosen weapon. outside that nothing has been said that I am aware of thats new detail wise. By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example. Alright, but it doesn't seem like any fiddly bits are going away, it's just a different sort of focus to invest in. It is a more interesting way of doing it in my opinion. However I am assuming/hoping that weapons will have more then one level of investment. Not that it needs to be a ton but 3-4 would be nice if possible.
Boeroer Posted November 10, 2017 Posted November 10, 2017 I don't see how it can't be unclear what it is [...]. So... it's unclear to you? 3 Deadfire Community Patch: Nexus Mods
Frog Man Posted November 10, 2017 Posted November 10, 2017 Cryptic message from Adams twitter: https://twitter.com/adam_brennecke/status/929043902497153024 1
Dr <3 Posted November 10, 2017 Posted November 10, 2017 Hum, if brute force will still be a thing for varbarians i can farsee a good build with morning stars
fortuntek Posted November 10, 2017 Posted November 10, 2017 (edited) Cryptic message from Adams twitter: https://twitter.com/adam_brennecke/status/929043902497153024 Is he hinting that something is coming before Christmas? It has a Deadfire hashtag but we know it's not the game. The Backer Beta maybe? Edited November 10, 2017 by fortuntek
cheesevillain Posted November 10, 2017 Posted November 10, 2017 (edited) Cryptic message from Adams twitter: https://twitter.com/adam_brennecke/status/929043902497153024 Beta released around Christmas, I guess. Edited November 10, 2017 by cheesevillain 1
JerekKruger Posted November 11, 2017 Posted November 11, 2017 Cryptic message from Adams twitter: https://twitter.com/adam_brennecke/status/929043902497153024 Beta before Christmas or, perhaps, the extra content for Pillars of Eternity seem most likely.
Messier-31 Posted November 11, 2017 Posted November 11, 2017 Cryptic message from Adams twitter: https://twitter.com/adam_brennecke/status/929043902497153024 Beta before Christmas or, perhaps, the extra content for Pillars of Eternity seem most likely. There's already the Deadfire pack for PoE coming this Wednesday, so my money is on the Beta. It would be of small avail to talk of magic in the air...
JerekKruger Posted November 11, 2017 Posted November 11, 2017 This Wednesday? That's great, I had assumed it was a way off. Hopefully the beta then.
smjjames Posted November 11, 2017 Posted November 11, 2017 Cryptic message from Adams twitter:https://twitter.com/adam_brennecke/status/929043902497153024 Beta before Christmas or, perhaps, the extra content for Pillars of Eternity seem most likely. There's already the Deadfire pack for PoE coming this Wednesday, so my money is on the Beta. Deadfire pack for PoE, what's that?
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