dunehunter Posted April 26, 2018 Posted April 26, 2018 The gears looks really unique tho, much better than PoE 1 ones. I saw that singing sabre which is designed for chanter, it gives u stackable damage bonus for each phrase u chant, and empowered invocations will refund phrase points, looks super cool 4
Big-Ben Posted April 26, 2018 Posted April 26, 2018 Was pleased to see a less serious weapon like the broom show up. I wouldn't quite classify it as a joke or gag weapon but it's certainly amusing. 2 Yes! We have no bananas.
malchiorita Posted April 26, 2018 Posted April 26, 2018 we noticed how a perception o' 17 were not enough to reveal higher level traps. am wondering what is actual threshold for higher level traps. 18? 20? more? am not knowing the attribute scores for the joinables, but a party o' pallegina, ydwin, maia and tekehu were getting slobberknockered by traps. one assumes there will be a few perception boosting items, but maintaining a kinda metagame minimum party perception is gonna be an issue if a player not wanna get routinely ganked by traps. we also saw at least 1 dialogue skill check o' 20, which for a level 18 character is gonna be requiring serious investment o' skill points. as such, deadfire dialogue checks may be skewed towards hyperspecialization. HA! Good Fun! Arent traps detected via mechanic skills instead of perception? 2
Gromnir Posted April 26, 2018 Posted April 26, 2018 we noticed how a perception o' 17 were not enough to reveal higher level traps. am wondering what is actual threshold for higher level traps. 18? 20? more? am not knowing the attribute scores for the joinables, but a party o' pallegina, ydwin, maia and tekehu were getting slobberknockered by traps. one assumes there will be a few perception boosting items, but maintaining a kinda metagame minimum party perception is gonna be an issue if a player not wanna get routinely ganked by traps. we also saw at least 1 dialogue skill check o' 20, which for a level 18 character is gonna be requiring serious investment o' skill points. as such, deadfire dialogue checks may be skewed towards hyperspecialization. HA! Good Fun! Arent traps detected via mechanic skills instead of perception? no. perception detects. mechanic sets and disarms. HA! Good Fun! "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Gromnir Posted April 26, 2018 Posted April 26, 2018 Mmm interesting... party assist is useful for bolstering mechanics. for instance, in the sneak peek preview, while ydwin only has a mechanics of 10, every other party member has at least 2. the howler pc has 8, maia has 6 (maybe), tekehu with 3 and pallegina has 2 in mechanics. am not certain what the total party assist works out to be, but such is the reason ydwin were routine disarming traps with skill checks o' 11 and greater. however, is no party assist for detection. need at least 1 party member with high enough perception to be in range o' the trap to detect it. maia has a 17 perception and ydwin has 16. other party members have less perception. gonna be a few hard lessons 'fore we learn necessary perception for trap detection, 'cause such information is not displayed in the combat log... or anywhere else in the beta. currently in the beta, 15 perception is good enough, but clearly such will not be the case by the end of deadfire if the sneak peek is accurate. HA! Good Fun! 1 "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Dr. Hieronymous Alloy Posted April 26, 2018 Posted April 26, 2018 (edited) Mmm interesting... party assist is useful for bolstering mechanics. for instance, in the sneak peek preview, while ydwin only has a mechanics of 10, every other party member has at least 2. the howler pc has 8, maia has 6 (maybe), tekehu with 3 and pallegina has 2 in mechanics. am not certain what the total party assist works out to be, but such is the reason ydwin were routine disarming traps with skill checks o' 11 and greater. however, is no party assist for detection. need at least 1 party member with high enough perception to be in range o' the trap to detect it. maia has a 17 perception and ydwin has 16. other party members have less perception. gonna be a few hard lessons 'fore we learn necessary perception for trap detection, 'cause such information is not displayed in the combat log... or anywhere else in the beta. currently in the beta, 15 perception is good enough, but clearly such will not be the case by the end of deadfire if the sneak peek is accurate. HA! Good Fun! From some data mining of the beta code that people did over on Somethingawful (apparently max trap perception and max trap mechanics are moddable values) the max perception you apparently need to catch all traps is 19 . the max Mechanics you need to disarm the best trap appears to be 12 . The "party assist" thresholds (i.e., the minimum number of points you need in the rest of the party to get an additional bonus point in your own skill check) are 4, 7, 11, 16, and 22 for , +2, +3, +4, +5, and +6 respectively. Note that that's total points in the rest of the party, not total points in the whole party -- the person making the check doesn't count to that total. Edited April 28, 2018 by Dr. Hieronymous Alloy 9
malchiorita Posted April 26, 2018 Posted April 26, 2018 Mmm interesting...party assist is useful for bolstering mechanics. for instance, in the sneak peek preview, while ydwin only has a mechanics of 10, every other party member has at least 2. the howler pc has 8, maia has 6 (maybe), tekehu with 3 and pallegina has 2 in mechanics. am not certain what the total party assist works out to be, but such is the reason ydwin were routine disarming traps with skill checks o' 11 and greater. however, is no party assist for detection. need at least 1 party member with high enough perception to be in range o' the trap to detect it. maia has a 17 perception and ydwin has 16. other party members have less perception. gonna be a few hard lessons 'fore we learn necessary perception for trap detection, 'cause such information is not displayed in the combat log... or anywhere else in the beta. currently in the beta, 15 perception is good enough, but clearly such will not be the case by the end of deadfire if the sneak peek is accurate. HA! Good Fun! Gotcha, thanks! Another reason to give 18 percepiton to the watcher
Enoch Posted April 26, 2018 Posted April 26, 2018 (edited) Mmm interesting... party assist is useful for bolstering mechanics. for instance, in the sneak peek preview, while ydwin only has a mechanics of 10, every other party member has at least 2. the howler pc has 8, maia has 6 (maybe), tekehu with 3 and pallegina has 2 in mechanics. am not certain what the total party assist works out to be, but such is the reason ydwin were routine disarming traps with skill checks o' 11 and greater. however, is no party assist for detection. need at least 1 party member with high enough perception to be in range o' the trap to detect it. maia has a 17 perception and ydwin has 16. other party members have less perception. gonna be a few hard lessons 'fore we learn necessary perception for trap detection, 'cause such information is not displayed in the combat log... or anywhere else in the beta. currently in the beta, 15 perception is good enough, but clearly such will not be the case by the end of deadfire if the sneak peek is accurate. HA! Good Fun! Looks like somebody's going to be developing a Svef problem. It gives +5 PER, with a pretty long duration. More with high Alchemy-- MaxQuest's tests in Beta 3 had it topping out at +11.6. Ripple Sponge is also an option (+3 to +8, depending on Alchemy skill). That said, I haven't checked whether any of this has changed in Beta 4. I suspect that a drugs rebalance (hard nerf) is more likely than not, if not now then after any big issues that come up on release are resolved. Edited April 26, 2018 by Enoch
Blades of Vanatar Posted April 26, 2018 Posted April 26, 2018 Mmm interesting... party assist is useful for bolstering mechanics. for instance, in the sneak peek preview, while ydwin only has a mechanics of 10, every other party member has at least 2. the howler pc has 8, maia has 6 (maybe), tekehu with 3 and pallegina has 2 in mechanics. am not certain what the total party assist works out to be, but such is the reason ydwin were routine disarming traps with skill checks o' 11 and greater. however, is no party assist for detection. need at least 1 party member with high enough perception to be in range o' the trap to detect it. maia has a 17 perception and ydwin has 16. other party members have less perception. gonna be a few hard lessons 'fore we learn necessary perception for trap detection, 'cause such information is not displayed in the combat log... or anywhere else in the beta. currently in the beta, 15 perception is good enough, but clearly such will not be the case by the end of deadfire if the sneak peek is accurate. HA! Good Fun! Looks like somebody's going to be developing a Svef problem. It gives +5 PER, with a pretty long duration. More with high Alchemy-- MaxQuest's tests in Beta 3 had it topping out at +11.6. Ripple Sponge is also an option (+3 to +8, depending on Alchemy skill). That said, I haven't checked whether any of this has changed in Beta 4. I suspect that a drugs rebalance (hard nerf) is more likely than not, if not now then after any big issues that come up on release are resolved. Hmmm.... an easily addicted, passionate Pally sounds like quite the fun time. I am hoping there are dialogues to go along with the characters amount of drug use. No matter which fork in the road you take I am certain adventure awaits.
Gromnir Posted April 26, 2018 Posted April 26, 2018 Mmm interesting... party assist is useful for bolstering mechanics. for instance, in the sneak peek preview, while ydwin only has a mechanics of 10, every other party member has at least 2. the howler pc has 8, maia has 6 (maybe), tekehu with 3 and pallegina has 2 in mechanics. am not certain what the total party assist works out to be, but such is the reason ydwin were routine disarming traps with skill checks o' 11 and greater. however, is no party assist for detection. need at least 1 party member with high enough perception to be in range o' the trap to detect it. maia has a 17 perception and ydwin has 16. other party members have less perception. gonna be a few hard lessons 'fore we learn necessary perception for trap detection, 'cause such information is not displayed in the combat log... or anywhere else in the beta. currently in the beta, 15 perception is good enough, but clearly such will not be the case by the end of deadfire if the sneak peek is accurate. HA! Good Fun! Looks like somebody's going to be developing a Svef problem. It gives +5 PER, with a pretty long duration. More with high Alchemy-- MaxQuest's tests in Beta 3 had it topping out at +11.6. Ripple Sponge is also an option (+3 to +8, depending on Alchemy skill). That said, I haven't checked whether any of this has changed in Beta 4. I suspect that a drugs rebalance (hard nerf) is more likely than not, if not now then after any big issues that come up on release are resolved. even ignoring a few o' the curious efficacious drugs, alchemy is the clear win active skill. in fact alchemy is so strong when utilized to enhance already dynamic and robust potions and drugs, we gave up using the skill in the beta as we assumed it would be facing a significant nerf. however, am gonna admit high mechanics and high explosives is also potent skill choices in spite o' the rather limited number o' explosives and traps we had available to us in the beta. overall, am thinking skills is getting less attention than they deserve from beta folks and developers... but such neglect is understandable given how few traps and explosives we got at the moment. will no boubt be exploits and adjustments post release. dha spoilers suggest the detection and disarming o' traps won't be particular onerous, but is noteworthy how obsidian's best deadfire player were caught unawares by the perception threshold for high level traps-- no doubt the result o' using an unfamiliar party configuration. am hoping obsidian makes extreme clear how vital is perception insofar as trap detection is concerned, 'cause even experienced poe players is likely gonna be caught off guard by the new mechanics... mechanic. HA! Good Fun! "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Dr. Hieronymous Alloy Posted April 26, 2018 Posted April 26, 2018 Does Explosives skill boost trap damage, or just Explosives?
Gromnir Posted April 26, 2018 Posted April 26, 2018 Does Explosives skill boost trap damage, or just Explosives? mechanics boosts trap damage and effects. explosives boosts explosives damage and effects. aside: is perhaps a curious trap quality, but traps is considered ranged weapons. effects which modify ranged accuracy or damage also affect traps. HA! Good Fun! "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
dunehunter Posted April 26, 2018 Posted April 26, 2018 Apparently who design the alchemy system liked drugs
Aramintai Posted April 26, 2018 Posted April 26, 2018 Gotcha, thanks! Another reason to give 18 percepiton to the watcher You don't have to do that unless you're going to run naked on principle or something. There will be lots of gear and food that will raise attributes, just like in POE1. And now also pets.
malchiorita Posted April 26, 2018 Posted April 26, 2018 No, i was planning to "cap" it anyway for the accuracy bonus :S
AndreaColombo Posted April 27, 2018 Posted April 27, 2018 Not really. They showed an optional high-level dungeon. It spoils that dungeon’s story, but nothing related to the main plot. "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
injurai Posted April 27, 2018 Posted April 27, 2018 *Averts eyes* Are there any bad spoilers? It spoils a unique pet.
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