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Boeroer

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Boeroer last won the day on January 16

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  1. That shouldn't be the case if you raise Resolve but don't raise INT at the same time (Duality of Mortal Presence (INT)/Turning Wheel). If you re-apply the curse while it's still active (using FF while still cursed) that will also prolong the overall duration of the curse stacks considerably. I've done runs with a Forbidden Fist where it was possible to lower the curse's duration to about 3 secs even with decent INT. So usually high RES etc. works with the FF curse. Also note that Clarity of Agony should work, too and shave of a decent amount of the curse's duration while active. Maybe try that out - to see if the duration is still unaffected. If so it would seem that something is wrong with your game (or a mod).
  2. Do we know for certain what "against enemies with low endurance" means in this Death's Usher case? For Bloody Slaughter for example it's 10% endurance left, not 25% as in Deadfire. I don't know if you checked and already altered that (if needed). 10% would be bad. I like that it scales with level! I cannot say though what will be a good scaling. I think a test run would really show how to balance the scaling properly. Keep in mind that something like +70% dmg additive might not be so much with weapon attacks, but for spells it would be very strong.
  3. @Kaylon was that the reason? Or could there be another problem with Empower + Inner Death in the vanilla game that I might have missed?
  4. Omg how did I forget about Edér? He was even in the testing party (WITH a pet). Too bad Amanita comes so late, a corrosive lash in the mix would be cool and the one element that's missing. Something like Baby Boar near Tikawara isn't hard to get and gives the party a 5% slashing lash for melee weapon attacks - which would add to the lash of Hylea's Talons. Overall +10% slash dmg, nice.
  5. The problem I have with Death Godlike is that I would lose the Horns of the Aurochs. +10% freeze isn't as good as +3 PL (and maybe even +20% dmg on top), but it's very convenient to trigger at will with a Monk - and as human I could also gain some ACC and damage via Fighting Spirit. Maybe I could trigger Lord of the Forest (from Lance of the Midwood Stag) and then switch to Xoti's Lantern before using Inner Death in order to get that 1 Mortification back? But does Lord of the Forest stay if you switch away from the Lance? Don't remember... I guess it's worth losing the +1 Mortification refund if I can gain +2 PL for it. Potion of Ascension would def. work for me though.
  6. Yeah, Recall Agony would be very nice. Inspired Beacon (+40%) and Takedown Combo would also be nice things to add. Also thought about Shattered Vengeance. But they all require separate hit rolls against the enemy. I was looking for dmg boosts (I might have overlooked) which can be applied to the Monk themselves - in order to profit from that Empower + Empowered Strikes combo (+100 bonus ACC) as much as possible. Stuff like Shared Flames and Aefyllath require a separate character, but no additonal hit rolls. This seems to be an advantage when you go against bosses. But yes, Recall Agony would add quite a lot of dmg.
  7. Huh? I def. empowered it in the past - even before CP existed. I mean it's like Inner Death was made with Empowered Strikes in mind (or the other way round). But to be sure I tested it again 5 minutes ago. No mods, new char, new playthrough: Inner Death + Empower in the vanilla game works fine for me. See the little vid I made just now: Maybe this is your problem with Empower + Inner Death: one cannot empower any ability that got added with the console. Instead you have to level up manually and pick the ability that way. Then you can empower said ability (if it works with Empower in the first place). I just give the char in question enough XP to level up to 20. Then I set their class level to 19, do the last level-up manually and pick the ability I want to test with Empower. Yeah, I also eyed Vrer Chiora and Mouth Char. They should stack just fine bc. one is universal crit dmg and the other weapon dmg. Will test later...
  8. For the 1000+ dmg strike I used Empower + Empowered Strikes (and the relevant Empower passives) to guarantee a crit. This gives me the +300% dmg from Inner Death which does the heavy lifting - and the +100 PEN for Overpenetration from Empowered Strikes. And with Community Patch some dmg bonuses are a little bit higher. Let's see if I can remember all (didn't save the test character): Original base damage: 40-80 crush. additonal base damage: Prestige (+5%) Empower (+25%) sum: +30% base additive: Inner Death (+300% from crit) Might 35 (+75%) Overpenetration (+30%) Critical Hit (25%) Precognition - Tails, You Lose (+25%) Potent Empower (+20% CP/+15% vanilla) Improved Critical (+15% CP/+10% vanilla) High Harbinger's Robes - Accelerated Decay (+10%) Infamous Captain (+5%) Ajamuut's Stalking Cloak - Bushwack (+5%) sum: +510% additive CP/+500% vanilla lashes: Turning Wheel (+20% burn) Lightning Strikes (+15% shock) Horns of the Aurochs - Winter's Touch (+10% freeze) Hylea's Talons - Raking Grasp (+5% slash) Belt of Magran's Chosen - Linked in Flames (+3% burn) Fjord pet (+3% freeze) sum: +56% multiplicative I think that's it. Lashes had no issue with individual ARs in this test. It was obviously a good, high roll not too far from 80. I think Stone of Power's +1 PL would be a better choice than Precognition because the 5% added base would work nicely with the +475% dmg bonus then - and Precognition only works for the first 2 crits of combat. The cloak isn't really necessary but I wanted to try an be an Assassin without being one. Shared Flames and Aefyllath would be a really nice addition to a party with Inner Death (when CP is installed). If you guys have additional ideas to raise the dmg further please share. I guess there's consumables I could use - and there might be items that are better than what I used in this test.
  9. Right, without CP Inner Death is treated like a spell and not a weapon attack. Most of the lashes won't work then. I guess one could use one or two items that increase overall dmg instead of adding lashes (maybe stuff like Griffin's Blade would work - didn't try, Harley pet instead of Fjord and so on) and raise the non-lash damage a bit more that way. It would still be like roughly 500-600 dmg. It's quite nice with Xoti's Lantern because it gives you 1 Mortification (and 1 wound) back if you kill with Inner Death (which costs 3). If you use Takedown Combo with a allied Ranger and/or Inspired Beacon the results should be impressive, too. Still not as powerful as lashes though. With the Community Patch (which only transforms Inner Death into a weapon attack) it's hilarious. Whispers of the Wind is still better over all, especially in combination with Resonant Touch - but Inner Death is something different for a change and very fun to use. You don't see those numbers every day.
  10. Made him Helwalker (35 MIG at strike), added Fjord pet (3% freezing lash) and Precognition amulet (+25% crit damage for the 2 first crits in combat): Over 1000 dmg. Trollolol
  11. Turning Wheel (2% burn per wound), Hylea's Talons (5% slash), Lightning Strikes (15% shock), Winter's Touch (10% freeze), Belt of Magran's Chosen (3% burn). I think that's it for now. This wasn't even a Helwalker. My Might was only 13.
  12. btw: I'm using Winter's Touch to give Inner Death a freezing lash (together with some other lashes). So here's SC Monk stuff I found out about that triggers Winter's Touch (Horns of the Aurochs helmet): Clarity of Agony (2 Wounds) Dance of Death (2 Mortification) Instruments of Pain (4 Wounds) Mortification of the Soul (self dmg) Blade Turning (2 Wounds) which is very convenient...
  13. My guess: you switched to your second weapons set where you had the two sabres copied in reverse.
  14. Glad I didn't participate in that discussion and spend my time on something more enjoyable.
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