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Are damaging 2 and accurate 2 the highest of those enchantment types, or will there be more in the actual game?
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# ¿ Mar 19, 2015 21:11 |
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# ¿ Apr 27, 2024 23:48 |
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Traxis posted:Does Two Weapon Style affect unarmed attacks? Yes, and it works well with Vulnerable Attack.
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# ¿ Mar 20, 2015 13:50 |
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I think Riposte needs to be buffed in general, with maybe a higher base proc rate, increased proc rate with fast weapons (to compensate for their lower damage), half proc rate on grazes, and automatically qualifying for sneak attacks.
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# ¿ Mar 21, 2015 13:10 |
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Ropekid, will there be enemies that are outright immune to Envenomed Strike's poison or the rogue's Deep Wounds?
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# ¿ Mar 21, 2015 18:11 |
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Is intellect supposed to give just +1 to will per point while all other attributes give +2 to their related defenses?
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# ¿ Mar 21, 2015 20:32 |
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I played through the beta on normal with an unarmed monk, but I used a variety of armors, first in heavy armor, then leather armor, and finally (when I found the ring of +10 deflection) I went with unarmored (enchanted fine cloth with slash/pierce/crush proofing). I felt it went well in general, but it's definitely risky going unarmored all the time, better to switch armor according to the situation I think. I also never felt any need to switch away from fists, two weapon style + vulnerable attack made my monk effective against most opponents.
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# ¿ Mar 23, 2015 01:08 |
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Ravenfood posted:I equipped BB Rogue's starting Fine gear on a level 4 monk since (iirc) hatchets, stilettos, and fists all attack at the same rate. The fists did +1 damage compared to the weapons, but didn't have the secondary effects like the hatchet's +5 deflection or the stiletto's DR pierce. I also had +4 accuracy for using Fine gear, so, yeah, in honesty, I can't see why you'd have an unarmed monk unless fists are faster than "fast" weapons or there is some other benefit I'm just not seeing. Transcendent Suffering only activates during combat (Transcendent Suffering 2, which you would have at lv4, gives you +4 to unarmed damage)
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# ¿ Mar 23, 2015 01:30 |
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Edit: Never mind, I'm an idiot. Octo1 fucked around with this message at 02:18 on Mar 23, 2015 |
# ¿ Mar 23, 2015 01:55 |
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I'm going to totally make a party of 6 rogues. It will own. Why can't scrolls be used outside of combat anyway? Rolling flame is much less useful if I can't start the fight with it!
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# ¿ Mar 23, 2015 03:52 |
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Fintilgin posted:Counterpoint: Paladin Tank But then a barbarian with Brute Force (target fortitude if it's lower than deflection) shows up and you get pummeled into the ground.
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# ¿ Mar 23, 2015 04:25 |
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Greenplastic posted:Right now I'm kind of feelin' a ranger, shootin guns and arrows. I'd generally recommend focusing on either bows or guns/crossbows, as the former can benefit well from the Penetrating Shot talent, while the latter two can benefit from the Gunner talent. There are also no weapon focus talents that include both bows and guns., but Soldier Weapon Focus includes both the Arbalest and Arquebus, so those weapons might be the best overall choice for a specialist marksman. Edit: also, be a Wood Elf. Octo1 fucked around with this message at 03:37 on Mar 24, 2015 |
# ¿ Mar 24, 2015 03:35 |
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Captain Oblivious posted:Currently my plan is to use the bear form because, even when it stops being particularly useful for damage, it still has built in CC. I just messed around with it, and I don't think the damage is that much of a problem, it's more that druids have really low accuracy/endurance/health, and that the spirit shift seems to last for a very short period of time. The damage for spirit shift is like dual wielding a pair of two-handed (fine) weapons.
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# ¿ Mar 24, 2015 04:48 |
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Does Interrupting Blows actually do anything? (In the beta) the only thing that seems to affect the interrupt roll is perception.
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# ¿ Mar 24, 2015 20:38 |
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Captain Oblivious posted:Quick question: Yes, it does.
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# ¿ Mar 24, 2015 22:55 |
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This manual is as bad as the wiki!
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# ¿ Mar 25, 2015 00:36 |
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AXE COP posted:each Priest deity has a specific talent you can take to get a bonus with a couple of weapons associated with that god, plus access to a weaker version of a Wizard spell (e.g. Magran gets a baby version of cone of flame or whatever) Skaen followers get Lesser Sneak Attack instead of a spell!
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# ¿ Mar 25, 2015 01:18 |
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omeg posted:Do monks need a lot of health/endurance to stay alive? Any general build advice? It's all good, don't sweat it. You can switch armor as needed, and monk unarmed damage is pretty good (high MIG or the Vulnerable Attack talent can make their fists more effective against heavy armor though). You probably don't want to dump CON, but it's not necessary to pump it either since a monk with just 8 or 10 CON has almost twice as much Endurance/Health as, let's say, a priest with 20 CON.
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# ¿ Mar 25, 2015 18:32 |
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DrManiac posted:how are the summons? I was thinking about going that route for my chanter but those abilities tend to drop off in usefulness in these types of games. A first level Invocation can summon a phantom that can stun with its melee attacks. They seem like they'd be pretty useful.
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# ¿ Mar 26, 2015 00:59 |
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Gharbad the Weak posted:So, a big thing about this game is that you can't accidentally make a really bad build. They talk a lot about the High Intelligence Barbarian using an area attack to do lots of area damage. Intellect isn't that great for rogues. You can pickup Blinding Strike early on, which is nice, but the base duration is only 10 seconds, there's also Crippling Strike with the same duration, but the effect isn't as impressive. Later on you can pick up Deep Wounds (passive rogue ability, doesn't stack with itself) or Envenomed Strike (general talent, 3/rest), which cause damage over time, but the damage is affected by Might so you can't dump that stat. I think there's at least one more rogue ability at high levels that has an effect with a duration. Finally, if you invest in Lore, a lot of scrolls have AoE and duration-based effects that would be boosted by high Intellect. tl;dr sure, but make sure you also have some decent Might/Dexterity.
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# ¿ Mar 26, 2015 03:27 |
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Hand Row posted:I think Rogues invis duration is affected by int too. Yeah, but if you're turning invisible as a rogue, then you're either going for a backstab or getting away from immediate danger, so I don't think increasing the duration a bit would be that useful.
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# ¿ Mar 26, 2015 03:41 |
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Maybe I'm missing something, but when would I want to use an arquebus over an arbalest?
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# ¿ Mar 27, 2015 17:57 |
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StashAugustine posted:So from brief testing, it appears that Intellect makes DoTs happen longer but not stronger, and they are refreshed on hit anyway. Unless I'm misunderstanding that means that low Intellect makes DoTs flat-out better? I think Intellect can also increase the total damage you can do with DoT effects, but if you're (for example) using the rogue's Deep Wounds, and attacking the same target repeatedly, then Intellect won't do much for you.
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# ¿ Mar 27, 2015 23:43 |
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megalodong posted:I don't get the combat log for interrupts. I'm pretty sure concentration is just 75 + concentration bonus from resolve.
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# ¿ Mar 28, 2015 03:48 |
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Reckless Assault is kinda messed up right now and can't be turned off, so once it's patched, I can't tell if it's going to be usable outside of combat (and thus, for backstabbing) or if it's going to be like the beta and only activate after combat has started. Help me please Ropekid, I need to know this before I make bad choices
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# ¿ Mar 29, 2015 01:07 |
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Eonwe posted:I've repaired Brighthollow but I can't seem to rest in there. What am I doing wrong? Did you go upstairs and click on the bed in the big room? And are you sure it finished repairing? Its repairs take two days to finish!
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# ¿ Mar 29, 2015 02:08 |
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WarLocke posted:So the Temple of Eothas under Gilded Vale. First time I've seen a rank 9 lock. It makes me wonder if there are any locked doors or containers that outright require a key and can't otherwise be picked with mechanics.
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# ¿ Mar 29, 2015 03:22 |
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Section Z posted:Also seriously, somebody help me out here in why Rods (crush) exist in a world that has Scepters (crush/slash)? Everything I can look up indicates this is the only difference and I have not been able to google up any talents that work with Rods but not Scepters, except for one specific preist deity talent. Rods deal pierce/slash, have higher base damage, but also lower speed than wands & scepters.
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# ¿ Mar 30, 2015 03:44 |
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Flagrant Abuse posted:So what does the Spell Striking effect on some weapons do? I know Minor Spellbind just lets you cast it a few times per rest, is Spell Striking basically the same thing? I think Spell Striking casts the spell on a crit once per encounter, but I'm not sure.
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# ¿ Mar 30, 2015 06:08 |
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sizuka2 posted:
In my testing, Interrupting Blows does not seem to have any effect on the interrupt roll, at least as displayed in the combat log.
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# ¿ Mar 31, 2015 19:08 |
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DatonKallandor posted:Unfortunately Combusting Wounds isn't nearly as good as it seems. The fire damage they inflict is a DoT, which means every time it's triggered it overwrites the previous DoT instead of stacking. And since it's a DoT it also suffers the DoT/HoT negative intellect interaction where longer duration doesn't increase the damage - it stretches the same damage out over a longer timeframe. If you wanted to max out your Combusting Wounds use, you'd have to make a moronic Wizard to maximize your duration penalty from low intellect (which would also screw up the CW initial AoE) - unless the DoT duration is influenced by who triggered the wounds, not who cast the spell, in which case you need a lot of dumb Barbarians or other people-hitters. High intellect doesn't negatively impact DoT despite what ability descriptions imply, although usually high might will have a better effect.
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# ¿ Apr 2, 2015 01:58 |
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Bhodi posted:Speaking of rogue I don't see them addressing the backstab issue in this patch. Hopefully that's on the list. What backstab issue in particular are you referring to? Backstab and stealth could use a few buffs I think. At the very least, backstab damage should be x3, if not more, and the talent should probably give a decent bonus to stealth as well.
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# ¿ Apr 2, 2015 21:37 |
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Tabletops posted:Needs higher range, like 4-6 meters I think. A teleport mechanic would,do wonders for melee rogues as well(like npc rogues use escape or shadows use their teleport attack thing). No, an arquebus with just sneak attack already deals better damage than a two-handed weapon with backstab. Making ranged weapons better for backstabbing than melee weapons would be silly.
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# ¿ Apr 2, 2015 21:49 |
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Batham posted:From my experiences that might be the theory, but in practice DR is such a determining factor that strengths or weaknesses of armor will hardly ever come into play. Take brigandine armor; 10 DR with a DR of 13 vs crushing. Compared to plate armor, that's only 1 DR more than plate's base 12DR overall reduction. For everything but crushing damage, brigandine is going to be quite a bit worse. Maybe I'm understanding the armor system wrong, but at the moment it kinda feels "meh" and I wish the DR specialities of armor would be the only DR that it would give. Keep in mind that plate is supposed to be better, but less common than brigandine, which is why you can find fine brigandine much earlier/more often than fine plate.
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# ¿ Apr 3, 2015 15:58 |
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Cao Ni Ma posted:Re-validating didnt fix custom party members lockpicking issues. Are these newly-made (after the patch) characters? Because I just tried it with an existing character (on a locked chest) and it worked just fine. Edit: apparently it might have something to do with pre-patch characters that don't have a voice set? Octo1 fucked around with this message at 22:21 on Apr 3, 2015 |
# ¿ Apr 3, 2015 22:14 |
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Chickpea Roar posted:Is this with a non-main character? My pre-patch mechanic-dummy can't interact with any locks/traps and neither can the new one I made to test. Did these characters have voice sets?
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# ¿ Apr 3, 2015 22:22 |
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Gridlocked posted:Really? Heavy armour on my monk? How heavy are we talking here? As heavy as you need. Eventually you should be able to switch to little or no armor if you enchant your stuff well, have decent defenses, and generally play carefully.
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# ¿ Apr 3, 2015 22:30 |
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Shoefish posted:Was the Reckless Assault bug supposed to be fixed this patch? Mine is still broken, says I have the effect suppressed about 10 times in my character sheet. If i turn it off and back on again, I seem to get all the bonuses and negatives stacked, down to -37 deflection and 110 accuracy. Try activating Reckless Assault, then save & reload, then deactivate it, and save & reload again. That seems to have fixed it for me.
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# ¿ Apr 4, 2015 06:27 |
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alcaras posted:Where is the beagle vendor in Defiance Bay? I think in Ondra's Gift, outside the Vailian trading company.
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# ¿ Apr 4, 2015 06:36 |
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GrandpaPants posted:I have a pre patch save with a Rogue character. I guess he had Reckless Assault on, which I'm not surprised because it was bugged previous to not be able to turn off. While I can activate and deactivate it, it looks like it is applying on top of the "old" Reckless Assault state. Activate Reckless Assault > save > reload > deactivate Reckless Assault > save > reload That should fix it.
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# ¿ Apr 4, 2015 21:36 |
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# ¿ Apr 27, 2024 23:48 |
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Are you supposed to be able to stack both Reckless Assault and Savage Attack? Because you totally can! What determines which modal abilities you can have active at the same time? Savage Attack can be used with Reckless Assault and Vulnerable Attack, but not with Defender or Guardian stance.
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# ¿ Apr 4, 2015 22:09 |