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Octo1
May 7, 2009
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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Octo1
May 7, 2009

Traxis posted:

Does Two Weapon Style affect unarmed attacks?

Yes, and it works well with Vulnerable Attack.

Octo1
May 7, 2009
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.

Octo1
May 7, 2009
Ropekid, will there be enemies that are outright immune to Envenomed Strike's poison or the rogue's Deep Wounds?

Octo1
May 7, 2009
Is intellect supposed to give just +1 to will per point while all other attributes give +2 to their related defenses?

Octo1
May 7, 2009
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.

Octo1
May 7, 2009

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)

Octo1
May 7, 2009
I just noticed that quality enchantments (fine at least) don't seem to have an effect on robes, although they still work on cloth.


Edit: Never mind, I'm an idiot.

Octo1 fucked around with this message at 02:18 on Mar 23, 2015

Octo1
May 7, 2009
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!

Octo1
May 7, 2009

Fintilgin posted:

Counterpoint: Paladin Tank



(I can turn on my mirror image cloak for a bonus 20+ deflection. It says 20 but seems more like 30 or 35 in practice? Takes me up to ~137)

But then a barbarian with Brute Force (target fortitude if it's lower than deflection) shows up and you get pummeled into the ground.

Octo1
May 7, 2009

Greenplastic posted:

Right now I'm kind of feelin' a ranger, shootin guns and arrows.

So can anyone tell me about them? Are they a good choice at the moment, mechanically? Can I shoot guns and arrows or do I need to focus on one or the other? What animal companions are good for a ranged Ranger?

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

Octo1
May 7, 2009

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.

Octo1
May 7, 2009
Does Interrupting Blows actually do anything? (In the beta) the only thing that seems to affect the interrupt roll is perception.

Octo1
May 7, 2009

Captain Oblivious posted:

Quick question:

Weapon Focus (Peasant) includes Unarmed. Does that count Spiritshift claws?

Yes, it does.

Octo1
May 7, 2009
This manual is as bad as the wiki!

Octo1
May 7, 2009

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!

Octo1
May 7, 2009

omeg posted:

Do monks need a lot of health/endurance to stay alive? Any general build advice?

I was thinking a healthy dose of Resolve to compensate for light armor, but then do I want light armor or something heavier?

How substantial is the unarmed damage bonus compared to crazy weapons we'll find during the course of the game? What is the incentive to go unarmed?

So many questions :negative:

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.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

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.

Is there a reason to go high intelligence/resolve as a rogue, though? I just want to be a super smart, resolute guy who shanks.

edit: if I can be a fat and out of shape guy at the same time, that'd be cool


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.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009
Maybe I'm missing something, but when would I want to use an arquebus over an arbalest?

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

megalodong posted:

I don't get the combat log for interrupts.

The game says that it takes the attacker's interrupt (shown in your char screen for PCs), the defender's concentration (also shown in char screen for PCs), rolls from 1-100, adds interrupt, and subtracts concentration.

So I'd assume a combat log would have shown something like "51+6-6" for example (6 interrupt, 6 conc, 51 random roll). Which would be a successful interrupt as it's over 50.

But instead it shows something more like "Interrupt:6. Roll:86 + 6 = 92 > Concentration:81." Which looks like it does an interrupt 1-100 roll (86), and a conc 1-100 roll (something, let's say 75), adds interrupt and conc to each roll, and compares the values.

Which is right? It doesn't really matter in the end since higher interrupt = better, but I'm curious.


I'm pretty sure concentration is just 75 + concentration bonus from resolve.

Octo1
May 7, 2009
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 :saddowns:

Octo1
May 7, 2009

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!

Octo1
May 7, 2009

WarLocke posted:

So the Temple of Eothas under Gilded Vale. First time I've seen a rank 9 lock. :stare:

I'm just guessing that option is there for idiots who can't figure out the bell puzzle, then they can come back after spending 45 skill points on Mechanics... :catstare:

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.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

sizuka2 posted:


There's a classless talent that increases the interrupt chance by 15%, probably by adding 15 to the calculation - haven't tested it though.


In my testing, Interrupting Blows does not seem to have any effect on the interrupt roll, at least as displayed in the combat log.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

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.

You should only care about how much you want to slow down your dudes in combat.

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.

Octo1
May 7, 2009

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

Octo1
May 7, 2009

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?

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

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.

Octo1
May 7, 2009

alcaras posted:

Where is the beagle vendor in Defiance Bay?

I think in Ondra's Gift, outside the Vailian trading company.

Octo1
May 7, 2009

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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Octo1
May 7, 2009
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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