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The fact is that the reduced accuracy hurts them a bit. They're the only class that can't make up the inherent class accuracy deficit (Priests can with Talents). I think it would be pretty cool if there was a Warrior Wizard talent or something that could do it with like a couple of weapons or something - like the Priest ones. Implements just aren't very good on other classes, but you *could* use them if you wanted to do non-pierce ranged damage against a target, but the natural low damage of implements will struggle against armor/DR. The faster you attack, the more often you oppose DR. So a fast firing implement user will be having their damage reduced by the integer DR more often than a slower attacking but higher damage weapon would. I will experiment for you and see what I can come up with, and post a video. https://www.youtube.com/watch?v=fpJ7BKwi0kU edit: there you go bud. Dealt 107 damage in the encounter (subject to rounding errors) which is .. okay I guess. Certainly viable and better than using a Hunting Bow lmao. Sensuki fucked around with this message at 02:37 on Feb 21, 2015 |
# ? Feb 21, 2015 01:50 |
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# ? May 25, 2024 11:22 |
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Yeah, the nicest thing about implements is that they are all Best Of damage type weapons.
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# ? Feb 21, 2015 02:41 |
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rope kid posted:Yeah, the nicest thing about implements is that they are all Best Of damage type weapons. What does that mean? They have multiple types of damage available and choose the optimal one against that target?
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# ? Feb 21, 2015 02:46 |
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Prism posted:What does that mean? They have multiple types of damage available and choose the optimal one against that target?
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# ? Feb 21, 2015 02:51 |
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Still got my fingers crossed for flanged maces; crush/slash is one side of the damage triangle that never gets represented well in RPGs. Pierce/crush and pierce/slash get a ton of stuff, but so rarely does the sentiment "I'm going to chop into you with this blade, and then the massive weight behind it will drive the wound even further open" get to be expressed through gameplay.
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# ? Feb 21, 2015 03:30 |
So how do I enchant items of clothing like hats and helms and cloaks? Or is that not in yet? On weapons I see the "enchant" button.
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# ? Feb 21, 2015 03:32 |
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GetWellGamers posted:Still got my fingers crossed for flanged maces; crush/slash is one side of the damage triangle that never gets represented well in RPGs. Pierce/crush and pierce/slash get a ton of stuff, but so rarely does the sentiment "I'm going to chop into you with this blade, and then the massive weight behind it will drive the wound even further open" get to be expressed through gameplay. Hieronymous Alloy posted:So how do I enchant items of clothing like hats and helms and cloaks? Or is that not in yet? On weapons I see the "enchant" button.
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# ? Feb 21, 2015 03:46 |
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SunAndSpring posted:http://www.pcworld.com/article/2886976/pillars-of-eternity-josh-sawyer-talks-mods-pc-first-focus-big-head-mode-and-more.html quote:JS: We really put a lot of effort into our stat spread. We've tweaked and tweaked and retweaked this over time. For instance, the Might score increases damage and healing for everything. You might say, "Dude, why should Might affect the damage of my pistol?" and I say, "Shut the $#&^#& up." lol You'll max might and you'll like it, punk.
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# ? Feb 21, 2015 04:02 |
Hieronymous Alloy posted:So how do I enchant items of clothing like hats and helms and cloaks? Or is that not in yet? On weapons I see the "enchant" button. As rope kid said, you can't, but you can find a few enchanted cloaks around if you look. I found one that granted me some sort of AoE flame spell.
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# ? Feb 21, 2015 04:03 |
rope kid posted:
Curses, my master plan is foiled again. Basic Chunnel posted:It seems like primary stat-boosting items are pretty rare (though I don't know for sure!), enchanted items tend to buff derived stats or skills. Seems that if you can collect a few decent +2 stat items they could serve the same purpose, and my guess is that won't be too hard. I'm starting to think that the "ideal" character build is probably 16 or so in the key stats and a general slightly positive spread otherwise, so that you can get in range of stat checks with the right items. Of course what that really depends on is how many end-game checks require 20+ in given stats. Octo1 posted:Enchantment stuff But for pre-enchanted things do the enchantments you cast add on or over-write? Seems like they run in separate tracks; you can add "fine" quality to Leadspitter even though it already has the damage enhancement. One other question: for Perception and finding hidden items, is it the first character in the group who's perception matters? He always seems to be the one who finds things even though his Per is lower than everyone else's. Hieronymous Alloy fucked around with this message at 05:08 on Feb 21, 2015 |
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# ? Feb 21, 2015 04:48 |
Sensuki posted:The fact is that the reduced accuracy hurts them a bit. They're the only class that can't make up the inherent class accuracy deficit (Priests can with Talents). I think it would be pretty cool if there was a Warrior Wizard talent or something that could do it with like a couple of weapons or something - like the Priest ones. It makes sense that it's not, like, a min-maxer's dream, but I like that it's a realistic possibility. Non-traditional builds are their own reward. rope kid posted:Yeah, the nicest thing about implements is that they are all Best Of damage type weapons.
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# ? Feb 21, 2015 05:48 |
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Hieronymous Alloy posted:One other question: for Perception and finding hidden items, is it the first character in the group who's perception matters? He always seems to be the one who finds things even though his Per is lower than everyone else's. I was confused by that too, but it's actually because the BB Rogue has the highest mechanics score.
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# ? Feb 21, 2015 05:55 |
Sensuki posted:I was confused by that too, but it's actually because the BB Rogue has the highest mechanics score. It's my BB Fighter who's in front though and finds the things. Not traps, like hidden items.
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# ? Feb 21, 2015 05:56 |
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Yeah those are found by the closest character with a high enough mechanics score.
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# ? Feb 21, 2015 07:25 |
Does perception not actually matter at all for finding things then?
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# ? Feb 21, 2015 07:26 |
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Cthulhuite posted:Have the selection circles on the two (or more) combatants turn into engaged gears e: adhuin posted:There's also that in the Demo you have 5-6 dudes that have multiple levels worth of stuff. This is something that occurred to me as well. ee: guy in pcworld interview comments posted:I think, JS did not understand, why Baldur's Gate was the GREATEST RPG OF ALL TIME. They choose the worse decision on every aspect of the game. The game i read about in this interview is another solo MMO. RIP roleplaying games, we will miss you lol sebmojo fucked around with this message at 08:20 on Feb 21, 2015 |
# ? Feb 21, 2015 07:51 |
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Cthulhuite posted:Have the selection circles on the two (or more) combatants turn into engaged gears Something like this maybe? Even a fine/faint line connecting the center of the circles.
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# ? Feb 21, 2015 08:11 |
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Cthulhuite posted:Have the selection circles on the two (or more) combatants turn into engaged gears Gotta admit this is a hella good idea. Engagement can get pretty muddied at times and something like that could help.
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# ? Feb 21, 2015 08:19 |
Is it possible to get the Sky Dragon Eye for Superb enchantments in the beta?Hieronymous Alloy posted:Seems that if you can collect a few decent +2 stat items they could serve the same purpose, and my guess is that won't be too hard. I'm starting to think that the "ideal" character build is probably 16 or so in the key stats and a general slightly positive spread otherwise, so that you can get in range of stat checks with the right items. Or will this even work? If you have +2 Might from Armor and a separate +2 Might from, say, a Ring, will you get both bonuses, or just one? Edit: Blah, you guys really are one step ahead of me all the way here. No cheap exploits from stacking fancy gear! The +1 Dex helmet won't stack with +2 Dex armor, the +1 dex is "supressed." The Inn resting bonus isn't so suppressed, though, oddly. So I guess the idea is you keep food around for when you need a bonus for a skill check? Hieronymous Alloy fucked around with this message at 08:50 on Feb 21, 2015 |
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# ? Feb 21, 2015 08:31 |
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Hieronymous Alloy posted:Is it possible to get the Sky Dragon Eye for Superb enchantments in the beta? Food, various armors, and resting bonuses all-together make some nice boosts.
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# ? Feb 21, 2015 09:16 |
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FRINGE posted:
quote:Engagement can get pretty muddied at times and something like that could help. Multiple enemies can engage multiple units. If you do that then all you'll see are gears underneath units feet. There's already an engagement arrow. I'm very sensitive about selection circles
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# ? Feb 21, 2015 12:12 |
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Would it be possible to only show engagement relationship circles (or some other clearer indicators than the curved lines we get now) under currently selected or highlighted characters?
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# ? Feb 21, 2015 12:16 |
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Is there anyway to tell at a glance if a character is idle during combat apart from the animation stance? I'm terrible at micromanagement and I keep forgetting to tell characters to do anything after they use abilities.
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# ? Feb 21, 2015 13:06 |
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Hieronymous Alloy posted:Does perception not actually matter at all for finding things then?
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# ? Feb 21, 2015 13:17 |
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Hieronymous Alloy posted:Edit: Blah, you guys really are one step ahead of me all the way here. No cheap exploits from stacking fancy gear! The +1 Dex helmet won't stack with +2 Dex armor, the +1 dex is "supressed." The Inn resting bonus isn't so suppressed, though, oddly. So I guess the idea is you keep food around for when you need a bonus for a skill check? Passive almost always comes from things like Abilities and Talents that you don't need to activate. All passive bonuses stack. Active/modal abilities come from spells, Abilities, Talents, consumable items (potions, food), and resting bonuses that are activated and/or have a duration to them. The highest bonus from this group is applied. All others are suppressed. Equipment is everything you don't put in your hand slots. Armor, hats, gloves, belts, books, cloaks/amulets, etc. The highest bonus from this group is applied. All others are suppressed. Weapons/shields are just weapons and shields. All of these bonuses stack. Food and inn bonuses are useful for long-term Attribute checks and Rite scrolls can be used for long-term Skill bonuses.
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# ? Feb 21, 2015 13:31 |
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Hank Morgan posted:Is there anyway to tell at a glance if a character is idle during combat apart from the animation stance? I'm terrible at micromanagement and I keep forgetting to tell characters to do anything after they use abilities. Nah there's not. I was hoping they'd move the combat idle animation to a recovery time animation and just use the standard out of combat idle for combat idle. That was a good thing the IE games did - you knew whether the character was doing something or not. You'll normally just notice if they're not moving/not making attacks and no icons appear above their heads for a bit. Sensuki fucked around with this message at 14:07 on Feb 21, 2015 |
# ? Feb 21, 2015 13:58 |
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rope kid posted:There's a glossary entry for Stacking, but the essential information is that there are four broad categories of bonuses: passive, active/modal, equipment, and weapons/shields. Interesting, so you really want to specialise each equipment slot, so no bonuses cover the same area, otherwise they're wasted?
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# ? Feb 21, 2015 16:07 |
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The healing talent for chants is really incredible. I basically only go down when one of my squishier melee characters (cipher and rogue, mostly) gets focus-fired by something nasty. And as much fun as playing a melee cipher is, I think a ranged-based one is probably more effective. They've got poo poo health/endurance even if their deflection is alright.
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# ? Feb 21, 2015 19:32 |
Ravenfood posted:The healing talent for chants is really incredible. I basically only go down when one of my squishier melee characters (cipher and rogue, mostly) gets focus-fired by something nasty. And as much fun as playing a melee cipher is, I think a ranged-based one is probably more effective. They've got poo poo health/endurance even if their deflection is alright. Ranged cipher with blunderbuss is boss. The focus-on- hit talent works with each fragment. Max focus seems to be twice start-of-combat focus. edit: If we get another Backer Beta build next week (as the official forum seems to indicate?) and that build has Dexterity working again, I plan to try a ranged cipher with something like 15 might, 14 dex, 19 Int, biting whip, draining whip, ruffian weapon set. That'll let me get 21 Int for conversation options, powerful damage, and decent speed. I like having a little extra speed with the Cipher because hitting *first* with the blunderbuss or with crowd control can make a big difference. Hieronymous Alloy fucked around with this message at 21:05 on Feb 21, 2015 |
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# ? Feb 21, 2015 20:13 |
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Ravenfood posted:The healing talent for chants is really incredible. I basically only go down when one of my squishier melee characters (cipher and rogue, mostly) gets focus-fired by something nasty. And as much fun as playing a melee cipher is, I think a ranged-based one is probably more effective. They've got poo poo health/endurance even if their deflection is alright. If I remember correctly the healing chant talent is bugged and gives back health orders of magnitude above what it should. Like it's supposed to give back 2-3 health whenever it ticks but actually gives 70+. And yeah, I've enjoyed ranged cipher more than melee. They're a little too squishy unless you have multiple fighters already pinning the enemy down.
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# ? Feb 21, 2015 20:14 |
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I intend to play a (Kind Wayfarer) Paladin for ~role playing~ reasons, but man, I'm having a hard time coming up with a combat build I enjoy. They don't get much in the way of active/fun powers, and giving him a big shield tanks his accuracy something fierce.
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# ? Feb 21, 2015 21:45 |
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Hieronymous Alloy posted:Ranged cipher with blunderbuss is boss. The focus-on- hit talent works with each fragment. Max focus seems to be twice start-of-combat focus. This is exactly what I'm planning on going with as well, unless something drastic gets changed between now and the final release. Blunderbuss to open/build Focus, pistols to shoot stuff in-between spells. Speaking of which, can someone confirm how prolonged firing with dual-wielding pistols works? Is it: Shoots first pistol *Recovery time* Shoots second pistol *Recovery time* Reloads first pistol Shoots first pistol *Recovery time* Reloads first pistol Shoots first pistol and so on, or do the pistols alternate even after the initial volley? If you have one really good pistol and one really lovely one, would it be better to unequip the lovely one for long fights so that you're only firing/reloading the good one?
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# ? Feb 21, 2015 22:16 |
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VDay posted:This is exactly what I'm planning on going with as well, unless something drastic gets changed between now and the final release. Blunderbuss to open/build Focus, pistols to shoot stuff in-between spells. I believe that dual-wielding pistols is a bug. All guns are supposed to take two hands.
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# ? Feb 21, 2015 22:23 |
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Well they're marked as one-handed items, but their description specifically mentions needing two hands to reload them. I just took that to mean that you can dual-wield them but can't reload and fire at the same time, thus my question. Also is there any way to see all possible/potential abilities/talents? It'd be nice to be able to plan some stuff out in advance (especially spells/abilities) without having to either risk taking a spell/talent you won't want later or having to cheat yourself up a bunch of levels to see what'll be available later.
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# ? Feb 21, 2015 22:27 |
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rope kid posted:
Will Two-Handed weapons have higher enchant stats ?
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# ? Feb 21, 2015 22:32 |
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I think the enchants are percentages, so they'll naturally scale higher on Two Handers.
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# ? Feb 21, 2015 23:10 |
VDay posted:This is exactly what I'm planning on going with as well, unless something drastic gets changed between now and the final release. Blunderbuss to open/build Focus, pistols to shoot stuff in-between spells. I've been using sabers or stilettos as my other weapon. Both are ruffian group and sabers theoretically should get bonus DOT duration from Int, though I haven't confirmed that. From descriptions I didn't think dualing pistols was an option and I wasn't sure if some ranged wraps would have a penalty in melee (I guess that's the interrupt thing). AFter the first three talents (biting lash, draining lash, ruffian weapons) I'm not sure what to grab for this build. +10 Maximum Focus really doesn't seem worthwhile. Probably Penetrating Shot since I'll be using the blunderbuss. Maybe Marksman and Close Shooter? Not sure yet. Edit: do multiple dot's of the same type stack? Hieronymous Alloy fucked around with this message at 23:42 on Feb 21, 2015 |
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# ? Feb 21, 2015 23:24 |
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If they did, any sort of poisonous critter would be getting routine TPKs. They were early in the beta but only because single instances of DOTs were bugged and wildly overpowered.
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# ? Feb 22, 2015 00:19 |
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Hieronymous Alloy posted:I've been using sabers or stilettos as my other weapon. Both are ruffian group and sabers theoretically should get bonus DOT duration from Int, though I haven't confirmed that.
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# ? Feb 22, 2015 03:09 |
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# ? May 25, 2024 11:22 |
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That's good, because unfortunately the DoT wasn't very effective. I also think Flails might be a little bit underpowered. e: is there a difference between Major Spellbind, Minor Spellbind and Spell Holding? They all seem to do exactly the same thing - grant an ability/spell at 3/rest. Sensuki fucked around with this message at 04:16 on Feb 22, 2015 |
# ? Feb 22, 2015 03:43 |