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NeurosisHead
Jul 22, 2007

NONONONONONONONONO

Harrow posted:

On this topic: do staves get the Two-Handed bonus (+5% damage per point)? I mean, they are two-handed weapons. On that note, would you get the Dual Wielding bonus if you dual wield wands?

Staves get that bonus, yeah. Int and 2 handed, but not warfare since they don't do physical damage. Staves and warfare synergize poorly, sadly, for everything except engagement mobility.

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sassassin
Apr 3, 2010

by Azathoth

Harrow posted:

Does it bother anyone else that this game uses "Vitality," "Health," and "HP" to refer to the same stat all over the place? No? Just me? (It's only a slight annoyance, I don't care that much.)

At least it's consistent. Spell and potion descriptions seem to invariably refer to health as Vitality. Character sheets and hovering over portraits use Health. Weapons, armor, and accessories that boost your health call it HP. Obviously anyone who actually plays this game is going to figure out pretty quick they all refer to the same thing, but the terminology amuses and slightly annoys me anyway.

They're Belgians they don't understand how civilised language works.

Vermain
Sep 5, 2006



ChrisBTY posted:

My Sebille is a ranger with 10 Int so that isn't happening.
Good to know, thanks.

You may want to try it anyways. I think most persuasion checks have a hidden "believability" factor applied to them. That is: certain persuasion checks are flat out more persuasive depending on the type of person you're talking to. I've failed Finesse checks with 30+ Finesse before, and then passed Constitution checks with 12 Con on the same NPC. On review, the only thing I could think of was either getting insanely lucky or certain options just jiving better with that NPC (e.g., "I'm the queen of the dwarves!" is almost always going to fail; "It's what Lucian would want you to do," will almost always succeed). Has anyone else had this experience, or am I crazy?

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!

NeurosisHead posted:

Staves and warfare synergize poorly, sadly, for everything except engagement mobility.
There's still a few damage-focused abilities, such as Whirlwind and Blitz Attack, that are useful for a staff-user. But yeah, now that Phoenix Dive doesn't offer fire immunity anymore it's not the most useful school for a battlemage.

Pwnstar
Dec 9, 2007

Who wants some waffles?

TeaJay posted:

Hmm, I don't think I found anything other than some kind of magic scroll about fish which didn't update anything for me so am I still missing it?

There's barrel that has some stolen Source Infused weapons stashed in it.

NeurosisHead
Jul 22, 2007

NONONONONONONONONO

Exodee posted:

There's still a few damage-focused abilities, such as Whirlwind and Blitz Attack, that are useful for a staff-user. But yeah, now that Phoenix Dive doesn't offer fire immunity anymore it's not the most useful school for a battlemage.

Yeah, warfare and a melee staff user are great for battering ram, blitz strike, and phoenix dive. The hard part of melee is getting there if you're not the guy that their melee wants to focus, and those skills take care of that.

Harrow
Jun 30, 2012

It occurs to me that the easy and free availability of respecs means that I can cheese the hell out of civil abilities if I want to. If I want to buy and sell things, I can run to the mirror, put all of my civil ability points in Bartering, do my shopping, and then swap them all back to whatever I normally use that character for (Persuasion, in this case). Or if it's money-making time, I can just go and switch all four of my characters over to full Thievery (or Sneaking/Thievery if it's a crowded area and I need those smaller NPC sight cones) and rob everyone blind by pickpocketing them four times.

I should point out that I don't consider this a bad thing because everything about this game seems to be begging the player to cheese the gently caress out of it. Maybe I'll do that and turn it up to tactician because I'm sure abusing the hell out of bartering and stealing like that will make it trivial to stay perfectly geared.

EDIT: Actually, can anyone confirm for sure whether the "you can only steal from each NPC once" is per character or party-wide? I'm guessing it's per character, so having multiple thieves means you can steal from the same person multiple times, but I'm at work so I can't test it right now.

NeurosisHead posted:

Staves get that bonus, yeah. Int and 2 handed, but not warfare since they don't do physical damage. Staves and warfare synergize poorly, sadly, for everything except engagement mobility.

I was thinking about how Necromancer does physical damage, so an Intelligence-based two-handed staff fighter with Geomancer, Necromancer, and Two-Handed with a few points in Warfare would be fun. That's one way to have a split between physical and magical damage on a character without needing to split your stats. If the target has lower magic armor, you attack with your staff or cast earth spells. If the target has lower physical armor, use Necromancer spells like Decaying Touch, Mosquito Swarm, or Infect, or the Geomancer/Necromancer combo spells Corrosive Touch and Corrosive Spray. Take some Warfare to get CC abilities like Battering Ram or Battle Stomp you can use after you destroy their physical armor, and attacks like Phoenix Dive or Blitz Strike. And the handful of points in Warfare also boosting your Necromancy spell damage is just a bonus.

Harrow fucked around with this message at 15:53 on Sep 20, 2017

kloa
Feb 14, 2007


Does Tactician mode offer anything beyond enemies with more hp? Like would I receive more XP for killing them or better loot? My Lone Wolf, dual summoners play through is hilariously easy on Classic, so I was debating on ramping up the difficulty.

On another note, the world building and attention to detail on the smallest things is amazing. Once you learn how to consume source, some of the dialogue on consumption is :staredog: Taking Pet Pal also reveals tons of fun and interesting dialog that you could easily gloss over if you thought talking to animals was a worthless talent.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!

kxZyle posted:

I was originally supposed to only play this with my brother on weekends, but reading the hundreds of posts this thread gets each day inspired me to start an SP profile and do a solo playthrough.

I ended up playing until 5 AM so I guess this game is p addictive

I just left (then immediately, for loot, went back into) Fort Joy. Now every guard is dead :allears: I've got Lone Wolf Red Prince and Beast in the party specced for pure elemental magic. It's great fun.

To me, the greatest moment so far was the escape quest with the Aerothurge skillbooks guy. Gawin I think? I went to the alcove, teleported him down so I could keep the gloves, and he ran away alone angrily. I later got to the jail area through the fire slug cave, and not only did the dwarf in the cell where the original hole lead mention him, but I also ended up finding his corpse in the torture chamber. That's some amazing attention to detail.

What did his corpse have.

barkbell
Apr 14, 2006

woof

Random rear end in a top hat posted:

Well, guess which fight I'm never, ever doing again! If you guessed the Oil Derrick fight with the million enemy reinforcements, you are correct!

Also, way earlier I went to Bloodmoon Island too early and fast-traveled back to Driftwood, but now that I need to go back the ferryman isn't at the docks anymore. Is there another way to get there or am I just hosed?

This was the most fun fight I've had so far. The whole structure was covered in fire/necrofire. Very intense and good.

nerdz
Oct 12, 2004


Complex, statistically improbable things are by their nature more difficult to explain than simple, statistically probable things.
Grimey Drawer

Vermain posted:

I had a lot of fun with it, but it depended on some very specific circumstances. Ifan and Lohse both got trapped in the "quiet" areas, while my main character (an agile Rogue) got stuck in the death pit. Ifan was able to avoid any encounters with the big Voidwoken via careful movement, and Lohse dealt with hers by teleporting it behind a gate, closing it, and breaking combat. I was then able to get over to the little overhang near the death pit and TPed my main character out to safety.

I think I did it better than the game expected. I managed to kill two voidwoken before they got to me, so 2 of my chars were left behind. Then I just cleared the cave out with my summoner and joined back with the rest by using the warp. Summoning is way too strong.

Harrow
Jun 30, 2012

Something I haven't tried: how do custom hireling characters work? Can you just hire as many as you want? Can you respec them like your normal characters?

Phlegmish
Jul 2, 2011



I'm amazed that the game's been out for almost a week now and I haven't seen a single person post about making it to the end yet.

Seems like it's not a short game.

Deakul
Apr 2, 2012

PAM PA RAM

PAM PAM PARAAAAM!

Welp, I don't think that I can continue with this game until or if they even rethink the armor system.

This poo poo is annoying and makes fights last far longer than they need to.

I hate how they completely block any and all damage to HP no matter what, it needs a chance for damage to slip through.

Vermain
Sep 5, 2006



Deakul posted:

Welp, I don't think that I can continue with this game until or if they even rethink the armor system.

This poo poo is annoying and makes fights last far longer than they need to.

I hate how they completely block any and all damage to HP no matter what, it needs a chance for damage to slip through.

How does it make fights "last longer than they need to"? The alternative is to simply give enemies more HP or appropriate resistances to specific damage types, which produces roughly the same outcome.

The intention behind the armor system is to force good decision making by the player. You can either whittle away the appropriate armor values with basic attacks and keep your skills, or you can blow your powerful skills to get through the appropriate armor value quickly to set up CC from a different source. To a lesser extent, it's also meant to encourage party diversity without also hardcore crippling specialized parties.

Vermain fucked around with this message at 16:21 on Sep 20, 2017

Harrow
Jun 30, 2012

Deakul posted:

I hate how they completely block any and all damage to HP no matter what, it needs a chance for damage to slip through.

I'd urge you not to give up quite yet. I didn't understand the armor system much at first, but once I started leaning into it I started to have a pretty good time.

1. Focus fire on targets with one damage type. If your party is all-physical or all-magical, this is easy. If it's split, then focus your magical attacks on enemies with low (or no) magic armor, and focus your physical attacks on enemies with low (or no) physical armor. You'll break through the armor faster than you think. Focusing down single targets is also good because it gives them less of a chance to recover their armor.

2. Later on, there are weapons and skills that do "piercing" damage, which ignores armor. Ifan's quest crossbow was the first one I ran into.

3. The armor system helps you, too. It's much more important to be able to restore armor than it is to be able to restore health, because armor protects you from the majority of CC effects just like it does for enemies. If you can keep your armor up, you'll always have the advantage.

Chances are, fights are lasting exactly as long as Larian intends. If the armor system didn't exist, they'd probably just give enemies more HP, and your CC abilities would need a random chance to fail. I actually love that status effects and control effects aren't in any way random in this--if the target doesn't have physical armor, for example, knocking them down will always work. I much prefer that to just having to hope it works on a random roll.

Malek
Jun 22, 2003

Shut up Girl!
And as always: Kill Hitler.

Malek posted:

So Bloodmoon Island is kicking my rear end...

My questions and feel free to spoiler this are the following.

1. Is there a way to get the demon out of the dwarf? They say I need to beat the poo poo out of him and I have down to 30 HP but nothing occurs at that point... is tehre a sweet spot or queue? I've heard that there is an audio queue to destroy the pillars (or the last one) when he says something but all he says is "Is it over yet?"

2. What about the little girl that stays quiet? I may have hosed up but she's on my ship... I haven't tried having Louse talk to her.

3. Lastly, is the ... proposed (I want to say Jahan) method of exorcising Louhse the only way? I don't really like the target but that encounter looks menacing already.

Self quoting but really want to know this.

Vermain
Sep 5, 2006



Harrow posted:

I actually love that status effects and control effects aren't in any way random in this--if the target doesn't have physical armor, for example, knocking them down will always work. I much prefer that to just having to hope it works on a random roll.

100% agreed. It works the other way, too: if someone in my party gets hit by a knockdown, I know it's my own fault for either mispositioning them or not paying enough attention to their appropriate armor value, rather than it being a consequence of them failing their save. That feels much better in a tactical turn-based game, because setting up an intricate plan only to have it fail because of pure chance is incredibly frustrating. There's still some elements of that in D:OS2 (dodge chance and crits), but it's less impactful than straight-up saving throws would have been.

sassassin
Apr 3, 2010

by Azathoth

Deakul posted:

Welp, I don't think that I can continue with this game until or if they even rethink the armor system.

This poo poo is annoying and makes fights last far longer than they need to.

I hate how they completely block any and all damage to HP no matter what, it needs a chance for damage to slip through.

The armour system owns maybe it's you that needs the rethink.

Deakul
Apr 2, 2012

PAM PA RAM

PAM PAM PARAAAAM!

Harrow posted:

I'd urge you not to give up quite yet. I didn't understand the armor system much at first, but once I started leaning into it I started to have a pretty good time.

1. Focus fire on targets with one damage type. If your party is all-physical or all-magical, this is easy. If it's split, then focus your magical attacks on enemies with low (or no) magic armor, and focus your physical attacks on enemies with low (or no) physical armor. You'll break through the armor faster than you think. Focusing down single targets is also good because it gives them less of a chance to recover their armor.

2. Later on, there are weapons and skills that do "piercing" damage, which ignores armor. Ifan's quest crossbow was the first one I ran into.

3. The armor system helps you, too. It's much more important to be able to restore armor than it is to be able to restore health, because armor protects you from the majority of CC effects just like it does for enemies. If you can keep your armor up, you'll always have the advantage.

Chances are, fights are lasting exactly as long as Larian intends. If the armor system didn't exist, they'd probably just give enemies more HP, and your CC abilities would need a random chance to fail. I actually love that status effects and control effects aren't in any way random in this--if the target doesn't have physical armor, for example, knocking them down will always work. I much prefer that to just having to hope it works on a random roll.

Yeah, Ifan is my best damage dealer at the moment just because of his amazing piercing damage across the board, I can take half an enemy's hp off usually... and that's probably why they always focus on him and he's always the first one to loving die next to Fane.

My party is split between physical and magical, I have Fane with necromancer abilities which are almost all physical and Ifan... then I have my Red Prince wizard who's a pyro specialist and I have Lohse for poison everything all the time with a couple of healing abilities too.

Avalerion
Oct 19, 2012

When the optimal strategy for dealing with the armor system is ignoring half of it, some adjustments - if just so that you are actually encouraged to use a variety of attacks - wouldn't hurt.

Harrow
Jun 30, 2012

The only alternative I can think of to the armor system would be something like like Mass Effect's system, at least how it is in Mass Effect 2. Same thing there: control effects don't work if the target has armor or a shield. But any kind of attack can damage any kind of protection--some are better than others (fire is good at damaging armor, for example, while electricity is good at damaging shields), but they all do some damage. It'd be a unified armor system, where a character would have only physical armor or only magic armor, and those armors protect from all kinds of attacks. Maybe in that case, magic attacks would do bonus damage to physical armor and physical attacks would do bonus damage to magic armor. And once your armor is broken, you're totally vulnerable. Or maybe a character can have both kinds of armor by wearing a mix of magic armor and heavy armor, and you just have to get through both layers.

Really, though, I think I prefer how it is now. It's kind of interesting how a character can be totally vulnerable to magic effects but still protected from physical ones, and vice versa. A unified armor system wouldn't really allow for that.

Deakul posted:

Yeah, Ifan is my best damage dealer at the moment just because of his amazing piercing damage across the board, I can take half an enemy's hp off usually... and that's probably why they always focus on him and he's always the first one to loving die next to Fane.

My party is split between physical and magical, I have Fane with necromancer abilities which are almost all physical and Ifan... then I have my Red Prince wizard who's a pyro specialist and I have Lohse for poison everything all the time with a couple of healing abilities too.

I personally don't like splitting between physical and magical, but I know people have disagreed with me on that. My party focuses on physical damage, with Ifan as a ranger, Red Prince as a two-handed melee fighter with Necromancer spells, and Sebille as a backstabbing rogue. Fane is a support mage with Summoning, which also lets him contribute to physical damage (by summoning using pools of blood) while casting buffs and restoring my characters' armor.

For me, that works best. While heavily-armored enemies with a lot of physical armor are a pain, I can usually break that armor quickly by focusing them down, and this lets me just sort of neutralize enemies one-by-one. I'll break an enemy's physical armor and, if I can't kill them this round, use a physical CC like Chicken Claw or knockdown so I can have some breathing room to go wear someone else down, or so I can kill them before they can recover their armor.

Also teleporting is hilariously overpowered because it isn't resisted by armor. The Aerotheurge Teleport spell (or just using the gloves) lets you move an enemy far away and inflicts a non-resistable knockdown, which is pretty sweet.

Vermain
Sep 5, 2006



Avalerion posted:

When the optimal strategy for dealing with the armor system is ignoring half of it, some adjustments - if just so that you are actually encouraged to use a variety of attacks - wouldn't hurt.

I think people severely underestimate just how strong focusing on the weakest armor type is, even for non-specialized characters. I ended up doing a solo run through Blackpit Mines with my Rogue, and I had to solo a few creatures when I got to the excavation site. The rolling creatures had only a pittance of magic armor, but a lot of physical armor. I had 2 Pyrokinetics from items, 13 INT, and two Pyro spells I'd gotten from randomly eating body parts. I smoked them in maybe 3 rounds with just those two spells.

Jastiger
Oct 11, 2008

by FactsAreUseless
My biggest gripe with the combat isnt the armor or anything, its that every loving enemy has some kind of "fly" ability. Sludge? Fly up 3 stories to gitchu. Wolf? Why of course they can fly. A loving crocodile? They can teleport dontcha know.

I mean i get they want it to be a challenge, but its unfun when you get the high ground on Anakin and he just teleports behind your wizard and somehow triple attacks because they have extra AP or some poo poo to negate that party from the fight completely.

ufarn
May 30, 2009
So how are people supposed to know that Polymorph gives you one additional Ability Point? I literally can't find the information anywhere, and it's entirely plausible that I'm a dumbass, compounded by there being on real official manual.

Also, can you respec all characters or just your own?

And can the Gloves of Teleportation be used by everyone or only someone with the relevant skill? Because I was getting kind of hyped about re-rolling as an Aerothurge 2.

PirateBob
Jun 14, 2003
Is Sebille the only elf you can recruit? I want someone who can eat body parts, but I'm not sure I want *her*...

Vermain
Sep 5, 2006



ufarn posted:

So how are people supposed to know that Polymorph gives you one additional Ability Point? I literally can't find the information anywhere, and it's entirely plausible that I'm a dumbass, compounded by there being on real official manual.

If you mouse over the Polymorph stat on the character sheet, it tells you that.

Harrow posted:

Also teleporting is hilariously overpowered because it isn't resisted by armor. The Aerotheurge Teleport spell (or just using the gloves) lets you move an enemy far away and inflicts a non-resistable knockdown, which is pretty sweet.

Teleporting is so loving good and is almost worth it to splash 2 Aero on everything. It and oil seem severely underrated: you can set up these hell pits with oil creating abilities, teleport strong melee monsters into it, and then watch them waste 3-4 rounds trying to struggle back out of them.

PirateBob posted:

Is Sebille the only elf you can recruit? I want someone who can eat body parts, but I'm not sure I want *her*...

You can eventually recruit custom NPCs of any race/class, although they'll lack the interactions of the companions.

Harrow
Jun 30, 2012

Avalerion posted:

When the optimal strategy for dealing with the armor system is ignoring half of it, some adjustments - if just so that you are actually encouraged to use a variety of attacks - wouldn't hurt.

If you really build for it, you can split your damage pretty effectively. I'm thinking maybe a party like:
  • Ranger: Huntsman, Ranged, Aerotheurge. Deals physical damage with normal shots. Uses Huntsman's Elemental Arrowheads or special arrows to deal magical damage. Can do both physical and magical control effects (Knockdown Arrows, Shocking Arrows, Freezing Arrows). Aerotheurge lets them enemies or use lightning to stun them when their magical armor is down. Their lightning spells won't do much damage, but that doesn't matter for the stun effect if someone else has stripped their magic armor (or you did so with arrows). The Elemental Ranger talent might be nice here, too, if you use spells that create elemental fields that your enemies keep standing in.
  • Battlemage: Focus on Intelligence and take Two-Handed, Necromancer, Geomancer, and some Warfare. Wield an earth staff whenever you can so that you get bonus damage from your Geomancer ability. Use your staff attacks (with Warfare skills like Blitz Attack, Phoenix Dive, and Whirlwind) or Geomancer earth damage spells if the target's magic armor is lower. Use Necromancer attacks (Decaying Touch, Infect, Mosquito Swarm, Grasp of the Starved) or Necro/Geo combo spells (Corrosive Touch/Spray) when the target's physical armor is lower. You're spread pretty thin here, but I'd say maybe Necromancer can be left fairly low. Its passive lifesteal is really nice, but Geomancer, Warfare, and Two-Handed all boost your damage, while Necromancer doesn't.
  • Polymorpher: Flay Skin shreds magic armor, while physical attacks from whatever weapon you want to go with deal with physical armor. Pair this with Scoundrel for more magic armor damage (Chloroform, Gag Order), or Warfare for more physical options. Polymorph also gives you bonus attribute points so you might be able to hybdridize here more than with any other character.
  • Pyromaniac Summoner: Summoning, Pyrokinetic, maybe even Hydrosophist. Laser Ray is maybe the most damaging attack spell I know of. Meanwhile, your summons can be physical (blood) or magical (elemental surfaces) as you require. I'd maybe go wand and shield on this character to be as tanky as possible and hang out in melee so you can use auras to support people around you, doing things like adding fire damage to their weapon attacks or using Soothing Cold to restore nearby allies' magic armor. Your Battlemage with Geomancer can handle restoring physical armor whenever someone needs help with that. Alternatively, swap Geomancer and Hydrosophist around so that your Necromancer Battlemage can cast Rain of Blood and use the Warfare/Hydro combo spell (Cleanse Wounds) to straight-up delete undead or decaying enemies with a huge burst of healing converted to damage (and you can set decaying with several of your abilities). Your Battlemage loses the Corrosive spells for that, though, so it's a trade-off.
Please note the above is totally untested (at least by me) but it seems versatile. What I tried to do is find ways to deal both physical and magical damage with the same stat (or no stats at all, in the case of Summoning) and make sure each character could do that. I'm tempted to find a tough fight, make a save there, and respec my characters to this just to try it out.

ufarn posted:

Also, can you respec all characters or just your own?

And can the Gloves of Teleportation be used by everyone or only someone with the relevant skill? Because I was getting kind of hyped about re-rolling as an Aerothurge 2.

All characters, as many times as you want.

Literally anyone can wear that. But they're weak armor, so eventually you might want to wear better gloves and use Aerotheurge instead. Aerotheurge also gives you Nether Swap, another great teleport skill. In general, if a piece of equipment lets you use a skill, you don't need the accompanying ability to use it. You'll get boosts to it if you do (like, if a piece of equipment lets you cast Restoration, your Hydrosophist ability will boost how much health it restores), but it's never required.

Harrow fucked around with this message at 17:20 on Sep 20, 2017

kxZyle
Nov 7, 2012

Pillbug

Tae posted:

What did his corpse have.

Random loot and a unique robe with +1 to Aerothurge IIRC.

barkbell
Apr 14, 2006

woof
Gareth isn't back on my ship yet despite finishing his quest. Malady says I should wait for him but I have finished "Burying the past" and it says Gareth has left Paradise Downs. Anyone know where to find him or is this a bug? Also I kind of want to do something with the Flying witch that destroys your party but nothing I seem to do works.

no_funeral
Jul 4, 2004

why
how should I skill my summonner char? rolled a custom lizard conjurer, lone wolf. have like 34 int, and 12 or 14 summoning, just left the prison, and read that it doesn't make sense to raise int/summoning together. I've basically just dumped everything into int/summoning. when i re-spec, what is the best way to get some other util and damage dealing spells on him without gimping him late game? going to probably use staves since they scale off int, do i need a weapon skill for that then?

Harrow
Jun 30, 2012

no_funeral posted:

how should I skill my summonner char? rolled a custom lizard conjurer, lone wolf. have like 34 int, and 12 or 14 summoning, just left the prison, and read that it doesn't make sense to raise int/summoning together. I've basically just dumped everything into int/summoning. when i re-spec, what is the best way to get some other util and damage dealing spells on him without gimping him late game? going to probably use staves since they scale off int, do i need a weapon skill for that then?

Intelligence doesn't affect your summons, but you can use it to cast damage spells.

Staves can get bonuses from the Two-Handed ability and whatever elemental magic ability corresponds to the staff's element (like Pyrokinetic for a fire damage staff).

My favorite utility spells are in Aerotheurge (mostly teleportation spells) and they don't need your stats at all, or even very many points in Aerotheurge (2 points total for Teleport, Nether Swap, and Uncanny Evasion). A few points in Geomancer and Hydrotheurge will let you restore physical and magical armor easily, which can be helpful if you want the character to use summons for damage and then cast support spells otherwise (and Intelligence only affects magical damage, not healing or recovery, so you wouldn't even need to have much Intelligence if you plan to go full utility/support spells). For damage, Pyrokinetic is going to give you the best attack spells, but be careful that you don't set yourself on fire too much.

Because Summoning doesn't care about your stats, though, you could also do a physical build and use blood summons to deal physical damage with them, too. Summoning really works with anything as long as you're willing to put a lot of combat ability points into it.

PirateBob
Jun 14, 2003
Why do I only get 75% or 83% chance to hit while using a spear? It only requires Finesse 10 to use.

Rascyc
Jan 23, 2008

Dissatisfied Puppy

SirSamVimes posted:

Do we have any ETA on a fix for the always wet bug? I just lost a fight because my best dps was constantly stunned by casual lightning bolts.
Restart your steam, that patch has been out since Monday night.

Skuzal
Oct 21, 2008
I have been playing on Tactician with 2 friends and we are currently level 12 and my biggest problem with the game so far is that if you use magic to do damage, you are just objectively making a bad decision. Even discounting the fact that most enemies have some kind of magical resistance and don't have any physical resistance at all and any differences in magical / physical armor, the raw damage output is significantly lower.

For example, my 2 handed fighter without changing anything currently does about 230 damage per basic attack. The completely minmaxed mage with no points in anything but int and pyromancy, will with laser ray his highest damage ability do about 300 damage and seeing as how laser ray has a 3 turn cooldown and costs 3 AP, its kind of unacceptable for it to be doing that amount of damage when every other spell you cast does substantially less damage.

Compared to Divinity Original Sin 1, mages would start to fall off around level 10, but for this game, it feels like mages started the game off being similar to terms of damage and then past level 4, physical damage dealers just start scaling infinitely better. To the point where even if an enemy only has 600 magic armor and 2.5k physical armor, I wouldn't even bother attempting to do magic damage and instead just blow through that enemies physical armor seeing as how my 2 handed fighter can use 2 cooldowns and do 1500 points of burst damage to a single target meanwhile the mage struggles to do more than 600 damage in 2 turns.

Harrow
Jun 30, 2012

Something that I haven't really tried yet but that seems like a no-brainer: cheesing respecs for civil abilities. I mentioned it earlier, but here are some ways I want to try it:
  • Having different civil ability sets for adventuring and for downtime. When I'm adventuring, I want Thievery, Persuasion, Telekinetic, and Lucky Charm. When I'm not, I still want Thievery, I probably still want Persuasion, and I also want Bartering and Loremaster. I could split my civil ability points between them. Or I could have each character put all of their points into those four adventuring abilities, then respec them to the downtime ones when I need those. Aside from being inconvenient, it seems really effective.
  • Four thieves on demand. I can only steal from each NPC once per character, ever. But hell, I can respec. If I want to steal more from an NPC than I can in one session (or if I level up and want to steal something new from their inventory), I can just respec someone else to full Thievery, do the stealing, and then respec back to their normal civil ability.
  • I can be persuasive if I need to. Need to pass a Persuasion check with an attribute that your Persuasion character doesn't have? Respec someone with that attribute high over to Persuasion, or respec the Persuasion character's attributes. This is easily the cheesiest of these, because it not only involves respec abuse but also save scumming, so I probably won't bother with this one (it just seems like a pain). But hell, it's extremely possible.

TeaJay
Oct 9, 2012


One thing that needs to be mentioned more is that Fane can pick locks using his bony fingers and therefore makes a good thief character (bye bye arbitrary need for lockpicks).

barkbell
Apr 14, 2006

woof

Skuzal posted:

I have been playing on Tactician with 2 friends and we are currently level 12 and my biggest problem with the game so far is that if you use magic to do damage, you are just objectively making a bad decision. Even discounting the fact that most enemies have some kind of magical resistance and don't have any physical resistance at all and any differences in magical / physical armor, the raw damage output is significantly lower.

For example, my 2 handed fighter without changing anything currently does about 230 damage per basic attack. The completely minmaxed mage with no points in anything but int and pyromancy, will with laser ray his highest damage ability do about 300 damage and seeing as how laser ray has a 3 turn cooldown and costs 3 AP, its kind of unacceptable for it to be doing that amount of damage when every other spell you cast does substantially less damage.

Compared to Divinity Original Sin 1, mages would start to fall off around level 10, but for this game, it feels like mages started the game off being similar to terms of damage and then past level 4, physical damage dealers just start scaling infinitely better. To the point where even if an enemy only has 600 magic armor and 2.5k physical armor, I wouldn't even bother attempting to do magic damage and instead just blow through that enemies physical armor seeing as how my 2 handed fighter can use 2 cooldowns and do 1500 points of burst damage to a single target meanwhile the mage struggles to do more than 600 damage in 2 turns.

Yes. Physical damage is better than magic. Your wizards are there for supporting your damage dealers. That said I have a pyro wizard that has higher burst damage than my glass cannon archer. You need to min-max by stacking polymorph first then go back into pyro.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist

Harrow posted:

Something that I haven't really tried yet but that seems like a no-brainer: cheesing respecs for civil abilities. I mentioned it earlier, but here are some ways I want to try it:
  • Having different civil ability sets for adventuring and for downtime. When I'm adventuring, I want Thievery, Persuasion, Telekinetic, and Lucky Charm. When I'm not, I still want Thievery, I probably still want Persuasion, and I also want Bartering and Loremaster. I could split my civil ability points between them. Or I could have each character put all of their points into those four adventuring abilities, then respec them to the downtime ones when I need those. Aside from being inconvenient, it seems really effective.
  • Four thieves on demand. I can only steal from each NPC once per character, ever. But hell, I can respec. If I want to steal more from an NPC than I can in one session (or if I level up and want to steal something new from their inventory), I can just respec someone else to full Thievery, do the stealing, and then respec back to their normal civil ability.
  • I can be persuasive if I need to. Need to pass a Persuasion check with an attribute that your Persuasion character doesn't have? Respec someone with that attribute high over to Persuasion, or respec the Persuasion character's attributes. This is easily the cheesiest of these, because it not only involves respec abuse but also save scumming, so I probably won't bother with this one (it just seems like a pain). But hell, it's extremely possible.

I hope I never play with someone tempted to do this, however optimal it is.

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Harrow
Jun 30, 2012

A Strange Aeon posted:

I hope I never play with someone tempted to do this, however optimal it is.

I should clarify that I'd never do that in a multiplayer game--it seems like a huge dick move to force another player to follow you around while you respec like crazy. It's pretty much only something I'd do in a single player game, and then if I don't really care about roleplaying.

I'm only really playing solo, though, so just about anything I post about should probably be viewed in the lens of me being the only player.

Harrow fucked around with this message at 18:52 on Sep 20, 2017

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