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StashAugustine posted:Also, is there any way to get immunity against particular afflictions (particularly Confused/Charmed)? As another example, a Frenzied barb should be able to neutralize any Mig or Con Affliction by having Strong and Fit.
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# ? Nov 19, 2017 02:15 |
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# ? May 2, 2024 06:20 |
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People never seem to consider it, but I'm actually using a one-handed saber with no off-hand weapon on my swordmage at the moment. It seems the best option if you want to crit a lot with autoattacks, which you specifically might want to do with your PC if you align with the Doemenels and later the trapped adventuring party for a total of 40% extra crit damage but aren't a class with full attacks. Then add one of the sabers or other increased crit damage weapons (+50%), durgan steel modifier (+30%), and maybe the gloves or headpiece that increase crit damage (+10%). e: Unless I'm confused about how the stacking works, this should mean that crits do damage * 1.5 (base) + 0.4 (talents) + 0.5 (weapon modifier) +0.3 (durgan) +0.1 (accessory) for a total of damage * 2.8, ie, 280% damage. Also subject to any errors in my understanding, the talents and accessory should apply to spell damage (but not duration), for 50% more damage on spell crits. It seems like this was designed with Rogues in mind, but ironically, they boost their crit too easily without it and would prefer a 2H or DW for full attacks. An idea, Rope Kid: a source of substantial extra critical damage using a single 1H weapon, along with the accuracy and increased crit rate w/talent. This makes intuitive sense for the same reason the increased crit rate and accuracy do; if you are trying to land an especially devastating blow on a vulnerable point, a single well-balanced weapon in your dominant hand is going to be the easiest thing to work with. Also consider giving some Rogue attack abilities and/or their sneak attack significant bonuses for using small fast weapons (ie daggers) to convey the idea of skillfully placing a blade where it will do the most harm, although this seems like something you would have already considered. Hodgepodge fucked around with this message at 03:53 on Nov 19, 2017 |
# ? Nov 19, 2017 03:26 |
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Akong posted:Bring back ya boi: new game who dis
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# ? Nov 19, 2017 04:32 |
ProfessorCirno posted:Not in the beta, but I'm hearing a decent about of disgruntlement over single class characters being dramatically worse off then multiclass ones, with some sub-classes basically not existing outside of multiclass (Stalker's a big one). What are people here experience as far as single class and subclass balance? Needs polish. The main problem is it's a beta so it's short and there's a level cap anyway so why not multiclass? That said some subclasses seem a lot more viable as a multiclass than as a single. For example Ascendant cipher gives -1 power level utnil you max out focus, so you're best taking a damage dealing accessory class, maxing your focus, THEN ciphering away at +3 power level.
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# ? Nov 19, 2017 04:37 |
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Hodgepodge posted:Also consider giving some Rogue attack abilities and/or their sneak attack significant bonuses for using small fast weapons (ie daggers) to convey the idea of skillfully placing a blade where it will do the most harm, although this seems like something you would have already considered. I would argue this is already modeled. Not in the form of the rogue class, but in the form of stilleto penetration. Honestly, I appreciate that PoE rogues aren't 100% pushed into weird dual dagger stabbymans that D&D 3e had popularized but never actually existed in any way. Daggers aren't like, "mainhand weapons" in that sense; they're personal defense for non-professional fighters. The dagger in PoE 2, at least going off it's modal, is exactly what it was most of the time for a professional fighter - something you have in your offhand defensively, like a buckler, but you can also shank a fucker with it if needed. Which brings me to my next question: retaliation. Does it still exist? Do rogues still have their riposte talent? Is it better? Can I finally rapier and dagger it up properly? Because my usual I'm-a-piece-of-poo poo-with-low-creativity fantasyman of dual sabers seems to be doing just peachy, apparently, hahaha. I eagerly await the three or four posts that immediately prove me wrong about historical daggers, incidentally.
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# ? Nov 19, 2017 04:43 |
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but dual dagger stabbymans are cool....
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# ? Nov 19, 2017 04:53 |
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frajaq posted:but dual dagger stabbymans are cool.... Replace dagger with stilleto - which to be frank is how D&D always kinda treated daggers anyways - and it still works just fine!
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# ? Nov 19, 2017 04:56 |
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Shattered Pillar monk / soulblade cipher (or whatever they’re called) multiclass seems decent, my initial build of Shattered Pillar / Bleak Walker wasn’t as much, though that may have been either my own bad management. PEN is getting a little more legible in fights, but it’s a few tweaks away from really singing as a system. Quest spoilers: There may be some sequencing breaks / bugs with the ruins quest. You can discern a cursed object that the priestess planted on the Vailians (caught it with cipher power but assume arcane or religion skill might catch it as well) but nothing actually came of it, maybe because I hadn’t spoken to the priestess before embarking for the ruins. I pointed the curse out to the dwarf and he told me to bring it to the Chief but there was no prompt to do so. Also, icymi it was mentioned by a dev that there are compound dialogue checks that aren’t displaying correctly right now. Specifically there are options that you can only see if you’re both Island Aumua and sourced from the Deadfire. I can’t imagine there are a ton of compound checks beyond that, but it’s possible.
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# ? Nov 19, 2017 04:58 |
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Basic Chunnel posted:Shattered Pillar monk / soulblade cipher (or whatever they’re called) multiclass seems decent, Yea, I just finished (I think?) the beta with that combo and it owned. I think it and the Shifter/Barb could do it alone, that combo is feeling nuts as well.
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# ? Nov 19, 2017 05:09 |
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The new Eder pic looks a lot like James Cromwell to me, at least around the eyes and nose. Anyone else see that? "That'll do Durance. That'll do."
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# ? Nov 19, 2017 06:09 |
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The accuracy bonus from Binding Block is suppressed by Needle Strike
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# ? Nov 19, 2017 06:10 |
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custom races/backgrounds/cultures are easy to add, unfortunately you won't get custom dialogue options for custom cultures (obviously). I'm trying to see where the shopkeepers inventory is stored but I think that might be in another file. The shopkeeper having every weapon available would make testing builds much easier. so far my modding requests for obsidian: 1. an overwrite folder system similar to the witcher 3, where you can just chuck assets in it and it'll either overwrite existing assets (similar to loading loose files vs. bsa's in gamebryo) or let you use new ones you put in there. Overwriting your base files works but is very very sloppy. 2. some kind of asset browser? an easy way to match the images with the names 3. a way to edit the placement of npcs in the world. It doesn't have to be the world editor but maybe some script that can place an npc at a specific location on map creation? 4. optional but would be great: some kind of editing tool that isn't parsing json, ideally linking things like items to attacks and skill trees to abilities automatically with that said, if anyone wants something changed to test (pen levels, monster hp, weapon damage, skill damage, ability effects) lemme know
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# ? Nov 19, 2017 07:29 |
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Meyers-Briggs Testicle posted:1. an overwrite folder system similar to the witcher 3, where you can just chuck assets in it and it'll either overwrite existing assets (similar to loading loose files vs. bsa's in gamebryo) or let you use new ones you put in there. Overwriting your base files works but is very very sloppy. Do you forget what thread this is? You mean an override folder like Baldur's Gate!
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# ? Nov 19, 2017 07:36 |
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Regarding single- vs. multiclass: at the starting level of the Beta (level 6), single-class characters get two abilities from power level 3 while multis are still stuck at level 2. How significant that is depends a bit on your class, but there were definitely situations where I was glad to have the extra oomph.
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# ? Nov 19, 2017 10:32 |
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Adding to that, power level 3 is when you can upgrade level 1 active abilities, and those upgrades are strong. So single-class characters can have an edge when it comes to efficiency.
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# ? Nov 19, 2017 10:45 |
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ProfessorCirno posted:Which brings me to my next question: retaliation. Does it still exist? Do rogues still have their riposte talent? Is it better? Can I finally rapier and dagger it up properly? Because my usual I'm-a-piece-of-poo poo-with-low-creativity fantasyman of dual sabers seems to be doing just peachy, apparently, hahaha.
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# ? Nov 19, 2017 10:51 |
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The Trickster subclass seems to work fairly well with Riposte. You lose out on Sneak Attack damage, but gain a lot of Deflection thanks to Mirror Image. If Riposte crits affect the Skald's phrase counter, maybe Skald/Trickster could be a good option.
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# ? Nov 19, 2017 11:11 |
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It's interesting to me how much resistance there is to the affliction system, because D:OS2 actually features a similar (and very poorly tutorialized) system too.
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# ? Nov 19, 2017 11:24 |
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Fair Bear Maiden posted:It's interesting to me how much resistance there is to the affliction system, because D:OS2 actually features a similar (and very poorly tutorialized) system too. I think it works much better in a proper turn-based game, without pre-buffing you only get a very small window in which to apply protections before combat becomes pretty chaotic. I mean I'm certainly happy that it's in the game but I don't see myself using it very much outside of stuff like Arcane Veil.
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# ? Nov 19, 2017 11:46 |
oooooh If you uncheck "auto level companions" you get to level up the starting mercenaries manually, including picking better wizard spells on the wizard note: the wizard keeps her current grimoire which has the default spells in it already
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# ? Nov 19, 2017 15:40 |
Fair Bear Maiden posted:It's interesting to me how much resistance there is to the affliction system, because D:OS2 actually features a similar (and very poorly tutorialized) system too. I really like it in concept I just feel like they haven't committed fully to the concept. There are too many random spell effects that aren't either damage, afflictions, or inspirations, but half and half measures that just add to the confusion.
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# ? Nov 19, 2017 15:42 |
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I'm not sure that I understand how devoted weapon accuracy works. Fighters get 2 weapon prof. at start but I don't know that they work correctly/maybe Devoted are supposed to get only 1 prof.? With a Perception of 10 I get the following results after initial level up at docks: Empty handed = 35 acc. main/35 acc. offhand Non-prof. weapon (weapon accurate +4) = 39 acc. Prof. weapon in main hand only (weapon is accurate +4) = 51 acc. Prof. weapons in both hands (both accurate +4) = 39/39 Prof. weapon in main and prof. shield in off (weapon is accurate +4) = 39 acc. So either Devoted can only use a weapon in the main hand with empty offhand or something's buggy... Also, with a Devoted/Barb. multiclass, taking the Barb's weapon accuracy +6 talent does not seem to stack with the devoted's accuracy bonus.
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# ? Nov 19, 2017 16:57 |
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wehn are the romnce mods, op?
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# ? Nov 19, 2017 17:26 |
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Hieronymous Alloy posted:oooooh Oh my... You've been going with the auto-leveled companions so far? I'm so sorry.
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# ? Nov 19, 2017 17:32 |
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Meyers-Briggs Testicle posted:
You give Codex people far too much credit w/r/t "intelligence."
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# ? Nov 19, 2017 17:57 |
Akong posted:Oh my... You've been going with the auto-leveled companions so far? I'm so sorry. Nah, i'd cheated a bunch of cash and hired a merc party. But still.
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# ? Nov 19, 2017 17:57 |
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Hieronymous Alloy posted:Nah, i'd cheated a bunch of cash and hired a merc party. But still. Anyone else finding the Escape ability to be super fun to use, visually and aurally satisfying, and just really powerful? It's definitely one of my favorite abilities right now, being used both as an escape and and engagement tool and, most of the time, both at once. It's just too good being able to go from being surrounded and in a terrible situation to flanking an exposed enemy with just one ability. And it just looks and feels so cool, which is the most important part. I get that it was in the first game, but having it multiple times in a fight is great.
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# ? Nov 19, 2017 18:11 |
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Why did they go away from the drawn world map? I thought that looked much nicer.
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# ? Nov 19, 2017 18:23 |
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Dick Burglar posted:You give Codex people far too much credit w/r/t "intelligence." I think the proper burn here is to give them +1 Resolve.
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# ? Nov 19, 2017 18:23 |
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ProfessorCirno posted:I would argue this is already modeled. Not in the form of the rogue class, but in the form of stilleto penetration. I was thinking more along the lines of giving small one-handed weapons (of which the dagger was an example) a niche at all. Even if using a single one-handed weapon is/was fixed, they would be inferior to the larger one-handed weapons across the board due to primary/full attack abilities using your weapon damage value(s) without accounting for the attack speed component of weapon damage. The current accuracy boost and crit talent actually do give one-handed some significant advantages. If landing/criting with the non-damage effects of those abilities were a higher priority (which seems to be a direction in which Deadfire makes significant progress) then we might see builds that use that style appear. You may be right about accuracy/pen modeling this as well. If small weapons continue to be underused, it might be more elegant to just bump up those weapon type bonuses a tad on smaller weapons to compensate for their disadvantage when used with active attack abilities.
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# ? Nov 19, 2017 19:01 |
Is there a good necromancer build?
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# ? Nov 19, 2017 19:31 |
really informative post from the obsidian forum:quote:Heya MaxQuest (and everyone else in this thread),
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# ? Nov 19, 2017 19:47 |
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nevermind I misread it frajaq fucked around with this message at 20:05 on Nov 19, 2017 |
# ? Nov 19, 2017 19:58 |
One thing I'm starting to wonder is what's the point of weak armor under the new system. At some point we'll figure out what the penetration values of all the monsters are. At that point it'll be really clear which armor to wear when. I could see a lot of micromanagement happening. Plate only getting worn for tough fights, etc. Recovery penalty is on a sliding scale but protection is a threshold, so as long as you're under threshold, there's no advantage in wearing, say, leather instead of padded: you might as well be naked as far as I can tell.
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# ? Nov 19, 2017 21:06 |
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I'm not sure I follow. Yes, Padded is pointless when the enemy has a Penetration value of more than 5, but it still offers protection against lower values. Not to mention that each armour comes with unique modifiers (Leather is twice as good against Piercing than Padded for instance). On top of that, most encounters will probably have enemies with differing Penetration values. So the question becomes, do you want to be highly resistant to everyone? Or no one? Or half of the attacks?
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# ? Nov 19, 2017 21:26 |
Samuel Clemens posted:I'm not sure I follow. Yes, Padded is pointless when the enemy has a Penetration value of more than 5, but it still offers protection against lower values. Not to mention that each armour comes with unique modifiers (Leather is twice as good against Piercing than Padded for instance). It's basically the second part of that theory I'm disputing. Like, in the beta, all xaurip weapons have a penetration of five (in fact almost all weapons bottom out at penetration of 5). Basic padded and leather armors have similar (Padded is 5 base, 3 pierce / burn ; leather is 5, 3 crush/freeze). So if you're facing Xaurips, a rational choice would be for everyone in the party wearing leather or worse armor to switch to mere clothing, because clothing gives AR 3, which I think is enough to avoid the bonus damage penalty from having too low armor on, but still gives you a recovery penalty of 0 rather than the penalty from leather & padded. I don't know what the penetration values for the Engwithan Titan's attacks are, but it won't be long before we do, and I suspect it'll turn out the same way -- he'll be a "wear plate or go naked" type enemy. Similarly, if you're facing an enemy with, say, an exceptional estoc (penetration 11), you might as well get naked as wear Exceptional Padded armor (AR 7 vs pierce). The system's got break points and thresholds and those lead to counterintuitive gameplay as people try to optimize. I don't really get why they went with this instead of a sliding scale (i.e., each point of pen above/below AR gave +5%/-5% damage). I suspect this will especially be an issue in later game; the higher the penetration values of opposing monsters is, the more of an issue this is, because if you're a mage wearing mage robes, a penetration of 10 is the same as a penetration of 20. Hieronymous Alloy fucked around with this message at 21:52 on Nov 19, 2017 |
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# ? Nov 19, 2017 21:47 |
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Hodgepodge posted:I think the proper burn here is to give them +1 Resolve. Unable to pick Stoic or Say Nothing options in conversation.
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# ? Nov 19, 2017 21:56 |
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Hieronymous Alloy posted:It's basically the second part of that theory I'm disputing. If you're suggesting players could memorize every enemy's penetration and placement and change their armor out before every battle, that is certainly a stupid possibility, but I feel confident in saying that very few players are going to do that outside of obsessive triple crown solo runs. It's way, way too much busywork.
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# ? Nov 19, 2017 22:35 |
ProfessorCirno posted:If you're suggesting players could memorize every enemy's penetration and placement and change their armor out before every battle, that is certainly a stupid possibility, but I feel confident in saying that very few players are going to do that outside of obsessive triple crown solo runs. It's way, way too much busywork. Yeah, but 1) a lot of players will do it anyway *and be annoyed in the process* , and 2) it'll eventually get filtered out into guides and rules of thumb (i.e., "don't bother with leather, just wear clothing") which will alter player behavior in non intuitive ways.
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# ? Nov 19, 2017 22:38 |
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# ? May 2, 2024 06:20 |
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There are buffs and stuffs to consider, not to mention critical hits (+50% pen). These make things less predictable.
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# ? Nov 19, 2017 23:04 |