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Furism posted:I think the early Deadfire game was too difficult (still is). Like that Backstreet alley fight or the first Drake at the dig site. Just play on a lower difficulty.
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# ¿ Nov 9, 2019 16:32 |
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# ¿ Apr 27, 2024 13:48 |
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Bonuses from equipment and passive abilities (including everything on the right side of the talent selection screen) should stack with everything. Bonuses from active abilities (including potions and modal abilities) generally don't stack. Rest bonuses should stack with everything.
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# ¿ Jan 14, 2020 06:21 |
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Entropy238 posted:P sure the power level bonus from amulet of power will stack with all other bonuses - it’s from equipment. It doesn't because it's an activated ability
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# ¿ Feb 3, 2020 14:56 |
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Dick Burglar posted:Also, a question: is there much point to taking the upgrade to crippling strike that also adds distracted if you're going to end up getting persistent distraction within a couple levels? Seems kinda superfluous since anybody you're attacking is going to automatically end up distracted from the latter ability. It's mainly useful for ranged rogues, you don't need to bother with it if you're going melee.
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# ¿ May 21, 2020 23:31 |
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Heithinn Grasida posted:
Keep in mind that Brilliant Departure breaks from any damage, including all the DoTs rogues have. It is a very powerful build otherwise.
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# ¿ Jun 2, 2020 16:50 |
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NikkolasKing posted:Okay so I think i have finally settled on what I wanna do. Ancient Druid + Woedica Priest aka Universalist. Sorry , I keep starting, fiddling around some, then restarting. Whatever you do make sure to get some dex as well, since Universalists have a lot of spells with long cast times/recovery.
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# ¿ Jun 8, 2020 06:31 |
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Jay Rust posted:Is it just me or is White March really difficult!! Here's your problem, Longwatch Falls is the hardest of the areas and you should leave it for last.
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# ¿ Oct 18, 2020 18:25 |
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Ineptitude posted:You mean Russetwood? Within the town of Stalwart itself, there should be something on the west side, but only if you've dealt with Concelhaut first.
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# ¿ Jan 17, 2021 23:58 |
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Scorchy posted:I don't think you can cast anything on yourself as a Cipher, right? Like their whole schtick is messing with other people. There are some harmful spells you can cast on yourself, but that's probably an oversight
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# ¿ Mar 26, 2021 11:33 |
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2house2fly posted:Our long national nightmare is over I think this is it https://youtube.com/playlist?list=PL7Rqzk0KXtVx8RPR4KQl4iJ72qEUKN0ew
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# ¿ Apr 14, 2021 00:40 |
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Mans posted:I can't pass the first seeker trial If spiders or poison naga are giving you trouble, try khapa tea, it gives immunity to poison.
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# ¿ Sep 15, 2021 18:37 |
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What is up with the Grimoire Imprint spells? My bloodmage now has 5 permanent druid spells and also at will fireball, not that I'm complaining!gowb posted:It’s mostly the extra action speed that I like, does regular barb get as much? Seems like a necessary clas for 2h weapon welders anyway. Regular Frenzy also has the action speed bonus, but no bonuses to armor and armor penetration, and no bonus crit chance. Wizards can also gain a bonus to action speed from Deleterious Alacrity of Motion.
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# ¿ Oct 8, 2021 20:01 |
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Frog Act posted:Oh drat, okay. So an inn+pets+one piece of equipment is the best way to up my INT? Man if I had known that I probably would have invested more points in INT from the get go, but I guess at least I’m a little more evenly spread in other ways There's a helmet with +2 intellect for sale in Queen's Berth and a necklace with +2 intellect for sale in the Brass Citadel, that should get you to 20 intellect.
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# ¿ Oct 18, 2021 02:38 |
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Dick Burglar posted:Tell me about Chanter summons. I have a hard time wanting to invest in anything other than the capstone ones, since the old ones will (presumably) eventually become deprecated. I guess I could just respec a bunch of times as I level the character, to get rid of the outdated summons, but that's annoying. Which are worth taking as you level, and are any worth using once you get higher level ones? IIRC the upgraded summoned weapons are considered the best capstone summon, with the dragon being an acceptable-but-probably-not-as-good alternative. These are all from memory, so they may not be completely accurate, also note that active abilities on summons are often much better than their basic attacks. Skeletons: shorter cast time than other summoning invocations, making this a good choice if you want to distract enemies ASAP. Phantom: poo poo Wyrms: good ranged dps, but it's all burn damage with relatively low penetration. Really good against vulnerable targets. Will o' wisps: poo poo Ogres: tough, with AoE active abilities. Good for holding a line. Drake: not amazing at any one thing, but good at most things. Breath attack is circular. Mushroom: can charm enemies with a ranged active ability. The upgrade didn't do anything last time I checked so it's best to ignore it. Animated weapons: very high damage especially with their active abilities. Great sword has Flames of Devotion, pike has Knockdown, bow has Wounding Shot, and the wands have Arcane Assault. Dragon: very powerful active abilities. Use it mainly to hit a lot of enemies with its breath attack. I think it also had some sort of fear aura, but I might be misremembering.
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# ¿ Oct 29, 2021 17:23 |
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Jay Rust posted:Do enemies ever use potions or other consumables? Yes, especially ship captains. They spawn with 2 healing potions and 1 buff potion.
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# ¿ Nov 22, 2021 05:49 |
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# ¿ Apr 27, 2024 13:48 |
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Zeerust posted:Real quick mechanical question that I’ve never considered: do the Graze and Crit modifiers from an attack roll multiply the base damage of an attack, or the modified? It's the base damage, but keep in mind that critical hits (in deadfire only) give a 1.5 penetration modifier, which can significantly improve damage.
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# ¿ Jul 3, 2023 15:33 |