8/2/2023 0 Comments Pillars of eternity tall grassControl/deeps theme, spells like Cold Fog and Concelhaut's Staff.Īnd, tinkering with these characters, one thing I've realized is that a lot of the named NPCs are actually built okay. Oriented around buffs and status effects, including Inspiring Radiance, trying to avoid doing a lot of direct healing. Here's a picture of my party, plus Durance filling in for the last slot until I put someone else in it. There's still a very definitely *pattern* to it all, but I am actually varying it up a lot based on the enemies I engage and the terrain. This time, I'm playing on Hard, with a half-NPC/half-custom party, reasonably optimized but not quite min/maxed (because that requires more and more micro to cover up for all your 3 Con/Res characters).Īnd, like, now that I've started to approach the game more as a battle of status effects, I'm actually having quite a lot of fun. You'd chain-CC your way through most fights, and then a few of the big designated hard ones are just a clusterfuck of trying to chain your way past obnoxious defense numbers. So, first time through POE, I forget whether it was on Normal or Hard, I found the combat system to be pretty tedious. Some things I like more than I thought I would: Here's some disjointed notes about the whole deal. And, so far, it's honestly more fun than I thought it'd be. Not really in "preparation" for Dreadfire but just because I'm low on games to play and it seemed like it'd be entertaining in a comfort-food way. It's really noticeable on the blunderbuss build, since the lash adds a significant amount of damage if you can debuff the enemy below your DR bypass abilities.ĭid those numbers come from your experiences in 2.I'm replaying the first Pillars of Eternity. Both can reduce DR by quite a chunk, so the higher my dps, the more will be applied in total with those spells. Normally I go with corrode for the most consistent damage and my cipher has body attunement, along with the wizard's vulnerability aoe. Doesn't make much difference, though I haven't checked exactly what difference it makes. I try to pair up the lash with any utility talents such as scion. I ran a couple of experiments and simulations before with lash to see how DR affected it, but it's now different behavior wise. The lash effect seems pretty weird now, I can't see how the DR is broken down with it, it just shows up as a damage added to the normal hit damage - DR. It also affects those annoying kith that like to wear plate armor and use paladin/priest powers. Lightning is really good for the druid or other people who have lightning attacks. # of HIGH Resist mobs High Avg DR DR High Avg High DR compared to Base High avg mob lvl # of LOW Resist mobs Low Avg DR DR Low Avg Low DR compared to Base Low avg mob lvl Count of Burn 7 16 29 -13 7 20 10 5 5 5 Count of Shock 8 15 25 -10 7 2 21 11 11 7 Count of Corrode 7 13 23 -11 8 5 8 4 4 6 Count of Freeze 19 10 17 -7 5 18 10 6 4 6 Edited Septemby MasterCipher My spreadsheet table below doesn't post well Shock only has 2 mobs that are vulnerable to it, but their average DR is 21, so the vulnerability can be really helpful in those cases.įreeze has a lot of mobs (19) that have a higher DR to it, but not very strongly (DR is only 7 higher than their average base DR of 10).Ĭorrode has the least impact either way, but this makes it generally consistent. Fire for example has the most different mobs in the Bestiary (20) who have low DR to fire, but the average level of these mobs is 5, so it's widely useful but you'll probably have an easy time of the fight anyway. This is pre-White March data and I don't the exact number of each type of mob in game. Weapon elemental type doesn't really matter that much and I think the devs did a good job of balancing this and it's interesting how. Tall Grass is one of those items that is worth upgrading. Just leave room for the few items that would be worth making superb. It even let me add a lash and a slayer to Hours of St Rumbalt, take it to 11/12 and then add exceptional to replace the accuracy 3 that it starts with.īottom line enchanting resources are cheap, no reason not to slap something on. So no reason to not add a lash first thing and just leave 2/12 empty for Superb upgrade if you want. Before you would need to have 6/12 to have room to add Superb, even if 4/12 was from exceptional. Example Tall Grass is 8/12 when you get it, you can place a lash on it to get 10/12 and then upgrade it to Superb for 12/12. Wow I just noticed that they changed enchanting in that you can upgrade without having double the room like you needed before. The only really scarce enchanting stuff are the ones needed to make something superb, Adra eyes or something like that, everything else can be bought at a store. For a weapon lash I like corrode or lightning as fire and frost seem to have more immunes.
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