Pillars of eternity lord sidroc4/16/2024 Considering the hit to crit conversion you can always add 0.2*0.5*90%=9%dmg or 0.2*0.5*120%=12%dmg (if you have the Doemenel bonus) to the total damage.Īhh I got it mixed up with outlanders frenzy:Īssuming Durgan Steel+Gloves of Swift Action figures for attacking are then:īOTP + Frenzy = 0.46 = 92% Reduction in Recovery, Full Cycle 17 Dex = 32 frames full attack/recovery/breakīOTP no frenzy = -0.06 = 12% increase in recovery = 58 frames full attack/recovery/break But then they're going to make a whole load of other changes to the system, like rather than having DR penetration as a progressive system it'll be a breakpoint based system I think.įrenzy gives 33% attack speed, not 25%.īesides the dual damage type, Tidefall has also the advantage it can be enchanted to legendary.Ĭriticals favor Tidefall, while grazes favor BoEP. Pillars 2 is being developed on Unity 5, so they will be able to pick up this kind of information. If I recall correctly Josh Sawyer has said that they always wanted to make the attack speed system more transparent for users but because of limitations in Unity 4 (the engine the game was built on) there wasn't a way of getting the engine to pick that information up. MaxQuest said in his thread that he may make a spreadsheet utility if he's got the time. If this was a bigger community we'd no doubt have utilities like Dark Soul's Mugenmonkey utility, but alas it is not. One thing's for sure though – the actual information conveyed to players in game is completely deficient and often wrong in a variety of circumstances. There must be a way of simplifying things or conveying them to users without me having to sit down for half an hour working all of this out. Yeah, I actually quite like where most of the attack speed/damage mechanics end up, but not the complicated process of how they get there. You can't really account from numbers alone how useful a prone is. This means that TF/R attacks every 64 frames and Endless Paths attacks every 52 frames, making EP approx 20% faster.ĮP is approx 27.5% faster than TF/R when the Frenzy is active. 15 (Sanguine plate with armoured recovery). Let's say hypothetically the Fighter's Frenzy from Sanguine plate runs out: If something isn't attacking you, then you're not getting interrupted by it (which, let's face it, is going to happen on a 2H char on POTD), thereby helping to increase your damage output and keeping you safer.Īttack speed buffs are very powerful. On Rumbalt annihilating with Fighter's Confident Aim would lead to between 8.5 – 10 extra damage, meaning after Durganisation you could expect a crit to do 22.6 – 26 extra damage vs 14 – 16 without annihilation, not taking in to account the corresponding boost this would also give to your lash. Hmm there's quite a lot to be said for action denial (prone). If you start with a Knockdown then usually the enemy won't get up again. CC is much more effective than pure dps in my opinion - and when it's paired with annihilation it's even better. Fighter's high ACC, combined with Disciplined Barrage leads to a lot of prone-crits with huge damage. This is the great sword I use most of the time. Rumbalt? It has two damage types, it causes prone on crit, it is annihilating (= +50% additional damage on crit). Good damage and great single ally ACC support at the same time.Īnd last but not least: the attack animation of estocs is a bit boring.īut what about a third option: Hours of St. Like a damage-oriented paladin with Coordinated Attacks for example. So I like to give the Blade to somebody who can somwhow use this enchantment. The more dmg mods you add the better for Tidefall - it's a lash after all - while the +5 flat damage of the Blade via DR bypass don't get "buffed" by anything. This becomes even more important if you get durgan steel. The other is the two damage types.Ĭrits are good for wounding - like you said it's based on the initial damage. That's one of the reasons I usually favour Tidefall over the Blade. Tidefall comes a lot earlier than the BotEP.
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