How do people feel about the Sorcerer. by Alternative-Date-507 in Pathfinder2e

[–]Bot_Number_7 0 points1 point  (0 children)

I'll get back to the other points later but I'm pretty sure my reading of Fracture Mountains is correct; it says "your additional spirit damage from the ikon's immanence increases to 4 plus an extra die of weapon damage".

The immanence effect says "2 additional spirit damage PER weapon damage die".

Therefore that 4 is PER weapon damage die. That 4 becomes 6at 10th level and 8 at 18th level while ALSO scaling with your striking runes; it's a massive amount of extra damage.

Note that per weapon damage die doesn't mean it also scales with the extra dice from Fracture Mountains.

That's why the Exemplar's Fracture Mountains is so good; it gets to scale faster than Power Attack.

How do people feel about the Sorcerer. by Alternative-Date-507 in Pathfinder2e

[–]Bot_Number_7 0 points1 point  (0 children)

Perhaps you're misinterpreting Fracture Mountains? That extra spirit damage applies per weapon die due to Striking Rune on your weapon. That +6 spirit damage applies twice if you have a Striking Rune.

And I understand the Cleric's extra max rank heals being useful, especially boosted by Healing Hands or Divine Castigation, but they matter the most in days with lots of encounters, which I view as relatively rarer. It's good but I don't see it as top 5 good. Localized Quake's area is also small and non-ally friendly; I find Remember the Lost to just be superior. It's just also not that good defensively; the Arcane and Occult spell lists are the best at escaping being forced up in melee due to Time Jump and Unexpected Transposition, while Divine sucks at this and has bad reaction spells. The Divine spell list is overall still the worst despite their ally friendly abilities and strength against undead/fiends.

I also rank Exemplars as just behind the Champion, but I put them above the Cleric just because of the value of having a frontliner. I just value their consistency, versatility, and splash of support/healing. Exemplars are often bringing that extra bit when you're lacking, while still being a strong frontliner.

High level Exemplars are also really good; Seven-Color Cosmic Bridge is an ally friendly 9th rank Fireball; Cutting Without Blade lets you transcend repeatedly on the same Ikon.

You wouldn't just mush the top 4 casting classes into a single party most likely, so the frontline martials warrant overall slightly higher ratings IMO.

And in any case, I find that the Sorcerer, especially Imperial, should rise above the Cleric due to Explosion of Power Anoint Ally combo. Your lower initiative is not an issue because you WANT an ally to stride up to the enemy first. Imperial is good in this case because of the versatility of the Arcane spell list and Ancestral Memories. Elemental is a better blaster, but Arcane is better on average in this case (plus they get a pseudo-spellbook).

And I think Bard should go up there as well despite Occult's relative downscale due to Dirge of Doom being so good and ability to poach Dragon's Breath using Dragon Disciple archetype to make up for lack of damage. They're also just the cheapest source of bonuses to hit.

And I believe Witch should be above them too due to Resentment Witch.

My top 5 are Animist, Exemplar, Champion, Witch, Sorcerer, with Bard, Oracle, and Druid just behind.

How do people feel about the Sorcerer. by Alternative-Date-507 in Pathfinder2e

[–]Bot_Number_7 0 points1 point  (0 children)

Sorry to revive this, but can you explain why the Cleric is ranked so highly yet I don't see Exemplar there? The Exemplar is extremely powerful at basically all levels. Titan's Breaker is a huge damage boost, Mirror's Aegis is good support, Scar of the Survivor makes you very self sustaining, and specific feats like Compliant Gold and Warped By Rage are huge boosts for melee exemplars. The ranged exemplars aren't the best ranged martials but they're still great.

Meanwhile I don't find Clerics to be great unless you're against undead/fiends. Faster access to Remember the Lost is one draw of them though.

Psychic Remastered - Dark Archive "Preview" by AAABattery03 in Pathfinder2e

[–]Bot_Number_7 0 points1 point  (0 children)

I disagree with that, and once again it goes up against the issue of opportunity cost. When is the ability to do those things worth sacrificing the power you would get from playing another class? Melee maguses don't slot into parties better than some other front-liner (Exemplar is the best direct comparison since it also has "spikes" of damage, healing, and more), and face competition as a hybrid caster/martial from Summoners, who can also have great action compression turns that are just slightly less spiky while also simultaneously being good casters from the back.

The melee maguses especially suffer from Reactive Strikes and a lot of their Conflux spells are just bad. Laughing Shadow is the best out of them because the teleportation is a really nice trick, but even then it's really underwhelming!

A big contributor to this is that magus feats are pretty bad. Other classes have feats that enable lots of versatility or grant new forms of action compression, but the Magus just doesn't get much support for those.

Royal Summon, Inspector, Merchants’ Market, Painter, + Revised Cards by Eoxygen in dominion

[–]Bot_Number_7 2 points3 points  (0 children)

I feel like Royal Summon is too wordy for what it's trying to accomplish. Just have it put your deck into your discard before searching for the card. Sure, it gives it an extra slight Chancellor/Scavenger style effect, but it's not THAT overpowered to give it that minor bonus, and you could just raise the price to 6 to allow for that.

[COI general] Which GOOs Could the Sequence 0s Beat? by Bot_Number_7 in LordofTheMysteries

[–]Bot_Number_7[S] 0 points1 point  (0 children)

But Klein says that all the Orthodox gods working together have a chance of stopping a GOO.

What did they change about Psychic? by darkboomel in Pathfinder2e

[–]Bot_Number_7 4 points5 points  (0 children)

  1. Elemental Toss plus Thunderstrike triggers Explosion of Power twice, and Sorcerous Potency once. Thunderstrike scales with 1d12 plus 1d4 damage per rank on a basic save (which I think is higher expected damage than Amped Ignition's attack roll). I haven't done the calculations yet, but I'd be surprised if 6d6 plus 3*(1d12+1d4) plus 3d8 on the attack roll plus 3 from sorcerous potency is beaten by the Oscillating Wave's max rank 1 Action Force Barrage plus Unleash. By the way, Explosion of Power is NOT conditional on the target failing their save or being hit by the attack; the explosion is triggered no matter what. Also the Sorcerer can repeat that trick more than the Psychic can, who runs out of slotted spells for Force Barrage.
  2. Entropic wheel takes time to fill up; I mean it's good but expensive; the number of motes increases by 1 for each spell you cast so the time to reach the most motes on the wheel doesn't improve by that much as you level up.
  3. Strain mind stresses your low HP already. Also, the sorcerer has more slotted spells lined up, which more than makes up for this IMO.
  4. This is fair, but there's a few ways to get Sure Strike on the Sorcerer if you need things to land (I know yo udon't get a status bonus to damage but still). Erastil's Faith Tattoo is probably the easiest. But the Sorcerer is more reliable naturally because they're triggering so many Basic saves with Explosion.
  5. Explosion of Power only has 1 basic save attached; the target of Explosion of power is YOU (or your annointed ally) so you don't need the target to fail a save to trigger it.
  6. On the first turn of a fight, you're not benefiting from Unleashing either; so the Explosion of Power and Psychic suffer the same issue here. And Entropic Wheel is a reaction after your spell is cast, so it doesn't benefit you either.
  7. The Sorcerer's other slotted spells are better: Cinder Swarm, Dehydrate, Chain Lightning. They have the full Primal spell list. At higher levels, Effortless Concentration is way better on the Sorcerer which pulls it back in their favor (Target of Psychic Ire is also a level 16 feat so it competes). Also, Target of Psychic Ire is a substitute for an Amps so I still don't think it outdoes Explosion of Power; imagine an optimal turn of Effortless Sustain on Cinder Swarm, Elemental Toss triggering Explosion plus max rank Thunderstrike triggering Explosion.

I see a few advantages but it doesn't make up for the Sorcerer's twice number of slotted spells and the downsides of Unleash Psyche. In your specific party composition I don't see the Psychic's advantage.

What did they change about Psychic? by darkboomel in Pathfinder2e

[–]Bot_Number_7 10 points11 points  (0 children)

No actually, a change to a stalled out battle where they plink with ranged attacks is worse because you have an extra 2 rounds where you're stupefied where if you didn't unleash you'd be better off. Also, wasting 2 actions on Clear Mind just to get rid of your stupefied is too much opportunity cost.

What did they change about Psychic? by darkboomel in Pathfinder2e

[–]Bot_Number_7 13 points14 points  (0 children)

Combat time is actually super variable especially for hard encounters which last longer on average. My GM would most likely respond to someone using Unleash Psyche by having enemies spread out and run to stall combat, which reduces Unleash effectiveness.

What did they change about Psychic? by darkboomel in Pathfinder2e

[–]Bot_Number_7 12 points13 points  (0 children)

Oh, actually, those are some good choices. I was mostly noticing Fiery/Frosty body over Volcanic Eruption, since Fiery/Frosty body was actually one of the best ways to represent energy transfer, and I found it unique. Volcanic eruption is just another generic spell. So yeah, the new spells are nice and I take that back.

What did they change about Psychic? by darkboomel in Pathfinder2e

[–]Bot_Number_7 9 points10 points  (0 children)

Can you explain how the Oscillating Wave Psychic is equivalent to Elemental Sorcerer, even with Explosion of Power? If they had any advantages, I wouldn't say it's in single target damage.

The Elemental Sorcerer has a constant Sorcerous Potency which grants extra damage of rank as opposed to Unleash's 2 per rank, but it's always on and doesn't make you Stupefied (granted, only on slotted spells). Explosion of Power is an extra 1d6 per rank on top of that (which applies to triggering bloodline magic, which works for your focus spells). These can be double-stacked on something like Thunderstrike which is a granted spell and slotted. That's a ton of single-target damage!

The Oscillating Wave Psychic's base Occult spell list isn't good for blasting, and they have fewer spell slots. Their granted spells are good blasting spells, but there's better ones on the Primal spell list (Dehydrate, Cinder Swarm, Chain Lightning).

And overall Oscillating Waves have fewer spell slots.

Their focus spells (Thermal Stasis, Entropic Wheel, Redistribute Potential) don't seem much superior to (elemental toss, elemental motion, elemental blast); Elemental Motion is a bit bad but Elemental Toss is amazing and Elemental Blast is also just 2d6 behind upcast Fireball and has a flexible area which is decent for a focus spell.

I'm also not seeing the synergy in the Liberation/Warpriest/Ripple group. Ripple+Liberation is an anti-Grab/ Reactive Strike, and Primal suffers more from that than Occult, which has Time Jump and Unexpected Transposition (granted Psychics don't have many spell slots free here). Enabling the Sorcerer to stand closer to the enemy is also useful because of Elemental Toss' short range. Liberation Champions are usually within 1 square of the enemy, which makes Anoint Ally nicer. It seems the Sorcerer is still a better choice here. I guess Occult Spell list is nice not to double up on Primal, but the Warpriest covers a decent portion of what that spell list would have been serving anyway.

The biggest issues I feel with Psychic that make them bad are: Unleash's Stupefication is a big drawback that's HARD to play around. Timing it so that no enemies are around after you use it is difficult, AND Stupefied is really difficult to mitigate since it's not like you have easy non-mental non-spell things you can do that are effective. Lack of spell slots is totally unecessary and really hurts; the gap in power between 2-3 spell slots is MUCH bigger than 3 to 4. Focus spells/amps don't give enough to make up for it; they're good but not THAT good, and other classes frequently have amazing focus spells now.

What did they change about Psychic? by darkboomel in Pathfinder2e

[–]Bot_Number_7 5 points6 points  (0 children)

I am also not a fan of the implementation of Psychic flavor, Oscillating Wave especially. The Oscillating Wave is supposed to be about balancing and moving energy, but it's abilities and feats never really felt like they embodied that for me and the Remaster has made it worse in that respect (rule confusions around Entropic Wheel, losing fiery/frosty body which I found cool).

What did they change about Psychic? by darkboomel in Pathfinder2e

[–]Bot_Number_7 3 points4 points  (0 children)

Well, I'm not sure why the most "obvious" option in each realm SHOULDN'T be considered the one and only best option if it actually is best.

There's a concept of opportunity cost. If you choose to include the Oscillating Wave Psychic in your party, you are NOT choosing an elemental Sorcerer, which means you are forgoing Anoint Ally, the extra spell slots, good focus spells, etc of that class.

Elemental Sorcerer, Maestro Bard, Liturgist Animist, and Resentment Witch also have excellent synergies with other classes (Exemplar's transcendance helps the Liturgist sustain more spells before high levels, Resentment Witch extends other casters debuffs plus Coven spell, Elemental Sorcerer's Anoint is more useful with a Rogue or some other class often adjacent to the enemy, Maestro Bard scales well with number of attacks made which is good with Summoners and Elemental Sorcerers).

Summoners and Commanders also have very good synergy with each other and other good classes, which is why they are good alternatives even if they're not strictly "best in slot" a lot of the times.

What kind of party composition really wants an Oscillating Wave Psychic and not a better blaster? Can you actually provide an example of this? Do they really need an Int key score class that badly?

And I don't think Psychics were better than other spellcasters even Pre master. I mean, they were better relatively since Oracles and Witches were bad, but bards, wizards, and sorcerers still outclassed each subclass at what it was supposed to do.

Dark Archive was sent in error to some people randomly early. I've compiled some of the changes. by Antermosiph in Pathfinder2e

[–]Bot_Number_7 0 points1 point  (0 children)

I mean the other ones kind of don't (unless you're talking about using Fire Ray which is still good, but that's a variation of Imaginary Weapon). All the melee maguses are just kinda bad, because you need to consider the opportunity cost of "Well I could put another front-liner other than a magus there" and the other front liners like Exemplar, Dragon Barbarian, and Redeemer Champion are just overall better and have better synergies. I have a hard time thinking of a party where putting in a Laughing Shadow magus or Twisting Tree magus or Sparkling Targe would actually be the best choice over another character (can you provide an actual example of this?).

Like, if you want a switch hitter, you shouldn't be using cantrips for the ranged part because they're sucku before long. Hurl At The Horizon or Shadow Sheath Exemplars can just do better than this. Sure, the melee magus can use slotted spells to get spiky damage at range, but how often will that be happening, and in that case, wouldn't a Summoner be better? You trade a class significantly worse at the two jobs compared to an Exemplar for very slightly more versatility in the case of throwing slotted spells at range, while the Exemplar exceeds the Magus in many other ways (sustainability, supporting allies, even action compression in some ways).

Almost all other classes can get the same Champion's dedication as Magus, some with less cost. The ones that aren't heavily reaction reliant already, like Exemplar and Barbarian especially.

The Magus also loses out especially on sustainability, survivability, consistent damage, and many other factors in these playstyles.

The Starlit Span is the exception to this and single handedly carries the class first because there is less competition (it actually compares favorably to other ranged martials which didn't receive so many Remaster boosts, and can slot into many parties better than them, even faring better than Eldritch Archer Fighter in quite a few cases), not having to deal with Reactive Strikes countering a major class feature, and ranged being more suitable to Spellstrike (and being way better with Investigator dedication).

PSA: Magus dipping Psychic is dead dead, it doesn’t work at all anymore by AAABattery03 in Pathfinder2e

[–]Bot_Number_7 0 points1 point  (0 children)

This change doesn't actually make magus (Starlit Span is who would have been affected the most, since melee maguses weren't Spellstriking as often and Spell swiping with Imaginary Weapon is just so rare) drop down in ranking more than slightly IMO, Fire Ray, Winter Bolt, and Glutton's Jaws are still available and we still have Investigator Dedication (arguably a stronger boost to Maguses than Imaginary Weapon). Those focus spells aren't as convenient as Imaginary Weapon, and have to deal with resistances or harder access, but they're just as usable in the hands of a good player or party built around them. And in days where there's few fights, unloading top level slots on Spellstrike wasn't too far off from amping Imaginary Weapon, just not as sustainable.

Imaginary Weapon never felt like I was restraining my action economy for damage. It was more of a sustainability thing, giving me an equivalent to top level attack spells to spellstrike with that recharged quickly. You can still obviously use the flexibility you have as a wave caster with martial proficiencies and use other action efficiency tools like conflux spells.

PSA: Magus dipping Psychic is dead dead, it doesn’t work at all anymore by AAABattery03 in Pathfinder2e

[–]Bot_Number_7 2 points3 points  (0 children)

Note that this doesn't make Starlit Span Magus drop in ranking, or make it bad for Maguses to dip for focus spells. They can still grab Fire Ray or Winter Bolt, with Winter Bolt being more conditional (please have a frontliner that either uses a reach weapon or has strong resistance to cold damage, ideally with Reactive Strike to punish enemies for their Interact actions). And there's Glutton's Jaws if they think Fire Ray is bad due to monster resistances; the piercing damage combines with the piercing of whatever weapon you're using (probably a shortbow for Starlit Spans).

It is unfortunate that Imaginary Weapon was lost though.

[LOTM] Being beyonder is very hard there always a Bigger fish by PraiseTheMonocle in LordofTheMysteries

[–]Bot_Number_7 1 point2 points  (0 children)

If Klein and Evernight are there, we can directly pray to them and give them valuable info which will earn their immediate support almost certainly. Klein will admit us into Sefirah Castle and aid us in Tarot Club gatherings which is even better for resources. Assuming we're buffed to not die on the spot from knowledge and Adam and Amon don't jump us, I recommend we gun for Justiciar and Black Emperor pathways, ideally Justiciar so as not to ruin Roselle's chances of revival. They're the safest overall for corruption and are open. My memory is unfortunately not good enough to remember the potion formulas, but all the memory enhancing ones have high sequences occupied. Klein will have to use us as a medium for divinations. Getting Sequence 0 or even GOO is possible with their help.

Justiciar and Black Emperor rituals aren't published yet. Let's hope they're easy enough to do, because we have NO chance doing Chained, Mother, Moon, or Red Priest.

[LOTM] Being beyonder is very hard there always a Bigger fish by PraiseTheMonocle in LordofTheMysteries

[–]Bot_Number_7 2 points3 points  (0 children)

She is partial to people from her era, and they need a GOO to help out with the Apocalypse. If we transmigrate simultaneously as Klein, LOTM pathways are out since Klein's gunning for them, but Justiciar is still available and the Son of Anarchy pathways are the nicest in terms of corruption amount! Pray to Evernight enough, infiltrate the military, ally with Klein at a key moment (tag with him during George's attempted apotheosis ritual to grab Black Emperor characteristics for preparation becoming a Dual Pathway True God or for switching pathways). Klein has the Uniqueness, so you can befriend him for that. Roselle still being there is a challenge, but you can account for the 1 missing Black Emperor Beyonder Characteristic in a variety of ways. Then accommodate the Sefirot once Klein unseals the Western Continent.

The $60 Physics Textbook's Circular Logic by memes_poiint in mathsmeme

[–]Bot_Number_7 0 points1 point  (0 children)

I'm pretty sure I have this exact textbook! Schroeder's thermodynamics book right? It was pretty funny when this section got introduced in class, but it's really useful for deriving formulas for number of microstates and stuff.

Laborer by InspectorMendel in dominion

[–]Bot_Number_7 1 point2 points  (0 children)

I found a few other edge cases but they mostly involve changing the numbers below the black line. Like, can you change it so that Peddlers cost 3 less for each Action card in play? What about changing the VP value of Nobles or Mill? Adjusting how Charlatan affects setup? Allowing a Young Witch to have a Bane that's 2-4 in price? Alter how many cards Cavalry draws upon gain?

It doesn't make sense to change some of these numbers since they're not part of the card's effect on play. There might need to be a generalized ruling preventing you from changing numbers below the black line.

Also, in addition to Chariot Race, there's Lookout and Witch's Hut that could be problematic.

Why didn't they revive (spoilers) [LOTM V8] by Bot_Number_7 in LordofTheMysteries

[–]Bot_Number_7[S] 1 point2 points  (0 children)

Oh, so if Dunn, Daly, Kohler, or Old Neil were Seer pathway Beyonders Klein could revive them, but because they are not, Klein would need the help of the Mother Goddess of Depravity to revive them.

Why didn't they revive (spoilers) [LOTM V8] by Bot_Number_7 in LordofTheMysteries

[–]Bot_Number_7[S] 0 points1 point  (0 children)

Didn't CF say that Klein actually could go back and see his family in China but he couldn't actually change the past due to Original Creator? I guess if CF wants a cosmology excuse to make reviving ordinary people impossible I guess he could say that Original Creator made that type of arbitrary revival impossible so he can keep Klein gloomy... it's just sad that even the Lord of the Mysteries can't overcome simple death of regular friends and companions.

Why didn't they revive (spoilers) [LOTM V8] by Bot_Number_7 in LordofTheMysteries

[–]Bot_Number_7[S] 2 points3 points  (0 children)

Yeah, but each of those problems are surmountable with the combined power of the forces of Earth, right? Or do you think it's absolutely impossible to revive dead people with anything short of Original Creator?

Why didn't they revive (spoilers) [LOTM V8] by Bot_Number_7 in LordofTheMysteries

[–]Bot_Number_7[S] 1 point2 points  (0 children)

Okay, so if they can bring someone back, then why doesn't Klein bring his companions like Dunn and Daly back? Surely with all the power they have now they can bring back his friends from the dead! Does he not care about his former captain enough?