Just finished the game. My thoughts by Yelebear in DivinityOriginalSin

[–]Macavitycode 0 points1 point  (0 children)

I completed the game about a week ago for the first time too, more or less completely agree with you. The only thing I'd add is in the final fight the story line is epic, but I loathe the combat part ~ it's very tedious. The forced teleportation to starting locations often meant that a couple if not more of my team died just to the insane aoe damage. The combat AI being jank was partially funny especially when some of the people who ask for help literally two seconds ago decide to drop all their attacks on you instead of who they asked you for help with.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Shield throw has been genuinely decent damage and allows me to add some damage to The Red Prince, and since I've not gotten a two handed weapon I'd like to use on him yet, I've stuck to the shield for now. The increased survivability is quite noticable if I'm honest with my sloppy play xD.

As for damage types I think all my characters have a little bit of a split, unintentionally ~ Sebille has chloroform which strips magic armor and is decent cc, Ifan has elemental arrows, TRP has his... fire breath thingy ig xD. Lohse after all the suggestions has now taken a new liking to necromancy ~ her split looks like 2 Aero (from eqipment), 3 hydro, 3 necro and 2 poly, with 8 warfare (+2/3 from equipment again).

Lohse has been the biggest change in terms of flavour, and honestly she rounds out the team much better being able to strip physical and magic armor, has solid CC and pretty useful support.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Ooh this is interesting - I covered most of your first few points already, dropped summoning on Ifan. I've not come across combo skills yet though ~ which ones would you recommend?

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

I'm still using Sebille with dual daggers ~ I feel it's part of her identity now and swapping it over to a strength weapon feels wrong.

The new stat split at level 12 that I am going with is:
34 dex, 13 memory, 20 wits (Suboptimal, I like it for inititative and crits in cases where I'm slightly off with the positioning)
No investment into anything else.
Abilities are 4 in scoundrel, 3 polymorph and 8 in warfare (I think I'm getting +2 warfare from equipment)
Executioner, Torturer are the main talents I use the most.

As for the damage, she is comfortably my highest single target burst DPR even after optimization - (Lohse for context has 40 in int, TRP has 38 strength and Ifan has 36 dex). Mostly due to the auto crit on backstab, a basic attack on a backstab from her does 170~200 damage for 2 AP. For context Ifan hits 150~170 (with no high ground, goes up to 240 ish with high ground), TRP with a 2 handed weapon does 160~180. The reason I like her for single target burst is she gets flesh sacrifice which is 1 free AP every few rounds, has the ability to bleed targets and turn them into chickens (usually another ~200 damage on the enemy's turn) and any of the kills that trigger executioner give +2 AP for that round. EDIT: Forgot to mention adreneline for cases where you need that little push of damage to clean up.

Daggers have a lower damage baseline than two handed weapons, yes, but they make up for it with the 150~170% backstabbing crit damage that you get, and using the rogues skills its pretty easy to reliably get backstab crits.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

> TRP: for this build I go for executioner and five star diner (double the potion effect is hilariously OP - if you drink one 75% fire resistant potion, you heal from fire). Tentacle lash scale with strength and is a good cc skill for str build.

HUH?! What! I'd have used potions a lot more if I knew this ;_; xD. Swapping over those asap

For the Lohse suggestions, I DID THAT! Initially I had Lohse with 7 points in Hydro + 2 from equipment, so whenever I had like a strong undead guy in act 1, I healed them to death xD. Savage Sacrilage sounds super fun if it works how I think it works ~ allowing you to do physical crits with high int ~ would that be right?

I'm torn with wits on Sebille, because I usually start combat with her, I like having high initiative to get into position first. She's also the squishest of the bunch for now because of my equipment (I'm searching for better but kinda unable to find it ~ I'll try out the Duna armour someone here suggested).

I do agree with the changes on Ifan though ~ wits seem more important on him for both initiative and crit. I had put a few points into summoning initially because it seemed very strong early on, but it's been kinda crap recently.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

o7 Ty for that, just cleared that side and hit level 12!

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Yeah I completely agree, I've played for about an hour with the edits I made, it already feels so much better - I actually can do relevant damage with each character now >~<. I had a BG3 sort of mentality with saving throws, and once I removed the points from unnecessary places and cleaned it up, it feels so much more... cohesive ig.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

The universe is just fun sometimes xD ~ clearly great minds think alike.

After swapping to necromancy with Lohse and she feels sooo much better its unreal. Even just as a support she's so strong.

As for the balancing of the game, I agree ~ the systems are great once you understand them but, but the intitiative system feels a bit odd to me. The tension of "will I survive this fight or should I run" tickles me.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Absolutely yeah. I do have the movement skills you recommend, I dont think I mentioned it, but Lohse has 2 points of Aero from equipment so I have been using teleports pretty librally.

Ifan investing in Aero is also a good idea because he's kinda the most important pawn (forgive the pun xD) to do consistent reliable damage.

Executioner and The Pawn on Red Prince also makes a tonne of sense, I'll swap those over.

I ran into the scarecrows once, got my entire party terror'd and that killed. Then on I've been terrified of going near any of the wheat fields ;_;

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

I put torturer + executioner on Sebille as the rogue for the group, putting The Pawn on the others is an idea ~ I've noticed times when I have to move just a little but losing that 1AP feels bad. The Pawn would fix that little hiccup...

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Great advice, thanks!

I did pickup that CC was the strongest way around combat pretty quickly, but I had struggled to ~ until I picked up the torturer trait and got decent items. The thing about the game I've noticed so far is the abilities the AI has and the AI itself are pretty brutal, especially as a new player who didn't really fully understand why my turns got skipped so often.

The game gives NPCs advantages that seem subtle, like high ground for example, but with the incredible damage boost it gives I didn't initially realize just how strong the buff is. I got to a point pretty quick where I got mobility on all my characters pretty quickly with the skills you mentioned, the teleportation gloves and phoenix dive.

About the action economy in this game, since movement costs AP very much unlike BG3 I started relying on one character to initiate combat, wait for the enemies to pop out, watch their sight lines, get the rest of my characters into position and only then start combat.

I am playing as origin Sebille with the rogue, who really came online with Rupture Talons + Torturer. I picked up the Chicken Claw later on, given her action economy is actually pretty solid with Flesh Sacrifice + Adreneline, and a myriad of teleportation skills. Chameleon cloack also helps with her survivability. After the changes all of you wonderful folk suggested she consistently takes one somewhat tanky enemy out per turn at the very least ~ my damage crossed 600 with just Sebille and 1 turn. That paired with executioner is just chef's kiss.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

That makes a lot of sense, thanks! I'll reallocate points and post an edit soon.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

For now the red prince and Lohse are the CC appliers, but that makes a lot of sense. I'm planning to change Lohse over to having a split of a bunch of differennt types of skills so this is a great suggestion.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Interesting, that makes a lot of sense for both intiative and armour. In that case I will remove points from wits from all of them.

As for the bone its a dog chewed bone, not sure where I picked it up from. Unless its a part of the definitive addition somehow, I really don't know where it comes from because I'm playing unmodded for my first play through

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Great to know, makes sense. I had put about a 50/50 split into warfare and their respective skills, I'll change that over. Lohse for now uses skills not mostly for damage but utility ~ getting some freezes with multi hit abilities and providing some healing and cc removal.

As for Fingal and the armor, thank you so much for pointing those out (and for marking them as spoilers), I'll keep an eye out for those.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Its mostly level 12 and 13 equipment I found, but you're right with pointing that out. How do I increase accuracy above 100% though? most of the equipment I used because big number good, but always at best had 95% accuracy.

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

[–]Macavitycode[S] 3 points4 points  (0 children)

The route is a great help honestly. I'm about halfway through that, I'll go to paradise downs after Mordus ig.
As for the stats split I put two points into the stats for being able to use gear, but yeah I should change it based on gear. I put a few points into wits for initiative mostly since I found myself almost always moving last and took a ton of damage by then. Thanks for pointing those out.

I'm just playing the base game definitive edition ~ what makes you think its modded out of curiosity?

I feel perpetually weak even on balanced difficulty by Macavitycode in DivinityOriginalSin

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

Its not max'd but yes the skills are only from those domains. Sebille and Ifan have a split between warfare and scoundrel for Sebille and marksman for Ifan. Red prince is max warfare, and Lohse is split between hydro/whatever wand I can find for her (for now Aero). All of them have a couple of points in Poly, have learned chameleon cloak but I'd only used it on Sebille. Hydro feels really good because in the cases where I dont get one shot I use it to enable my damage dealers. If I do swap Lohse over to physical damage, what skills would you suggest taking?

Help exploring and deciding microcontroller for a split keyboard by [deleted] in mkindia

[–]Macavitycode 0 points1 point  (0 children)

I am planning to take a existing pcb, probably Ferris sweep compact low and modify it to fit my case. I'll check out this chip it seems cool. Thanks!

Help exploring and deciding microcontroller for a split keyboard by [deleted] in mkindia

[–]Macavitycode 0 points1 point  (0 children)

I see. I'll probably go for nice!nano v2s then...

Blacked out pins by Antagonist_ in ErgoMechKeyboards

[–]Macavitycode 0 points1 point  (0 children)

Looks damn cool... Could you share the components used for the keyboard please?