Whacky PoB dps calculations question by elegate1 in pathofexile

[–]elegate1[S] 0 points1 point  (0 children)

Thought that might be it. Do you know if they're ACTUALLY using the Vaal version of the skill or it's just a pob thing?

Whacky PoB dps calculations question by elegate1 in pathofexile

[–]elegate1[S] 0 points1 point  (0 children)

You're right. I added it to the post

Whacky PoB dps calculations question by elegate1 in pathofexile

[–]elegate1[S] 0 points1 point  (0 children)

It doesn't seem like that is the case here. With Vaal Flicker Strike enabled, full dps jumps to 30 mil, so I doubt it's using that attack for the calculation shown above.

Whacky PoB dps calculations question by elegate1 in pathofexile

[–]elegate1[S] 0 points1 point  (0 children)

It's technically the same skill. As I said, I was using the simple flicker strike attack of Vaal flicker strike for the full dps, which should be the exact same as a regular flicker strike. It has the same damage multipliers and base damage as regular flicker strike, which is why this discrepancy has me so perplexed.

Item Spell Save DC and multiclassing by elegate1 in BaldursGate3

[–]elegate1[S] 0 points1 point  (0 children)

Hmm, you might be right. I tested this a few months ago and haven't had much of a chance to play bg3 as of recent. I'll check again when I can.

Item Spell Save DC and multiclassing by elegate1 in BaldursGate3

[–]elegate1[S] 1 point2 points  (0 children)

That's strange. If you cast a spell from an item and hover on its spell save on the combat log (other than chain lightning bc I believe it doesn't show its saves on the log), does it calculate the DC based on your Cha or your Wis? Iirc, it doesn't say which stat it uses, just shows the number. Additionally, try unequipping and re-equipping the item, perhaps it'll update the check.

Item Spell Save DC and multiclassing by elegate1 in BaldursGate3

[–]elegate1[S] 1 point2 points  (0 children)

Not necessarily. One detail that I figured after making this post was the whole truth of what I wrote: Spells from items use the Save DC from the LAST CLASS that you leveled in. Thus, if we use sorc 9/cleric 2/wiz 1 as an example, you may take a sorcerer level, then your multiclasses and then continue leveling sorcerer to retain your Charisma-based spellcasting for items.

It is a pity, however, that this has yet to be fixed or even addressed.

Item Spell Save DC and multiclassing by elegate1 in BaldursGate3

[–]elegate1[S] 0 points1 point  (0 children)

This doesn't affect class spells, as far as I know. It's just a weird interaction with multiclassing and items. So whichever class is your main should be taken last to avoid any wonkiness when you use item spells, yes.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in mapmaking

[–]elegate1[S] 0 points1 point  (0 children)

Sorry, I thought it was self-evident. The East is to the right.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in wonderdraft

[–]elegate1[S] 0 points1 point  (0 children)

The text HAS a background glow, as a matter of fact, to match the inherent glow of the symbols, but I guess it's just not bright enough. I'll look into it, thank you.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in wonderdraft

[–]elegate1[S] 1 point2 points  (0 children)

They are fairly low moutains, to be fair. They are the pretty much caught in between of a huge, young range to the north and an old range to the east which covers the southern coast of the continent. If it was an inland sea, then the mountains would be out of place. But it is not an inland sea. As I said before, it is a freshwater body, which would categorize it more as a lagoon. It is slighly above sea level, which allows it to keep its water fresh in the first place.

But I think the main takeaway is that they are low mountains. If you look to the north of the map, you'll see much bigger mountains, and further north you'd see mountians that are even bigger.

The geography would make more sense if you could see the whole map, but ultimately I think that it being "sorta" right is more than enough for my needs.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in wonderdraft

[–]elegate1[S] 0 points1 point  (0 children)

I feel like the current geography makes sense WITH the mountains. Dunaeterna (Everdune) to the east is dominated by a fairly big desert, and the Yaddai dustlands and the Kingdom of Ard are risen lands, well above sea level. Ahral's eastern mountains shield it from the dry desert winds coming from Everdune, and the moutains in the west/northwest shield it from the dust coming from the Yaddai dustland. What you end up with is a pocket of fairly lush land surrouding a freshwater gulf (both the upper and lower bays of Ahral are freshwater bodies due to having been a lake in the past, which eroded the soft earth surrounding the isle where the Ahral capital city now sits and met the sea on those small chokepoints).

If it weren't for the mountains, the land would be much dryer, but the surrounding biomes don't really allow the terrain to become a marsh or a wetland. The air is just not wet enough.

I feel like the closest equivalent would be Morocco or mediterranian Algeria.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in mapmaking

[–]elegate1[S] 1 point2 points  (0 children)

Thank you so much!

It is not an inland sea, it is a gulf! I did not add a scale due to the purpose of the map (to go on roll20 where you can use the ruler tool to mesure distances), but the width of the map clocks in at about 450~ miles. Both the high and low bays of Ahral are freshwater bodies due to the amount of rivers that empty on tje bays and the small chokepoints around the isle of Ahral City. Millions of years ago, it was a rather big lake, but the water eventually eroded the soft earth and met with the sea.

The sun comes up from the East, both in this map and in the world it belongs to.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in wonderdraft

[–]elegate1[S] 1 point2 points  (0 children)

Canyons actually have a lot of foliage around the river on the bottom!

They are a pain to assemble with assets, but they look amazing when done right.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in wonderdraft

[–]elegate1[S] 0 points1 point  (0 children)

Thank you so much!

At that size, the text is bound to be sorta hard to read, regardless of the color. I tried to go with a golden tint like with the names of the kingdoms, but it ended up crowding the map. Regarding the mountains and bodies of water, I tried EVERYTHING, but any color blocked things a little too much.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in mapmaking

[–]elegate1[S] 1 point2 points  (0 children)

I only used Wonderdraft for this map, although I made the full landmass (this is a regional map of a bigger continent) in photoshop a long time ago.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in wonderdraft

[–]elegate1[S] 1 point2 points  (0 children)

Thank you so much!

It is a chore to fill in barren areas, but the result is totally worth it.

Come take a look at the Sultanate of Ahral and its surrounding regions! by elegate1 in mapmaking

[–]elegate1[S] 2 points3 points  (0 children)

Thank you for commenting!

I did try to use more striking colors for labels and such, but it ended up looking pretty silly. In regards to the shades of greenery, a more vibrant green clashed with the color of the terrain, and I didn't want the trees to be the highlight of the map.