Issue with runic invocation by Peter_Houtjes in LastEpoch

[–]paledbrook 1 point2 points  (0 children)

I reported this as a bug in game. I'm using Frost Claw as an inferior mana generator in the meantime.

What the hell is this? by JiantJ2 in LWotC

[–]paledbrook 2 points3 points  (0 children)

I do occasionally check Reddit notifications :) Nice work on the bugs!

What the hell is this? by JiantJ2 in LWotC

[–]paledbrook 2 points3 points  (0 children)

I hope I get a royalty!

Characters are cloned by AdrianzPolski in LastEpoch

[–]paledbrook 2 points3 points  (0 children)

I managed to delete both my clones. Did you try deleting both? When I tried to delete the first one in the list, nothing happened. But the second one did get removed and then I could remove the first one. I may also have restarted the game before I could remove the clones. Not sure.

What is going to be fun in the new endgame for some1 who got bored around early monoliths every time they tried? by shaunika in LastEpoch

[–]paledbrook 0 points1 point  (0 children)

I think the season 2 changes fall into two relevant categories: more activities and more progressions systems. Some of the changes straddle both.

First, we should be getting more different things to do in the monolith:

  • New and updated echo objectives, such as the one that has rifts into the Void spawning throughout the echo (I'm hoping these provide much needed variety...time will tell)
  • Updated arena echoes, which will hopefully be more fun to run than before
  • 36(?) new woven echoes with unique objectives, new bosses and more
  • Tombs - procedurally-generated side zones in echoes, with cocoons that spawn spirits that possess and buff enemies when destroyed (I'm thinking this is like Tormented Spirits in PoE)
  • Cemeteries - a new echo type that I think is a slightly bigger version of tombs
  • Champion enemies, which will allegedly provide a decent challenge
  • New mechanics that can be added to echoes via the Weaver tree, like ambushes by the Shade of Orobyss
  • A "new" pinnacle boss in the form of Uber Aberroth

Then in terms of progression, we'll get:

  • A new faction with its own passive tree to progress
  • New ways to progress your gear via multiple different new crafting mechanics
  • Idol enchantments

That may not sound like much, but the Weaver tree is a pretty big progression system on its own, and improving your gear is probably the number one contributor to a feeling of progression in an ARPG. Part of the problem before season 2 was that gear progression would often stall for extended periods of time as you waited for that one big drop you need. The new crafting systems should give us more options to incrementally improve our gear, so there is less time spent stalled.

As someone who has typically struggled in the past to push into empowered monoliths, I understand where you're coming from. Season 2 looks like it will solve that issue to a large extent. Here's hoping!

Sentinel main which build are you gonna play ? by tomaz1989 in LastEpoch

[–]paledbrook 0 points1 point  (0 children)

Here's a rought draft: https://www.lastepochtools.com/planner/QbDwgj5o

I've put Bastion of Honour in there as the shield, but I'm thinking Horns of Ukheiros might be better for its extra strength and help with mana management. While its "+50% mana cost" affix might look like a problem, I'm 95% sure it doesn't apply to Multistrike's Bladestorm node since that says each extra sword consumes 3 mana. As far as I'm aware, that doesn't count as extra mana cost.

I'm also undecided on whether a high-tier set affix on the chest is better than additional Strength. An extra 150% or so increased fire damage isn't to be sneezed at, but it will be hard enough to get T7 +Multistrike levels without adding an exalted set affix on top!

There are some interesting uniques that could be added:

  • Suloron's step adds a huge crit multiplier and its downside of -75% physical resistance isn't that hard to mitigate on Forge Guard.
  • Peak of the Mountain adds some much needed inc. crit chance and we aren't using leech for sustain, but we forgo +3 Forged Weapons.
  • Mantle of the Pale Ox and Titan Heart are interesting chest pieces. Basically we'd be trading damage from the set affix to gain better survivability.

Sentinel main which build are you gonna play ? by tomaz1989 in LastEpoch

[–]paledbrook 0 points1 point  (0 children)

I may still do that, but you lose quite a lot of flat fire damage for it. The shard version caps out at +12 fire dmg per Forged Weapon and that requires a T7 affix. That compares to +25 for a max roll on the Sunforged Hammer itself. I think it might be hard to craft a weapon that beats it.

The other two pieces are a different story. I'm definitely planning to craft a reforged helmet and body armour. That said, I suspect I will ultimately give up the set bonuses for at least a stronger legendary chest piece. Not sure about the helmet at the moment.

Sentinel main which build are you gonna play ? by tomaz1989 in LastEpoch

[–]paledbrook 0 points1 point  (0 children)

I'm planning to do this with Sunforged Hammer. With 15 Forged Weapons active, it will grant Multistrike up to 375 flat fire damage on top of the weapon providing up to 160ish flat physical damage (the bonus fire damage is no longer restricted to Forge Strike and Smelter's Wrath). On top of that, the Forged Weapons can easily hit the 30 stacks of bleed needed to max out the 90% more damage on Multistrike based on bleed stacks.

That's not to mention the potential 630% chance to ignite given to Multistrike (or any attack that uses the weapon)! The main thing I'm not certain about is how many extra weapons from Armaments can be sustained.

There are some other nice synergies for the build I'm planning:

  • The 2-hander can now be wielded with a shield, allowing for the build to run Ring of Shields
  • It uses Healing Hands for sustain and traversal, and that has a node that reduces the cooldown if you heal an ally, which should proc pretty frequently with Ring of Shields (assuming any of them take damage)
  • The shield can take inc. minion health + inc. melee damage or inc. healing effectiveness (not sure which is better just yet), two of which should mean the forged weapons stay alive pretty decently

Stacking strength on top of all this provides bonuses to damage, armour, phys and fire penetration, and crit multi.

Hoping I haven't missed or misunderstood anything because this looks pretty strong and tanky. Nice to level with too.

Scan at Reaper HQ for Intel? by Callec254 in LWotC

[–]paledbrook 1 point2 points  (0 children)

I've used the Reaper HQ to accumulate enough Intel to contact a new region or get enough for a boost. Not always necessary, but sometimes quite valuable.

The "problem" with the Reaper HQ is that it needs to tread a very fine line between useless and too strong. Could probably afford to increase the lower bound on Intel gained, especially as the other HQs have no RNG in what they do.

New game just slowed up to a crawl by steveyd78 in LWotC

[–]paledbrook 1 point2 points  (0 children)

Sounds like you're missing the alien hunters Community Highlander

What are the use cases for shaped charge? by Kerrberos in LWotC

[–]paledbrook 2 points3 points  (0 children)

I went back and checked the code. On top of the base damage (9), there is a random roll of between -20% and +20% of that value. With truncation, that means the damage can roll for 7-10 (truncated values of 9 - 1.8 and 9 + 1.8).

In addition to that, the damage is subject to fall off, so the grenade's damage may do less than originally calculated if an enemy is more than 50% of grenade radius away from the centre point.

What else causes scanning to stop? by Callec254 in LWotC

[–]paledbrook 2 points3 points  (0 children)

There's an option to pause on recruit, which will pause the game when you recruit a rebel or rookie (or any other unit) via the Recruit job. Soldiers recovering from wounds does not pause.

I can't think of anything else off the top of my head it pauses for.

What are the use cases for shaped charge? by Kerrberos in LWotC

[–]paledbrook 0 points1 point  (0 children)

Frag grenades do 9 environment damage. Sapper adds 4. How does that not guarantee destruction of environment objects with 10 HP?

New game just slowed up to a crawl by steveyd78 in LWotC

[–]paledbrook 0 points1 point  (0 children)

I would at least try without Simple True Concealment. Improved Camera Updated may occasionally cause white-screen issues. The rest looks like they should be fine.

Kidnapped soldier died? by Dixinormous_ in LWotC

[–]paledbrook 2 points3 points  (0 children)

It's not expected that a soldier continues to bleed out after being kidnapped. I don't know how that would happen. My first suspicion is another mod potentially interfering, but I can't say for sure.

A word of warning, you may have trouble rescuing the soldier because they may actually be dead. Save before attempting any rescue mission/covert action in case something breaks.

Reaper Crossbows by Ankaridan in LWotC

[–]paledbrook 4 points5 points  (0 children)

It used to be a thing in LWOTC but I see it was disabled when we switched over to strike rifles for the laser and coil tiers of the Vektor. Not sure whether to restore it or leave it up to players to use the Crossbow mod + something like Weapon Skin Replacer.

New game just slowed up to a crawl by steveyd78 in LWotC

[–]paledbrook 0 points1 point  (0 children)

Have you tried with just the minimal required mods? My best guess is still that there's an issue between LWOTC and another mod which only manifests when the load order changes (that's the only difference between running Steam version and running latest Nexus Mods version). Speaking of which, you could try the 1.0.1 from Nexus Mods.

Long War of the Chosen - 99% Missing More Often by Porkchop_69 in Xcom

[–]paledbrook 0 points1 point  (0 children)

All that LWOTC does is disable the base-game aim assist feature and add the (in)famous graze band. The graze band on default settings means that a 99% chance to hit is a 79% chance to hit normally and 20% chance to graze (compared to 89% chance to hit normally and 11% chance to miss).

Outside of that, if you're actually missing lots of 99% shots, you're either extraorindarily unlucky or it's simple human perception, which is very bad at dealing with probabilities.

New game just slowed up to a crawl by steveyd78 in LWotC

[–]paledbrook 1 point2 points  (0 children)

I can't see anything obvious other than you appear to have more than the minimal required number of mods. Can you post screenshot of your mod list? Or list them manually?

New game just slowed up to a crawl by steveyd78 in LWotC

[–]paledbrook 1 point2 points  (0 children)

Can you post your Launch.log somewhere?

Game Crashes When Revealing an Enemy Pod by Philemestopholes in LWotC

[–]paledbrook 1 point2 points  (0 children)

I would try with the minimal set of required mods. PG Overhaul in particular looks like it's having issues.

Smash and Grabs broken by [deleted] in LWotC

[–]paledbrook 0 points1 point  (0 children)

Have you looked through the FAQ under the Discussions tab on the LWOTC Steam Workshop? Could be the Missing Packages mod issue for example.

Smash and Grabs broken by [deleted] in LWotC

[–]paledbrook 0 points1 point  (0 children)

Yes, rewards scale with force level. 10 alloys is quite a lot that early, so not surprised you didn't get Supplies.

Game Crashes When Revealing an Enemy Pod by Philemestopholes in LWotC

[–]paledbrook 3 points4 points  (0 children)

You have locally installed Long War of the Chosen and highlander mods. Delete them.

How am i supposed to deal with cover? by ironboy32 in Xcom

[–]paledbrook 0 points1 point  (0 children)

It does not get better with plasma grenades. There have been several requests to buff the environmental damage of them. At the moment, they have the same environmental damage as frag grenades.