Shields Up boosts the resistances and the block chance of worn shields by a certain percentage of the allies around you.
I'm guessing the resistances buff applies to summons too but not the block chance?
But what about Skeleton Knight, since it technically carries a shield?
Also does Skeleton Knight have an innate block chance?
Group Details
TF#2 - Messenger
Players who have earned the Messenger title in The Foundation.
Member List
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Shields Up
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Legends
I'm a solo player and I haven't done any Legends before but I got a quest to kill Tremora.
How does it work exactly?
I've seen on the wiki that there are waves, so if I summon her is she spawned in addition to the waves or is it wave 1, wave 2 and so on and as the last one Tremora?
Are the waves timed (forcing you to kill a wave off within a limited time) or does the next one only spawn when the previous one has been completely killed?
Also, I need the kill for the quest, I'm pretty sure I can't solo her but if I can get a few hits in and somebody else kills her, does it still complete my quest? Even if I die in the process? -
RE: So I made a reagent calculator using ChatGPT.
Hi there, thanks for the effort you put in this.
I would like to use this, but I have no idea how. I'm horrible with anything IT related
Could you advise me how I can use this imbuement calculator? -
Summon Stats
Are summon stats capped like character stats are?
For instance critical chance is capped at 25% but my fire dragonling gets 27% crit from being summoned with 3 hunting proficiency and 71% spiritual power. Since I have 7 more proficiency to go it'll be even higher in the future. Is that extra a waste?
Same goes for accuracy, willpower and fortitude. Especially with dragonlings they surpass the cap.Also @Prometheus is there a possibility to see more in debt stats of summons such as critical rate, crit damage, physical/magical power, movement speed, armor penetration,... (basically all stats like for our characters)? If possible the base ones while they are unsummoned and then with proficiency bonusses added once they are summoned.
Thanks in advance
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Show Unarmed Damage/DPS in character screen
Currently, your damage and DPS are only shown in the tooltip of the weapon you're using. If you are unarmed, there's no way to see what your "weapon" damage and or DPS are.
Please add this feature somewhere to the character sheet.
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RE: Primal Form Buff
I've been working with Spoletta on possible bugs related to using Touches and Strikes at the same time while in Primal Form. I think they're handling the bug report (if not I'll post it separately).
Today I found out some new info that makes me think that when the "Primal Form claws count as any 1h weapon" part was added to the game, no one considered whether or not it was ok for Touches and Strikes to be used at the same time while in Primal Form. (Because it was actually impossible for them to be used together before.)
So yea, maybe this isn't a buff request, but rather, "please decide whether or not Primal Forms should be allowed to use a Touch ability as the same time as a Strike ability." (My opinion is still that it should be allowed. It's a good buff for unarmed and Primal Forms.)
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Enduring II Talent is Lackluster
TLDR: Even with max possible investment in Health Regeneration (which is not realistic, see below), you get ~25 health Regen from 4x Enduring II. In anything realistic, you get 3-5 health regen from 4x Enduring II. Please improve Enduring II. END TLDR
Available Health Regen:
Base: 5
Iridra: 5
STR: (25) 0.5/STR
Enduring I: (4) 2 per point
T3 Health Regen Imbue: (4) 4.5
Arboreal Dragon Leather (set): 10
Potion of Vitality: 3
Verdant Regrowth: 60 (I don't know if Endrance II even effects this)
Iridra Primal Bonus: 200 (I don't know if Endrance II even effects this)Enduring II: (4) 2% per point
- If you combined all of those at once (which you can't), you would have ~320 Health Regen and 4x Enduring II would give you ~25 health regen.
- If you dropped Iridra Primal Bonus you would have ~120 health regen and 4x Enduring II would give you 9.6 health regen.
- If you then dropped Verdant Regrowth you would have ~60 health regen and 4x Enduring II would give you 4.8 health regen.
- If you were a basic Human with 20 STR, 4x T3 imbues, 4x Enduring, and a Poition of Vitality you would have ~39 Health Regen and 4x Enduring II would give you ~3 health regen.
Realistically, a single point in Enduring II gives you 0.5 to 1 health regen. That is 50% to 75% worse than what you get from Enduring I.
I don't know if the fix would be to up the % or just make them a flat bonus, but currently they're pretty terrible.
Even for a build that is maxing out STR, this talent is very bad. (I mention this specifically because the usual pattern of the 2nd tier of talents is meant to be more effective if you'd actually invested into the base stat.)
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RE: QOL & Engine Update & More Free Play
@Prometheus Will this update include the housing changes? The new blueprints?
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QOL & Engine Update & More Free Play
Hi all,
the big Quality of Life update that was promised is coming tomorrow - i.e.Tuesday, September 3, at 10am UTC!
Together with that, we've completed the update to Unity 2022!
Enjoy!
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RE: Not A Guide: Summoner
Today, 31 AUG, I finally got around (remembered) to check to see if the original set of summons got any changes when the new ones were added. They did. Almost all of the original set got 50 to 150 buffs to various resistances (a few did get minor nerfs to resistances). These were mostly in the various magic resistances making them all a bit tankier than they were when this Not a Guide was first written.
The most notable buffs were probably given to the various Primelings which should tank a lot better than before - especially magical damage. (These also got a big HP buff.)
I'm not going to go back through and update this Not a Guide with these new stats because these kinds of rebalancing changes can happen often and it's a lot of work to retest and the update all of the posts. The big thing to know is that most of the summons I talked about will be tankier.