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Pathfinder Pathfinder: Wrath of the Righteous - Enhanced Edition - now with A Dance of Masks epilogue DLC

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,024
Location
Belgrade, Removekebabland
The main benefit of Enduring Spells was undoubtedly convenience since rebuffing used to take forever.

Convenience and being able to free up some slots/casts for other Spells, since you won't have to re-buff between two rests (which you will have to do early-mid game in large locations if you play with absolute bare minimum resting, like I do). But yeah, other than that it's not very powerful.

Unless you hit Caster Level 25 and use Extend Metamagic. That way you hit the 5 minute (50 Rounds) duration mark needed to trigger Greater Enduring Spells for all those cool Round/Level buffs. 24-hour Haste sounds pretty good, as does 24-hour Greater Invisibility for easier Sneak Attacks, 24-hour double Geniekind for Elemental Barrage (or quadruple Geniekind for double Elemental Barrage) etc.


BubbleBuff mod solves that problem

I'll have to check this out, manually performing the same 15+ Buff rotation after every Rest is pretty tiresome after all this time.
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,383
Insert Title Here Pathfinder: Wrath
Yeah it looked good to me too then I looked closer. There's a lot of cool shit out there you can do instead. Taking your time makes a long game even longer, except I already cut out a massive chunk of drudgery with BubbleBuff so had some time to burn.

And TTT ups the 5-minute requirement to 10 so for me the whole rnd/lvl thing is moot regardless.
 

LannTheStupid

Товарищ
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Messages
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Location
Soviet Union
Pathfinder: Wrath
For me resting on locations is important if only for the companion quests to progress. Things like Valerie's buckle and almost the whole Octavia/Regongar/Main Hero romance line are done during on-location rests. I do not remember any of the interactions that require the MC decision happening on the world map.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,024
Location
Belgrade, Removekebabland
Speaking of Elemental Barrage, what's the best way to Proc it on every hit with a ranged character (like Lann)? Going Arcane Archer is obviously the easiest way to get 2 different Energy Types on your weapon, but I'm not sure a 5-level dip into AA is worth it because neither of the two archer-type companions seem like they would benefit from anything else that Class has to offer, other than Mirror Image I guess.

Those Abyssal Snipers or whatever they're called all carry Composite Longbows with an +1d6 Electricity Enchant on them, but I can't figure out how to add another Energy Type on top of that, other than with that child Dragon you can use as a belt item which provides +1d6 random Energy damage bonus per hit. Problem is, you get him pretty late, all the way during Chapter 5.

Firebrand gives the entire party +1d6 Fire damage per hit, but the problem is that it looks like the game considers that this damage is dealt by the character that cast the Spell, not the character that procs it, so it doesn't count towards Elemental Barrage.
 

The_Mask

Just like Yves, I chase tales.
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Joined
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Messages
5,904
Location
The land of ice and snow.
Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
I know this sounds extremely goofy, but I made a Stormwalker Ranger as my Angel, and I made it that everyone else procs a different element. You might try the same idea.

And just in case someone is interested in playing the class: it seems it's a pretty weak class, unless you *really* want the immunity to lightning.
BUT, as plusses: "Flash Step" does NOT count as "Teleportation". This, in turn, can give amazing roleplay opportunities provided you give your MC Stealth and Trickery, in places where Teleportation is prohibited *cough* fuck you Baphomet *cough*.
Of course, you'd want Urban, Abyssal, Underground and Desert for your Terrains.

This is also a note to Owlcat, if they're still reading this (probably not): if you had given this class the actual ability to manipulate the weather, as it should, it would instantly elevate it to an S-tier class, simply because of the synergies with other classes that use stormy weather. Not sure why you didn't implement that, but ok.







Can you imagine actually having an Angel that can... RAIN DOWN the wrath of Heaven? Why... who could possibly think of roleplaying such a thing? Makes NO SENSE what-so-ever... >.>
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
886
I'm at chapter 5, god I wanna bash my head against the wall with the crusader shit. Almost telling fuck it , deactivate put on ultra casual mode and just go do the missions.

The last boss of the dlc was pretty rad, even with his stat block bs, the knockback stuff and tactical nuking made it interesting
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
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Messages
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Insert Title Here Pathfinder: Wrath
Speaking of Elemental Barrage, what's the best way to Proc it on every hit with a ranged character (like Lann)? Going Arcane Archer is obviously the easiest way to get 2 different Energy Types on your weapon, but I'm not sure a 5-level dip into AA is worth it because neither of the two archer-type companions seem like they would benefit from anything else that Class has to offer, other than Mirror Image I guess.

Those Abyssal Snipers or whatever they're called all carry Composite Longbows with an +1d6 Electricity Enchant on them, but I can't figure out how to add another Energy Type on top of that, other than with that child Dragon you can use as a belt item which provides +1d6 random Energy damage bonus per hit. Problem is, you get him pretty late, all the way during Chapter 5.

Firebrand gives the entire party +1d6 Fire damage per hit, but the problem is that it looks like the game considers that this damage is dealt by the character that cast the Spell, not the character that procs it, so it doesn't count towards Elemental Barrage.
Lann already does a ton of damage with his growing dice if you keep him Enlarged/Legendary and use his Perfect Strikes and ton of attacks to get a bunch of crits. He's Haplo with a Bow. Cramming Barrage into every character is just not smart play for any number of reasons, first of which is that it takes a long time to scale up.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
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Messages
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Insert Title Here Pathfinder: Wrath
Lol, OC coders at it again:

Winter Witch Fail.jpg

Main point of Winter Witch is that it Hellfires your cold spells (turns them half unpreventable), but... the unpreventable half also turns off your Metamagic.

:hmmm:

Just unbelievable fail.

The DC and CL boost are in fact pretty solid and it doesn't cost you anything to take a base Witch into the Prestige so it would be better than it looks... if the main feature of the Prestige didn't massively nerf your damage.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
9,753
Location
Grand Chien
Speaking of Elemental Barrage, what's the best way to Proc it on every hit with a ranged character (like Lann)? Going Arcane Archer is obviously the easiest way to get 2 different Energy Types on your weapon, but I'm not sure a 5-level dip into AA is worth it because neither of the two archer-type companions seem like they would benefit from anything else that Class has to offer, other than Mirror Image I guess.

Those Abyssal Snipers or whatever they're called all carry Composite Longbows with an +1d6 Electricity Enchant on them, but I can't figure out how to add another Energy Type on top of that, other than with that child Dragon you can use as a belt item which provides +1d6 random Energy damage bonus per hit. Problem is, you get him pretty late, all the way during Chapter 5.

Firebrand gives the entire party +1d6 Fire damage per hit, but the problem is that it looks like the game considers that this damage is dealt by the character that cast the Spell, not the character that procs it, so it doesn't count towards Elemental Barrage.
The way I did it, because I also needed a character who could cast hexes for support, is using Spirit Hunter. Triple element weapon enhancement, then Stone spirit for acid.

It's not the most powerful archer though, more of a support archer

Also you need 11 levels minimum so it's not really something you can dip
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,024
Location
Belgrade, Removekebabland
Lann already does a ton of damage with his growing dice if you keep him Enlarged/Legendary and use his Perfect Strikes and ton of attacks to get a bunch of crits. He's Haplo with a Bow. Cramming Barrage into every character is just not smart play for any number of reasons, first of which is that it takes a long time to scale up.

It's not like it's a huge investment to make him a Barrage machine anyway. Shock Longbow + Greater Magic Weapon to boost the pitiful +1 Enchantment to +5 + that Dragon child thingy on his belt = +8-10d6 irresistible damage per hit (you do the math how much that is per round if he lands 6 or more attacks). He can still fish for massive Crits all day long with this setup, it doesn't take anything away from it. There is not a single other Mythic Ability you can pick for him (or any bow-user) that provides so much value. Cleaving Shots, Distracting Shots, they're all nice and good, but just can't compare to the Barrage (specially at higher Mythic Ranks and levels).

You're right that it comes online pretty late into the game for bow-users unless they're Arcane Archers, but there is objectively no valid reason to pick any other Mythic Ability at the end of Chapter 4 or the start of Chapter 5 for one bow user given how much value it provides compared to anything else you can pick.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,281
Pillars of Eternity 2: Deadfire
Lann already does a ton of damage with his growing dice if you keep him Enlarged/Legendary and use his Perfect Strikes and ton of attacks to get a bunch of crits. He's Haplo with a Bow. Cramming Barrage into every character is just not smart play for any number of reasons, first of which is that it takes a long time to scale up.

It's not like it's a huge investment to make him a Barrage machine anyway. Shock Longbow + Greater Magic Weapon to boost the pitiful +1 Enchantment to +5 + that Dragon child thingy on his belt = +8-10d6 irresistible damage per hit (you do the math how much that is per round if he lands 6 or more attacks). He can still fish for massive Crits all day long with this setup, it doesn't take anything away from it. There is not a single other Mythic Ability you can pick for him (or any bow-user) that provides so much value. Cleaving Shots, Distracting Shots, they're all nice and good, but just can't compare to the Barrage (specially at higher Mythic Ranks and levels).

You're right that it comes online pretty late into the game for bow-users unless they're Arcane Archers, but there is objectively no valid reason to pick any other Mythic Ability at the end of Chapter 4 or the start of Chapter 5 for one bow user given how much value it provides compared to anything else you can pick.

Sadly its supposed to be nerfed in a week, so...

I'm very curious about the scope of the nerf though. Rumors say about disabling Barrage on weapon attacks entirely.
Personally I think that'd be a bit harsh, Camelia's build relies on it, its a great benefit for shamans, warpriests (both would underperform without it IMO) and maguses.

I'd be fine with just fixing Geniekind which, as a Polymorph effect, definately should not stack with itself. In fact, it should not even stack with the Size buffs.
Or with limiting it to 1 proc per hit.
 

Cyberarmy

Love fool
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Joined
Feb 7, 2013
Messages
8,562
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Smyrna - Scalanouva
Divinity: Original Sin 2
Rumors say about disabling Barrage on weapon attacks entirely.

wtf...

Edit: I don't really get this thirst for balance single player games with nerfs like this. It's not like EB is really broken. You spend a mythic feat for it, it really shines after 4-6 mythic levels and need a proper setup to work effectively.
Meanwhile I can charge with a really badly built rider for +300 damage easly, every round, without spending any resources.
 
Last edited:

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,462
Rumors say about disabling Barrage on weapon attacks entirely.

wtf...

Edit: I don't really get this thirst for balance single player games with nerfs like this. It's not like EB is really broken. You spend a mythic feat for it, it really shines after 4-6 mythic levels and need a proper setup to work effectively.
Meanwhile I can charge with a really badly built rider for +300 damage easly, every round, without spending any resources.

Knowing Owlcat it will be nerfed so hard you might as well delete it.

Did they fix Cleaving Finish copying the attack, so are Vital Strike chain one-shots still in?
 

Haplo

Prophet
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Joined
Sep 14, 2016
Messages
6,281
Pillars of Eternity 2: Deadfire
Does EB proc on manyshot? Can't remember
It should, if the elemental bonuses are included in the weapon damage roll.
Rumors say about disabling Barrage on weapon attacks entirely.

wtf...

Edit: I don't really get this thirst for balance single player games with nerfs like this. It's not like EB is really broken. You spend a mythic feat for it, it really shines after 4-6 mythic levels and need a proper setup to work effectively.
Meanwhile I can charge with a really badly built rider for +300 damage easly, every round, without spending any resources.

Knowing Owlcat it will be nerfed so hard you might as well delete it.

Did they fix Cleaving Finish copying the attack, so are Vital Strike chain one-shots still in?
Not yet. Let's see about Enhanced Edition.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,610
Hecking photo mode, too??:bounce:

Honestly, the animal companion portrait thing was triggering my autism a bit so I'm glad to see that particular change. Other than that - a big, fat meh so far.
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
New patch:
Quests

  • After finishing the 3rd DLC in the integration mode, the quest was still active in the journal – fixed;
  • Your companions now arrive faster when you and Greybor confront Horzalah during his personal quest.


Areas

  • A mimic trader could appear on the ship earlier than it was supposed to – fixed;
  • Fixed a trap in the 3rd DLC integration mode to make it more comfortable to disarm;
  • Fixed an entry and an exit point on one of the 3rd DLC islands;
  • Fixed the lighting in the Scrubland by a Bend in the River;
  • Various fixed for the traps in the 3rd DLC;
  • Now it's possible to teleport to a balcony in the Alushinyrra house you visit during Woljif's quest.


Items

  • Robe of False Death used the wrong equipment slot (an armor slot instead of the shirt slot) – fixed;
  • Shadow bosses in the 3rd DLC now drop unique items instead of money.


Classes & Mechanics

  • Fixed the interaction of Boundless Healing with some spells;
  • It was possible to deal infinite amount of damage to your enemies, combining some items and abilities, such as Aspect of the Asp and Treacherous Flame – fixed;
  • Very strong versions of Elemental Pillars spawned on low tier Islands with Elemental Undertow. Resolution: the difficulty of Elemental Pillars now scales depending on the tier.


Visual

  • Fixed fog of war in the 3rd DLC dungeons, which obscured the view at the end of the stairs;
  • Fixed the way characters were holding Cold Iron Masterwork Heavy Mace.


Misс

  • Fixed the crash when trying to enter a specific island in the Treasure of the Midnight Isles DLC;
  • In some rare cases, Daeran simply refused to die – fixed;
  • In the Treasure of the Midnight Isles DLC, the Helmsman never cleared the deck from the dead bodies, even after inviting a new party on board – fixed, now he throws the bodies into Ishiar;
  • Skeletal Salesman now properly updates his assortment of goods;
  • Skipping a cutscene is no longer possible during Aeon's return into the past of Kenabres, as it was breaking the quest;
  • The party will be getting the XP for disarming traps in the Treasure of the Midnight Isles DLC now;
  • We've discovered that one of the overseer in charge of feeding our elite undead enemies in the 3rd DLC was feeding them too well, and they became too strong. Now that he has joined his former pets, we're happy to report that our undead fight like they were supposed to;
  • Wenduag's romance could sometimes break at the scene in the tavern – fixed;
  • When creating a new Monk companion in the 3rd DLC, they could appear underground and with a broken model – fixed;
  • Fixed the issue with the end of the turn taking too long in turn-based mode.

Fixes DLC3 traps and XP, nerfs DLC3 undead enemies and elemental pillars, and supposedly fixes the never-ending enemy turn bug in turn-based mode.
 

LannTheStupid

Товарищ
Patron
Joined
Nov 14, 2016
Messages
3,195
Location
Soviet Union
Pathfinder: Wrath
Obviously, Owlcat priorities are not with the build specialists.

The photo mode, dyeing armour and even the search bar are changes mostly for morons. And the damage breakdown will produce metric tons of bug reports where subtle interactions between different feats will not work or will not be reflected as expected.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,366
New patch:
Quests

  • After finishing the 3rd DLC in the integration mode, the quest was still active in the journal – fixed;
  • Your companions now arrive faster when you and Greybor confront Horzalah during his personal quest.


Areas

  • A mimic trader could appear on the ship earlier than it was supposed to – fixed;
  • Fixed a trap in the 3rd DLC integration mode to make it more comfortable to disarm;
  • Fixed an entry and an exit point on one of the 3rd DLC islands;
  • Fixed the lighting in the Scrubland by a Bend in the River;
  • Various fixed for the traps in the 3rd DLC;
  • Now it's possible to teleport to a balcony in the Alushinyrra house you visit during Woljif's quest.


Items

  • Robe of False Death used the wrong equipment slot (an armor slot instead of the shirt slot) – fixed;
  • Shadow bosses in the 3rd DLC now drop unique items instead of money.


Classes & Mechanics

  • Fixed the interaction of Boundless Healing with some spells;
  • It was possible to deal infinite amount of damage to your enemies, combining some items and abilities, such as Aspect of the Asp and Treacherous Flame – fixed;
  • Very strong versions of Elemental Pillars spawned on low tier Islands with Elemental Undertow. Resolution: the difficulty of Elemental Pillars now scales depending on the tier.


Visual

  • Fixed fog of war in the 3rd DLC dungeons, which obscured the view at the end of the stairs;
  • Fixed the way characters were holding Cold Iron Masterwork Heavy Mace.


Misс

  • Fixed the crash when trying to enter a specific island in the Treasure of the Midnight Isles DLC;
  • In some rare cases, Daeran simply refused to die – fixed;
  • In the Treasure of the Midnight Isles DLC, the Helmsman never cleared the deck from the dead bodies, even after inviting a new party on board – fixed, now he throws the bodies into Ishiar;
  • Skeletal Salesman now properly updates his assortment of goods;
  • Skipping a cutscene is no longer possible during Aeon's return into the past of Kenabres, as it was breaking the quest;
  • The party will be getting the XP for disarming traps in the Treasure of the Midnight Isles DLC now;
  • We've discovered that one of the overseer in charge of feeding our elite undead enemies in the 3rd DLC was feeding them too well, and they became too strong. Now that he has joined his former pets, we're happy to report that our undead fight like they were supposed to;
  • Wenduag's romance could sometimes break at the scene in the tavern – fixed;
  • When creating a new Monk companion in the 3rd DLC, they could appear underground and with a broken model – fixed;
  • Fixed the issue with the end of the turn taking too long in turn-based mode.

Fixes DLC3 traps and XP, nerfs DLC3 undead enemies and elemental pillars, and supposedly fixes the never-ending enemy turn bug in turn-based mode.
well lack of trap xp was irritating. This will be cool, especially for solo runs or only current party gets XP runs (or both).
Also
  • Shadow bosses in the 3rd DLC now drop unique items instead of money.
 

Daidre

Arcane
Joined
Jan 30, 2019
Messages
1,987
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
Guys, Barrage is gone, and with a whimper, undocumented in patch notes.

Well, what I am trying to say is that elemental weapon enchants no longer trigger divine damage from Elemental Barrage on weapon attacks. Noticed it in rogue-like, confirmed in umodded save with Eldritch Archer Magus.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,366
Guys, Barrage is gone, and with a whimper, undocumented in patch notes.

Well, what I am trying to say is that elemental weapon enchants no longer trigger divine damage from Elemental Barrage on weapon attacks. Noticed it in rogue-like, confirmed in umodded save with Eldritch Archer Magus.
so now it is only for spellcasters that specialized in two elements?
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,281
Pillars of Eternity 2: Deadfire
Guys, Barrage is gone, and with a whimper, undocumented in patch notes.

Well, what I am trying to say is that elemental weapon enchants no longer trigger divine damage from Elemental Barrage on weapon attacks. Noticed it in rogue-like, confirmed in umodded save with Eldritch Archer Magus.
That's sad. Oh well, I've read this would happen.
But hoped it might be a partial nerf, rather then axing it entirely.

Anyway, thank you for testing.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,281
Pillars of Eternity 2: Deadfire
Guys, Barrage is gone, and with a whimper, undocumented in patch notes.

Well, what I am trying to say is that elemental weapon enchants no longer trigger divine damage from Elemental Barrage on weapon attacks. Noticed it in rogue-like, confirmed in umodded save with Eldritch Archer Magus.
so now it is only for spellcasters that specialized in two elements?
I guess it might still be triggered by like the Cold aoe armor, maybe the acid aoe longsword, maybe, ironically, Geniekinds...
Things that pulse elemental damage or proc on hit - but are separate entries from the weapon attack.

Would be interesting to test, I guess.
 

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