Rangers specializing with either any gun or the Arbalest itself should favor Penetration over Critical Damage. You typically want Armor reduction from some supporting source if you decide to specialize for Penetration as a damage enhancer. Lastly, Penetration provides consistent results if you build towards it, and most melee types can benefit with decently enough Accuracy. After that, comes Modals that apply a direct Damage Bonus, but those work best for melee-range specialists not for characters multiclassed as a spell caster. ![]() One major difference as compared to Pillars of Eternity is the introduction of Penetration as a counter to armor value in combat. ![]() As before, there are no class or race restrictions on weapons use. Picking the right tool for the job is a large part of defeating enemies you come across in your journeys. Of course, each weapon (and shield, since they're coded as off-hand weapons) also has its own, unique tactical niche: Daggers deal low damage, but attack fast, pikes are slow, but have increased reach. You only won't have access to that weapon's modal ability. Note that there is no penalty for using a weapon your character is not proficient in. These are granted by weapon proficiencies chosen at level-up or character creation. As usual, weapons are your primary method of aggressively negotiating with other denizens of the Archipelago (the other being your sharp wit), but added modal abilities to each weapon type allow you to further refine your playstyle. Weapons in Pillars of Eternity II: Deadfire build on the mechanics introduced in Pillars of Eternity, introducing a number of wrinkles to the formula. This is totally true if you run with a party, only reason to run around is if you solo and don't have high damage output.This article is about weapons in Pillars of Eternity II: Deadfire. For weapons in Pillars of Eternity and expansions, see Weapons. Where the AI has an *unfair* advantage is that it can precisely calculate engagement zones and so dance around our characters whilst we get penalised for a 1 pixel error as you point out. You do not turn you back on an enemy in a fight (certain martial arts moves excepted), I understand your reasoning but do not agree with it. I should be free to move around as I please, which I probably wouldn't do that much anyway because I prefer to solve my problems through violence (i.e. Punishing it further makes absolutely no sense, especially when a disengagement attack triggers whenever my characters move one pixel to the left or to the right. Or, to be more precise, the cost of moving is the DPS I'm not causing to my enemy because I'm busy moving around instead. In this context, it makes sense to grant an attack of opportunity against a character who leaves melee range, so that they are discouraged from fleeing melee range before the attacker can attack at least once. This chase could go on forever, and I could never get any attacks through. In TB, I could spend my every "action point" (or however they're called in the system in used) to get within melee range of you, just to see you spend your turn walking away from me. I don't see what difference RTwP or TB makes Does the AI look at both deflection and DR when targeting the most vulnerable? Or can I skimp on DR. Well yes, on PotD I would make sure my backline has enough deflection + DR so the added deflection becomes more meaningful. You can even feel the difference when you put them in hide armor and put on a ring of deflection. ![]() Doesn't have to be superthick armor or a 100 deflection. It's enough to give your backline a bit of DR and deflection (without wasting a precious ability point of the figher) and they don't get rushed anymore. Another approach is to not use glass cannons. So, best is to not rely on a single tank but build a solid frontline instead - and even then you will have to watch out. Enemies have too many hitpoints to stop them with one Disengagement Attack - even if you're specced for damage it will not be enough to stop any enemy that rushes past you. If you're not so squishy you can stand a few slaps on your own.ĭefender was nerfed to uselessness because engangement - as you said - is nothing that you can build on. If you're a supersquishy then +10 deflection will do not much for you. I would say both abilites are pretty worthless.
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