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In fact, all Casters + Monk require high INT. ->18+ (ideally 21+)
-> Even Barbarian benefits from 15+ INT, but you can get it from buffs
Some advice on CON: in this game it´s better to win fast than go into attrition fights
-> 16-18 CON is wasted unless it´s your non-caster TANK.
Usually AoE-debuffs + Deflection ..combined with medium/heavy Armor are the way to tank groups without wipe
Glad you enjoy the game and I suggest to read this..
https://steamcommunity.com/sharedfiles/filedetails/?id=2581749394
Imho, second Playthrough onwards is more enjoyable, because you accumulated enough points to make use of Berath´s Blessing (+2 all stats) and other benefits
Intelligence does not affect spell damage.
Intelligence affects duration and area of effect.
Spell damage is based off power level (basically your level) and might. Might affects all damage across the board.
Im playing on hard and con was necessary to take some hits as Im going for a melee cypher. Went with 3 healers and serafen as a barbarian.
Luckily ciphers in general don't benefit hugely from might or more damage, as opposed to other classes. Intelligence is way more important because ciphers are mostly crowd control with buffs and debuffs, and aren't hugely damage centric.
Even wizards who are about damage don't require a high might, because of the aoe they are doing and amount they are blasting off. Again better to have intelligence than might
And perception is the king of all stats. Doesn't matter how much damage you do if you miss or graze all the time. Perception increases your hit chance, your Crit chance, and your overall dps as a result. Even spells hit and Crit based on perception.
An evoker wizard with maxed perception and intelligence (with a base 10 might) is probably the heaviest damage dealing class you can make. Because evoker have a 33% chance of their spell going off a second time when you Crit. With huge aoe and high perception, you'll Crit almost all the time on aoe spells.
But as MC i make all of them dps and my cipher is shred one. So only shred skillls. Going with modal of rapier for more action points to accumulate focus faster and rain down shred magic on mobs or single targets. Been working good so far. Made her 15 on per and dex, per went to 16 with origin, and I think I went for 15 con for tanking a little since she's up front with dual wielding rapiers. Also got the passive to convert misses to grazes for more focus gain
It´s already the most dumb decision of Obsidian to have MIGHT influence spell dmg.
Btw, you admitted indirectly in your comment that INT does increase Spell dps
Guess I should have explained a bit more. By going INT as a caster and playing the class correctly.. ALL Spells become more powerful, you don´t need need any extra Might above 10-12 because you get your power from buffs. Pushing Might makes you squishy, while your overall DPS will not really exceed 10-20%.
Is that worth it? I say no, as this is burst.. whereas high INT increases your sustain dps, which is much more important to survive 2min+ fights
INT makes your buffs run longer and the difference to Might even melts down to 1 digit
-> as a result it can be said going Might for Caster is "glasscannon approach"
Cipher has tons of Damage-mitigation, Debuffs, etc.. but it´s CAST, that means you can get interrupted and with low INT you have to renew quite often
Either way, I'm thinking of redoing and going barbarian... And for that Im literally considering rushing POE 1 again and creating a new poe 2 save file...
You can just use history editor in Poe 2 to manually choose all relevant decisions from Poe 1 instead of running through the first again. It produces the same results.
Intelligence does not increase spell damage, but it does make your various spells more effective, if they have AoE or duration.
So stop trying to make it sounds like you were partially or somewhat correct, when you clearly meant something else. It just confuses new players.
Anyway, back to the thread...
While both Perception and Intelligence is important for increasing the effectiveness of various spells(although not all spells), Might is one of the few ways to directly increase the damage(and healing) of spells. And Inspirations such as Tenacious(+5 Might, +2 Penetration) are awesome for generating more power for your spells.
Unlike weapon abilities, Spells dont scale with items(unless said item has a powerlevel increase to that spell category), and for the Cipher, Intelligence is, in my opinion, not something you should invest heavily in(especially not as a Shred-based Cipher). Most of their spells have either a low-ish duration from the start(and so wont benefit much from Intelligence) or have other ways to increase duration(such as Death of 1000 cuts). Also, many of their spells have short range and AoEs, so again, wont benefit a lot from Intelligence. Especially if you are going into melee to begin with.
It is still good, but not nearly as important for them, compared to a Priest, Wizard or Druid.
Dex(in real time) is probably better than Intelligence for them, so that their spells go off faster and they can generate Focus faster through basic attacks. In turn based, they dont really need extra Dex. Keep it at 10.
Perception is pretty vital, because it increases hit/crit chances of both their basic attacks(which helps generating focus) and their spells(a spell crit increases damage, penetration and duration).
Indeed
As we never agree most times, I leave it at that - your comment says alot about your experience and the lack thereof with any different build.
I have a question for you: Does gravity influence air pressure?...according to your comment you will answer NO..
Again, any New player is well advised to keep it simple as Obsidian messed up some mechanics during Beta/Release and just patched it to "a point where it worked mostly".
Good thing they fired some people
I'll add that in turn based mode, initiative is nearly unimportant, and so is spell cast time. You will get 1 turn per round, and your spells will cast before your next turn.
Thereby the Cipher can become an excellent single target spike damage dealer.
Max Might, completely ignore Intelligence for a Cipher in turn based mode.
There are really only two build types that benefit from Intelligence in Turn Based mode, your AoE healer, and your AoE damage dealer. Even in this scenario though, the Might is more important than the Intelligence, because both healing and damage cue off Might.
If you really want to improve the range of AoE spells, take the ability that allows you to scroll to change the size of the spell at the cost/benefit of power level.