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Everything posted by Elric Galad
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It often happens to me, but when it happens : Get out and get in the thread again, go where you would go to write a post and surprise, your lost text is here, waiting to be posted again, this time successfully. Works 9 out of 10 times. Anyway, just copy your whole texte before submitting, just in case.
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Strand of favor only in combat is detrimental to drugs and potions. On the other hand : and get: indefinite +10% beneficial duration a one off: -9.09%* beneficial duration (to compensate)** *you can even add more decimals so it's 1 000 000 more difficult to use instead of 1000 more difficult. This might not be perfect but I think it is more perfect than barring drugs and potion to benefit from this equipment. ** In BPM, this effect isn't displayed, cause it would be more confusing than useful. Seriously, if someone really want to go this route after the "almost perfect compensation" is implemented, they may simply refuse to install the anti-cheese package altogether. Of course, I'm pleading for my own content but by using the BPM content you save yourself some time (design, dev, testing, documenting) to do something else
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Just a minor reaction. Basically all passive attck abilities from non-weapon item don't scale (from weapons, it scales with quality). Complete analysis here : [MECHANICS] The weird aspects of scaling - Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community That means their accuracy is kind of low, their damages not so great and, as you just say, their Penetration s**ks (which is a an oxymoron when you think about it, but that's another story ) That's why BPM did this : Item Passive Abilities Scaling: <Version 2.0> Attacks from Passive abilities from items does not receive any Power Level or Character Level scaling, which means they have subpar Accuracy, damages, and Penetration. Balance Polishing Mod now adds following bonuses according to Character Level, which means they scale approximatively as a normal ability : - +0.25 Penetration per 2 Levels (up to +2.5) - +1 Accuracy per 2 Levels (up to +10) - +5% additive damages per 2 Levels (up to +50%) It was impossible to scale it with Power Level (and classless Power Level is a weird beast used only for Monastic unarmed training and active abilities from items), so I went for this approximation. +2 PEN at level 20 (the +0.5 doesn't matter) isn't great, but is still something, and the reste of progression also helps to prevent all these abilities to become obsolete. As you can read, Boltcatchers is indeed in the list of modded items.
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Muy change was 1s ticks instead of 3s. 1 ticks drastically reduce the "refresh by attacking" issue. Combusting Wounds : <Version 4.0> changed from 4 damages over 6s (+2 damages for initial tick) to 5 damages over 5s (+1 damage for initial tick). Ticks every 3s -> Ticks every 1s. The intended effect is that re-application of the burning effect will only cause 1 damage per active stack instead of 2 (and stacks last slightly less so there should be less stacks). This caused this spell to do too much damages when target was attacked in quick succession.
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Yup, I'm reviewing it now. This is a vast subject. I like the general intent, although I really think all cheese shall not be addressed. The type of questions I asked myself about it for my own mod were : - Is it gamebreaking ? - Is it a cheese or a gammechanching feature ? Unlimited duration DoT (with low damages) for example are a feature for me (though they can be indirectly gamebreaking, this is another topic) - If a player is going to use the ability, does it feels wasted just by using it or does he require to intentionally use the ability in a "perverse" way to abuse it ? Example : Grimoire Imprint, as cheesy as it could be, almost require you to swap grimoire intentionally to break the game. The average player may just have fun using it and nothing will happen. Same for outworn buckler swapping again and again. Recasting Salavation of Time again and again on the other end, is a kind of logical combo which allow to break the game just by using way in a very intuitive way. Note this this can be a bit subjective. - (minor) Is it fun ? (this might cause to reconsider a tweak) - (minor) is it difficult to correct ? Frankly, I don't see the point. It is hard to get and hardly make you OP by using it. Good but honnestly minor. I went to the cast time reduction myself. It makes perfect sense balance wise. I'm actually happy with BPM implementation on this : Unbending: <Version 1.4.3> (basically) Unbending & Unbending Shield returns a base 50% of damages taken. Unbending Trunk returns a base to 75% of damages taken. Health is restored over 12s (fixed) per tick of 1s Duration was increased so you can still be killed by spike damages. A fixed percentage on 3+ preprogrammed ticks could be a good alternative though. I would strongly advise against a big nerf to unbending as it could be described as THE selling feature of Fighters a whole. 33% damages reduction for 2 Discipline for 15s base isn't enough IMHO. Already OK OK A bit too complex IMHO. I just increased its cost to 7 wounds with BPM. "It's not a cheese, it's a feature." More seriously, I feel it is a bit complex. Also it changes mostly vs those pesky Megaboss. These fights are already tedious enough, having a little infinite DoT joker on your side is super satisfying. I won't change anything. My own stuff so My own stuff so Same as above. "It's not a cheese, it's a feature." More seriously, I feel it is a bit complex. Also it changes mostly vs those pesky Megaboss. These fights are already tedious enough, having a little infinite DoT joker on your side is super satisfying. I won't change anything. Why in the cheese package ? Ohohoh. I like this new idea. But it will make it more situational and kills a lots of builds. Consider a better effect if you prevent the infinite duration bug. It would have to work when it works. Annoying. I've never found a satisfying idea to deal with it. As stated above, I think it might be considered to just ignore the issue. Or we should find a status cleaner effect that works at the end of encounter. Encapsulating a status within a status is in my experience a good way to "cut it from the source" so adding a layer of ApplyOnApply status may enable the cleaning at the end of encounter to work properly. I have just reviewed my implementation. The weapon damages have been reduced but the character gets a one time bonus that goes away with the weapon and that the phantoms don't get. I have probably not addressed the Grimoire Swapping properly. I'll try to think about making my solution cleaner rather removing it from Grimoire altogether. To be faire, this was YOUR Impementation initially, but it only lasted for 60s brillliant. I just made it cleaner by removing the time limit. Overall OK Same as other infinite DoT. OK ! Well, this was added because of the Addition of Potion of Enlightenment in BPM. This Potion allow to get 1 ressource per 30s of combat, strenghtening the party vs Megabosses. Other Megabosses have infinite uses of their abilities, but not Auranic. That's the reason why I buffed her to compensate. I would have ignored since it is uber tedious to even use. Change below kind of make sense Change below kind of make sense. Maybe 6-10s would be enough though. The combo is endgame and feel legit. It doesn't always work as well as in @Boeroer videos with clumped Drowned Corpses This isn't really cheesy. ranged weapon (bar possibly mortars) are usually weaker than melee's. Mortar is a minor annoyance in this case. This can be indeed an issue. BPM made it 3s cooldown and stop any healing for 6s fixed. Maybe you can find a better idea though. Let's see your ideas ! There is no way to make Heart of Fury / Clear Out / Whisper of the Wind work only with melee weapons. The best to my knowledge is to make it like Whirling Strikes which require at least one melee weapons. As stated above, I don't consider it a big issue, outside of very favorable conditions with mortars (cough cough pull of Eora). Could work. Not infinite duration but long ones (~120s), and stacking.
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I haven't checked the rest of the thread but I'll do. The funny thing is I don't remember fixing the stuff when switching grimoire. That might be related to why it doesn't work What I did is making it a more balanced as a weapon and adding a big damages bonus that only works one time on the caster, and does not stay when switching grimoire. Maybe the weakened effect don't stay either. I don't remember but I'll tell you ASAP. Basically, I'm just warning you that my wording in the mod notes might be inacurate but I remember it was working quite ok. I will check later as for the rest.
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If we live bad subclass combinations apart (the most hilarious even if probably not that bad being tactician / streetfighter - the guy can't decide if he likes adrenalin), my vote will go to Priest / Druid. Sure, one can make it work in practice, but could it be better than pure Priest or pure Druid ? You get a tons of spell, but you probably won't have time to spend all your slot. You are versatile, but not that much granted than both classes can deal damages, support and heal. Priest / Wiz and Druid / Wiz would be candidate too, but I'll argue Wiz is less redundant and has a tons of instantaneous self-buffs to let you profit from all these juicy spell slots. Barbarian / Ranger would work in melee though. Ranger is an okay melee class, and you may be able to abuse Hunter's Claws & Friends on speedy crit Berzeker builds.
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Well, Streetfighter would be about harming yourself until blooded to get its speed boost. Then you do whatever you like, attacking ranged or melee, slinging spells, etc... The issue with Assassin is that its accuracy bonus isn't super reliable (you basically have to test a spell to be sure it gets the accuracy bonus). But there is indeed a trick : Assassin clunkiness - Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community
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It's not a big difference indeed. I think the biggest plus is that your Grazes become suddenly base 50%+80%=130% base damages attack. It means that rolling a 16 on a near death foe may suddenly be enough/ Counter intuitively, Death Godlike best combo is probably not with Rogue. Ranger with bow double attack should work better. Or Wiz/Druid with low damages ticks. It really encourage switching to cheap convenient usually low damages attacks vs under 25% foes.
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Yeas, pretty sure about this one that has been commented a lot for the last 10 years ! Yes, also with Graze (without PoE2 double inversions). Also vs DR (damages bonus are much better in PoE1 becomes they help overcoming DR) I think I will go with a slight further buff at 20% + 12% per 3 level up to +80%. That's a +20% damages on average for a racial and a helm (Maegfolc skull is +12% damages among other effect) What's neat is that this +80% allows you to seek for opportunities. Low damages attack that would do almost nothing against a healthy target suddenly becomes quite strong. Take Chill Fog damages, basically a nuisance due to DR. Adding +80% can multiply its actual damages by much more than x1.8. So as a death godlike, you may choose using specific abilities (such as multi-projectiles spells from the wizard cross class talent) to finish targets. This way, the racial ability is dynamic, and much better in certain context than a +20% damages (~+80% against a quarter of targets). However, without seeking near death targets, it is probably worth less than a mere +20% damages.
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Just one doubt : is the buff to Death Godlike enough ? It's hard to specifically target under 25% targets and you have a big chance of overkill. Saying the bonus will be efficient for 25% of attacks is probably optimistic. I'm thinking about tweaking it up to 25% +15% per 3 levels (up to +100% at lvl 16) (I don't want to change the type of ability) @Boeroer, if I may ask you to be the arbiter once again.
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Ok, my small Balance Polishing Mod for Pillars of Eternity 1 has just been published on Nexus : Small Balance Polishing Mod at Pillars of Eternity Nexus - Mods and community Be aware this is still initial realease. Any feedback would be appreciated. It is way less ambitious than PoE2 BPM (modding PoE1 is much more difficult), but it should at least "fix" Rogues, racials and provide a bit more variety for semi-optimal party compositions.
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Just one thing : I'm pretty sure Unbending is underrated in this thread. From my experience with PoE2 and my memory from when a foe used it in PoE1 (the one dude carrying St Ydwen's Redeemer), I'm pretty sure one cannot be defeated by endurance loss while this ability is active. Self-healing is much more than the 50% damages taken displayed. Yes, it's 3 per rest, so you will rarely need it, but it basically guarantee you cannot be beaten for its duration, which can be 45s (+%INT) for a single fight.
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Probably more something convoluted than a true (fire)bug. My guess : Revku cloak does provide absorb against Fire keyworded attack. Brutal Cleave maybe be doing Burn damages without being keyworded. Maybe you can also damage fire nagas (who have aborb but low Fire AR) with Boiling Spray (which does Burn damages but has no fire keyword).