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Everything posted by Elric Galad
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This is annoying, because contrary to PoE2 (where I tweaked the fire shield so it works from 100% life), I can only adjust numbers for PoE1. +4DR from 50% is basically like +2DR. Which would be a good talent for a non godlike race. Contrary to offensive bonus, defensive one are interesting under 50% because you have to go through this part to be defeated (while offensive bonus under 50% might be useless if you're not the target). The retaliation part probably have to be built around to be useful. 32 fire damages for each attack received is neat (plus might/scion of flame...). Basically the retaliation part is comparable with an average weapon attack, which means you're replicating around 100% (as an order of magnitude) of melee damages taken while under 50%. I still think the Fire Godlike isn't too terrible, and at least provides a feature you can't replicate easily with a helmet. It is one of the best retaliation effect of the game. It is basically narrow in term of builds, but not really underpowered. I think I will stay with 5. Basically makes you feel less bad about using it against a pseudo valid target (like barely 50% health). Also I put Fearsome Strike at 4 per rest and Withering at 2 per encounter. All strikes will become better as a part of rogue buff. I do think too. And the low level nerf is quite justified, and isn't a big nerf either. I don't think druid really needed a buff, but I feel the class would feel overall better with it. and I love PoE druids Sure, I made a directory in the mod package for each class, but the one for the druid is named "Druid - White March users only". Just to be sure people see it before using it. EDIT PS : the development is over. I still need to test rogue (this one might require a bit deeper testing to check high level rogue have a propre balance) I might "publish a beta version here".
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For Nature Godlike : I think I will go with : +5 DEX and +5 MIG under 50% endurance (basically a similar but stronger and more versatile version of human's) +1 CON every 6 level after 1 (so +2 at max). Small progression stuff to avoid front loading Nature Godlike The reason I will remove CON bonus under 50% endurance is that it mess with life total when healing. Any healing happening at 45% could make you loose endurance, and losing CON after the heal will make it proportionally less efficient.
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The game is too old for me to make a design for people without DLC. But the real answer is that the mod would be modular, so it would be anyway super easy to not pick this change. Without White March, druids don't really need balancing. I hope I have been clear enough. NG will receive +1 MIG at level 7, +1 DEX at level 10 and +1 CON at level 13 (not sure about the order). not thrice +1 to the 3 stats. +3 total stats and +9 total stats while under 50% life has to be compared with a human wearing Maegfolc skulls which provide +4 MIG, unbending per encounter and the human bonus under 50% life (+7 Acc, +15% damages). I would rate both at similar. Skull is one of the best helm but can still be swapped for specific encounters, which is even a plus. EDIT : okay, this might be a bit too good to compare it with one of the best helm, and the racial bonus can be stacked with other items. If other Godlike aren't as strong, the issue is with the other Godlikes. I believe Moon Godlike is okay and Fire Godlike DR is convenient while retaliation sclaes quite high. Death Godlike, I have also revised my first attempt to +20% damages +10% per 3 levels up to +70% damages. In my previous proposal, it was 4x per rest but with a revised bigger effect. The real question is how much added damages is FB though. +% additive damages isn't that much for rogues and your target has to be VERY damaged to get more than +150% , including initial +50% (30% health target is 150% damages, 190% with the additional talent). You can expect FB to do around 1.5x damages of normal attacks against <-50% health targets beacuse of all other rogues +% damages. I even expect x1.5 multiplier to be generous. Granted it adds up with Rogue damaging abilities, so it works fine IMHO. I also wonder how many foes would really need 5 finishing blows while under 50%. Then you can start spamming it early, the result won't be specatular, but that would still be added damages. More cast per rest means a more liberal use of it, and I think it is a good thing. The fast assassin (rogue build) - Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community @Boeroer himself once said it is useless Finishing big foes seem legit to have as a specialty for them.
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Ok, I'm finally taking time to work on it. Modding PoE1 isn't as hard as expected, but still quite inconvenient. Don't expect miracles, but changing a couple of numbers is totally feasible. I've started implementing the list above with some success. Expect something working within either a couple of weeks or (worst case) months depending on personal constraints. I've also revised my initial list (either because I changed my mind or actual feasibility). 1) Wizard : No more nerf to Shadowflame. Yes, this spell is too strong , but it's a half-secret unique reward. Most important, it doesn't affect that much class balance. Wiz would be the king of Crowd Control anyway. 2) Druid progression smoothing : I've decided to move Relentless Storm to Tier 7 instead of 5 (confirmed working) Is it a nerf though ? The main benefit is to provide a really good Tier 7, because Tier 7 is honnestly very bad. Removing it from Tier 5 nerf druids a bit, but there are still excellent spells on Tier 5 (Plague of Insects, Firebug, freaking Embrace Earth Talon... even Nature's Terror would feel better as Tier 5 Electricity pulsating damage spell). It means Druid will have to wait a couple more level to get their auto-win button, but once you're there, they will have more useful spell slots. This would be an optional content (as Priest nerf). 3) Nature Godlike : My initial proposal might not be feasible. Currently trying to do : => +3 all physical stats under 50% (slight buffto make the ability more rounded and easier to remember ) => +1 to all physical stats (unconditional). This bonus isn't from the start but one will receive +1 to one stat at level 7, 10, 13. I wanted a scaling effect for Nature Godlike to compensate for the magical helm that is sort of scaling as one finds better ones. This is the only scaling effect that can be easily implemented and I find it balanced and fitting. 4) Rogue Buff 2.0 Similar principles (better single target damages, also emphasize on tricks) as above with following changes : Rogue - Sneak Attack : +50% base +10% per 3 lvl beyond 1, up to +100% at level 16 - Dirty Fighting : 10% => 20% crit - Riposte : 30% chances on miss too - Withering Strike : 1x => 2x per encounter - Fearsome Strike : 4x per Rest - Feign Death : Prone 10s -> 3s, invisible 6s -> 12s (the DPS increased isn't so big because of the 3s lost initially) - Deep wounds : 4 base raw damages per tick,s add +2 raw damages scaling per 3 lvl (progression at level 7, 10 ,13, 16) up to 12 raw damages per 3s tick at level 16 - Finishing Blow : 5x per Rest (initial proposition feel technically complicated) - Shadowing beyond : 2x per rest -> 2x per encounter (a bit Overpowered as a talent, but really emphasize tricks for rogues. Basically 2 backstabs cost 2 talents, which is fitting - +150% damages isn't so big for endgame rogues) - Shadow Step : +20% damages for 6s -> +100% damages for 10s (the big one) 5) Barbarian rounding I've realized that Barbarian benefitted lesss from the increased of Per Rest abilities than other classes because there are rarely good reasons to cast Barbaric Shout several times for bosses encounter (and many bosses are also immune to Terrified) Also, Barbarians have always felt a bit fragile as a class cause they rely mostly on Carnage (and Heart of Fury aka Carnage²), their other abilities being a bit meh (although some are quite okay). For me, the biggest contender for Barbarian role is Dragon Trashed chanter with its repeatable AoE damages and off-tankiness. Therefore I would emphasize on differences between the 2 for buffing (Barbarian short-term tankiness compared to Chanter higher deflection, Barbarian spike AoE damages compared to long term for Chanter, Barbarian debuffing and soft crowd controlling) Therefore I've decide a few tweaks : - Wild Sprint : 3 per rest -> 5 per rest (as already planned) - Barbaric Shout : 2 per rest -> 1 per encounter (feels more useful like this and emphasize barbarian as a debuffer) - Barbaric Yell : average cast -> fast cast (feels a bit meh, I made it more flexible than Barbaric Shout. Important to buff it cause Maneha can't respec it) - Echoing Shout 35-50 damages -> 50-65 (same as Charge, bigger AoE but only 1x per encounter, also different utility ; it is Babarian ultimate ability, so I feel it has to be a bit more relevant) - Barbaric Shout, Barbaric Yell and Echoing Shout will be given 1s interrupt. Sort of trademark identity for Barbarian vocals (easy to implement). Also necessary for the more flexible Barabric Yell to remain somewhat relevant. Barbarian has a kind of indeity with interrupts. - Thick-Skinned : +3 -> +4 DR against physical attacks - Savage Defiance : add a scaling componant (as for many other healing ability : radiance, Lay on Hand, Rapid/Veteran recovey), up to 200 total health at level 16. Even if many abilities are tweaked, most are kind of small compared to Rogue changes. The biggest change is arguably Barbaric Shout per encounter, although it could already be done by rest spamming, so it won't break the game, just be convenient. Echoing Shout would be strong, but it's very lategame, when everyone has also quite strong stuff to use.
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Sorry to annonce you this, but wounding shot stacking DoT was already fixed by Community Patch. And just to share my current work in progress, yesterday I managed to tweak an ability for the first time on... Pillars of eternity 1 !!! This is more tedious than for PoE2 but less than I expected. There might a (much lesser scale) PoE1 BPM ready for PoE1 10th birthday!
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One thing that I can remove from my to do list I was like "hey, at some point CP people will do it, but just in case, I'lll keep an eye on it". But I never did anything Just to be sure : you can use your mod with CP. Do you have to put it in lower loading priority compared to CP to make it work (which would ensure it properly overrides CP) ?
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Yeah, maybe, because there might have been an external cause. Usually, the game does whta it says, except for very specific (such as the summoning part). EDIT : what it says in the gamefil ! of course not what it says on the UI About the summoning issue, changing the implementation could fix the problem, even if the root cause isn't really explain. Maybe I could try implementing it as a status on caster that summons something On Kill (instead of having the status on target).
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I'm pretty confident that Boeroer + Maxquest + Thelee + Constantin Lévine (the master of the obscure cheese) + me put together beat Obsidian team. I don't even think the 5 of us would be required. Probably "pick 2" would be enough. I don't blame Obsidian though. It's not the same thing to do something as a job.
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Future BPM changes : Spell Resistance bugfix: Phantom Foes Flanked will be stacking, as for standard Flanked. This is both to give it an edge compared to PER Afflictions, and to give Deflection pure debuff (Divine Mark, Pike modal...)an ability to synegize with. Arkemyr's Mercurial Madness. What it does : Attack vs Will that Apply status for 30s : every 6s, one of the following statuses is applied without further roll (each one has 1 chance out of 6) : - 6s Frenzied (Fit, Strong, +25% action speed, -10 deflection) with health bar hidden. The tooltip states 6s for these, but the Frenzy itself lasts for 6s and the other effects and child effect that will go away with it. - 6s Color Changed (nothing else) - 6s Confused - 6s Terrified - 6s Dominated - 6s Petrified What BPM file 1 will be doing : pure display, change make the former more obvious. What BPM file 2 will be doing : change it to : Attack vs Will that Apply status for 30s : every 6s, one of the following statuses is applied without further roll (each one has 1 chance out of 6) : Cast time : 4.5s -> 3s - 6s Stun - 6s Disoriented - 6s Confused - 6s Terrified - 6s Dominated - 6s Petrified Twin Stones : Changed implementation so if the 2 stones connect at the same time on the same target, there will be 2 AoE (previously, the second AoE was not trigged). Raised AoE damages to 20-34 base pierce damages. In total, twin stones is : - 2x PEN 7 12-20 single target attack - 2x PEN 9 20-34 AoE attack In total, this is a bunch of damages, even if it is super hard to target (basically requires a friend to take some friendly damages).
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Arkemyr's Mercurial Madness is one of the spell with the worst possible description. What it does : Attack vs Will that Apply status for 30s : every 6s, one of the following statuses is applied without further roll (each one has 1 chance out of 6) : - 6s Frenzied (Fit, Strong, +25% action speed, -10 deflection) with health bar hidden. The tooltip states 6s for these, but the Frenzy itself lasts for 6s and the other effects and child effect that will go away with it. - 6s Color Changed (nothing else) - 6s Confused - 6s Terrified - 6s Dominated - 6s Petrified What I do find interesting is that all of these statuses apply for 6s modifiable by INT while the 6s tick is obviously not changed. So with good INT, you could have effectively 2 of them applying at the same time. That said, it feels overall worse than Wall of Many Colors, except that the target can't flee.