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Elric Galad

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Everything posted by Elric Galad

  1. So, base game has strengthened bond working correctly. First version of yours made double strengthened bond on the pet. Or adds a new strengthened bond that stacked with defensive bond maybe ? New version let the old strengthened bond but have a new item that only exists to remove defensive bond. Just to be sure I got it. Edit : anyway, it works. Version 1.5.0 is on the way. Edit edit : Version 1.5.0 is live. It only merges the content of Highest priority package into Buffs package, which removes the special loading instructions. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Thanks @Noqn
  2. Yeah, it's weird, it seems to fail on first try. But I have no clue what happens. The bug isn't caused by one of the mod. I would have corrected it anyway if I had a clue about the cause.
  3. Hi, thank you for making suggestions, but this is not in line with my plan. 1) technically, this is indeed annoying. The biggest factor here is that it isn't possible to remove 1 injury or prevent 1. You can only remove them all as part of an effect. 2) The changes I've made are BECAUSE these abilities are situational. This is the reason I buffed them in the first place. Unrelenting adds +5 Discipline because it is annoying to use. Providence provides an effect that lasts to the whole battle in order to avoid making it more useful when you only procs once (which is already situational). On the other hand, Providence provides Pals an almost absurd resilience in the right situation. I've kept Resurrection Prevent Death for a similar reason : contrary to BDD, it is impossible to spam. 3) I usually don't change the philosophy of an ability, unless it is redundant with some others. Vengeful defeat would be a little too close from barbaric retaliations if I changed it. 4) There are plenty of ability choices, and none of the said abilities are meant to be corn stone of their respective single class. If you really don't like the concept, just pass :-), you have many viable choices now 5) Potion of Luminous Adra. If you still want to use these abilities for specific encounters, you still have them. You usually want some of these potions in your quickslots for megabosses. This is especially critical for Vengeful Defeat because these are the battles where you will want more Rage. But yeah, these abilities are not meant to be spammed.
  4. Nice ! I think I can trust you, you even pointed that Maia's auto-tables were working correctly, which I was not aware (but can be explainted from the game files). I will add this to next version. Better to avoid a cumbersome additional mod component with specific loading rules indeed !
  5. Version 1.4.9 is live. Include a bit of revamp to SC ressources giving abilities, Wildstrike Frenzy bug correction and bashing shield tweaking up.
  6. Yup. Keep in mind BPM Unbending % rate only benefits from Healing Received (not Healing Done, not Might, not Int, not PL, albeit the later two influence the main effect duration. It is also a bit better when taking damages repeatedly, but much less so than the original one. With fresh fruits and a single foe attacking you, you can expect around 2/3 health back. You need Unbending Trunk to hope full regen.
  7. No it's 50% total over 12s in BPM. So, well, 50. There is a thread on this forum called Various Testing where I explain how it works in the base game. Annoying to post the link with a smartphone while carrying a baby, so Google is your friend.
  8. Loosing enchanting means loosing a lots of small buff, especially DAoM which basically allows you to do MORE STUFF. Loosing conjuration means loosing summon. Loosing evocation means loosing the ultimate Tier 9 AoEs... etc... It's not just about loosing a couple of cheese, I think. In addition there is this slight recovery penalty... Not much but adds up. That's why having bad special abilities feel wrong. But here we face a very subjective line between what is good, what could have been better and what is meh (and my perception is very influenced by what I've modded...), so... Ancestor's Memory from a Cipher buddy is the key here. Restoring a spell up to Tier 9 every 6s is kind of broken but it is the strongest uses of pure casters for long battles. But yes, it requires party support, from a class specialized in long battles. The key issue there is that (Mega)bosses battles are just poorly balanced compared to the rest of the game, in that they heavily favor a couple of classes (Chanters, support Ciphers) or subclasses (Blood Mage and Tactician) with infinite ressource.
  9. I think the Internet is mostly unfair about Conjurers. There is even a glitch that causes the familiar bonus to last forever, if it lasts its total duration or (not sure) if another thing is summoned. +1 stackable PL is a super rare bonus. Enchanters, Illusionists and Transmuters are really meh in my opinion. Which doesn't help Wiz subclasses is that one of them is OP (bloody blood picker). Bloodmages OP Base Wiz and Evokers balanced Conjurer is balanced because an anti synergy and a glitch Transmuters, Illusionists and Enchanters are meh. Wizard as a whole is a super solid class, so even the meh choices are good enough.
  10. With Potion of Elevation, you'll have Legendary+ Quality fists for important fights. Fists are good pure DPS weapon and Fist + Tuotilio's is good middle way between dual wielding and Sword & Board. So Fists are quite viable, with of course some backup situational weapon. Swords are nice to cover all type of damages. I'm thinking about Mowdyr with Griffin Blade or a shield.
  11. It will work with next version of BPM. By adding the keyword to attack, you get benefit from both Scion of Flames and the ring. However, it does not benefit from +Fire PL items since the ability itself isn't tagged "fire" (too much consequences, such as buffing the heal itself)
  12. Checked it in-game. The enchantment does affect the retaliation damages, BUT it does not show on the item description. The combat logs show it works correctly though. Anyway, thank you for pointing it because I spotted that I had forgotten lowering the damages of the purifying flame upgrade.
  13. Yeah, and you gain extra range for some spells on top of this. The downside is minor since you will probably start everycombat by debuffing all foes. It might only matter if you rely on AoE attacks (rod, mortars), in this case you're pretty likely to have at least one foe not debuffed. But that's minor. Beguiler is IMHO the best Cipher subclass overall. Not to say others are bad, but it is just better than the other at... being a cipher ? Ascendant's secret is that it also get +50% (additive) focus regen, so it might arguably worth it even if you never ascend. Ascension is still a bit annoying cause you suddenly run out of focus. You can be left without even focus for whispers of treason at the worst moment of fight. Still fun to play, but the lack of flexibility can be painful.
  14. Correct. And this can't be changed (not easily at least) I can confirm this is because of a missiing Keyword. I've spotted it a couple of weeks ago. I didn't change because adding Fire Keyword to a status makes it Countered by Hostile Water/Ice and the opposite. Didn't want to mess with that. What can be done is to add the KW to the fire attack itself. This should work, I will try.
  15. Yeah, I've receieved this commet a couple of times. Their damages are based on the same ratio as Tuotilio's Palm compared to monk unarmed attack. The ratio is low because unarmed attacks damages are high. But their damages are high because unarmed attacks don't have any magical properties, meanwhile Tuotilio's has some. That's why I now think I should have gone with a comparision between Tuotilio's and a normal fast weapon (such as Club) to determine the ratio. The new ratio will be 3/4 which will lead to following values for normal speed bashing shield (Magran's blessing and Best Defense) : - 6 PEN double damage types + 10-14 damages (3/4 of a sword) - 8 PEN double damage types + 8-12 damages (3/4 of a warhammer) I think I will go with the first for Magran's Blessing and the second for Best Defense. This is unintended. Let me check. This is a bug. Let me check. EDIT : Can you confirm the ability description (both the short summary ones and the text below) are correct ? EDIT EDIT : Nevermind, I've found the bug. Not all weapon with lash benefit from Elemental talent. Intended.
  16. OK so I wanted to share some stuff I had in mind for next version. No new changes, just re-thinking about some previous design. Sap and Perplexing Sap : I tweaked Sap to inflict Shaken instead of Hobbled to avoid redundancy with Crippling Strike. I tweaked Perplexing Sap to inflict Fightened as an upgrade to Shaken, instead of the dumb Confusion propagating effect that didn't work. I went for this simple solution because I was unable to evaluate the balance of a Solution that would "propagate some sort of charm". I added a 30s debuff that prevented the target from having Concentration. Now I'm thinking that the later effect make the original Sap a bit too convenient. I might having influenced by people who really didn't like the original Sap, but I feel that Double Affliction for 30s, Prone on Graze are already enough. On the other other, the Perplexing Sap upgrade is a bit bland, so I think I'm going to let the Concentration preventing effect on this version. I think it's a good unique asset for better defining Single Class Rogue : the class that can remove Concentration by a simple roll vs Deflection for 1 ressource. So the SC only upgrade would provide both Concentration prevention and Shaken->Frightened improvement. SC Ranger Bond restoration : My initial intention was to add a Bond regen to Distraction Training. Unfortunately I had no idea how to do. But now I think I know Therefore I added a 10% Bond on Crit to Stunning Shot. But now I think this makes this Ability too necessary and narrow SC Ranger build possibility. Also it works too well with Blunderbusses (and mortars) and is too weak otherwise. So I'm probably going to remove thsi part from Stunning Shot. And add a 25% Bond on miss to Distracted Training (maybe tuned done the duration I increase from base 15s to 10s - note that I also made Distracted Training on all attacks, not only melee/deflection ones.) SC Rogue Guild Restoration - Wall of Flashing Steel : I added 10% Guile on Crit to Wall of Flashing Steel Same issue as Stunning Shot : works too well with Blunderbusses/Mortars and too weak otherwise. I'm going to replace it by 15% Guile chance per 3s for the duration of WoFS Deflection buff (base 5s). This represents 0.45 Guile per "isolated Crit" on average, but is hard capped to 1 Guile / 20s on average independantly from multiple crit you can get from attacks. This hard cap is paramount for this specific ability because Dual Mortar/Blunderbusses + Gambit could provide almost 1 Guile on average per attack with a decent Perception. 1 Guile / 20s is basically a slightly stronger but Conditional version of potion of Enlightenment.
  17. Yup, use @thelee's Gamefaqs guide. It is the most complete source you can find : Pillars of Eternity II: Deadfire Walkthrough & Guide - PC - By C.LE - GameFAQs (gamespot.com) Other than that, you can googlelize specific topics on this forum, there is an abondance of answers.
  18. I think it's true for other martials : - Spamming FoD/LoH/Sworn ennemies work better than basically any higher level paladin abilities - Spamming Crippling Strike often works better than higher tier attacks (but Gouging Strike is cool, as well as SC Rogue's Gambit and Vanishing Strike). Invisibility stuff is too costly. You're better spamming more crippling strikes. - Barbarian can basically spam only Spirit Tornado and (for SC) Driving Roar/Dazing Shout and still be fine. You can even say they are optimal this way. - Accurate Wounding Shot basically does as much damages as Twin Shots which is twice the price (so you'll be only using the later for 2 handers procs Shenanigans) - Monks... well Monks are fine, as always. The fact that SC get less total ressources than MC make it worse.
  19. Sundering Blow feels balanced to me. It is one of the rare SC Fighter abilities I didn't buff with my mod and I was still using it very often. Targeting Def, done through an attack, rod/WotEP abuses make it superior to Rust which is already Tier 7. Toughened fury is counter intuitive for a class with so high defense. I've set it to 8% on damaged and it still doesn't provide that much ressources. Take The Hit shouldn't take any time. Spending a standard attack action time just to transfer damages isn't worth it. I also deleted the cost since Tier 9 abilities shall be worth it and Discipline is scarce. Upgrading AoE wouldn't be a real buff : you need to control a bit how many allies you get damages from. If all summons are affected, good luck surviving the next fireball ! If Take the Hit transferred attacks and not damages, it would be better with fighter defenses. As it is I see it only as a barely convenient damages management tool. It is close to the usual treatment I gave to all Empower Passives : 20% of chopping wood last for the rest of battle after having be used once for Empower.
  20. I would say it is rarely worth it. Inspired strike is overcosted, does not work with AoE weapon, and Empowering it would burn so much ressources that you will fill naked for middle to long duration battles. Sundering blow is great though, especially with AoE weapons such as mortars or rods. Clear Out upgrades are nice, but Clear Out on its own is good enough and can benefit from MC talents. Black Jacket + varied weapon + Clear Out upgrades can be fun, but that's not what you intend to play.
  21. New version available with : - Some rework of Godlike (especially the Companion only ones). New passives correctly appear on Character Creation menu - Screaming Souls reworked - Purge of useless icons close to character portraits You can check full details on the mod page : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
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