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Elric Galad

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Everything posted by Elric Galad

  1. New try for Wild Mind : all following effects 1) 50% chance of +2 PL for 3s extended by INT on cast (most likely works as (1-50%)² for spell with dual attacks such as Mental Binding) Roughly equivalent to a wizard specialization, doesn't not work every time but works on all spells. +2PL 100% chances is a bit strong and not ideal vibe fluff wise. That is still +1 PL on average, with okay variance. 2) 20% chances of an additional effect, each with 2% chance - -2 PL for 3s (extended by INT, reduced by RES not PL) (the +2PL version has 50% chances of happening) - +2 Empower Point - -1 Empower Point - Foe Random Tier 3 Affliction for 8s vs Will (+2 Accuracy per PL beyond 0) - Foe Random Tier 3 Inspiration 8s - Push Target - Echo Spell cast - Foe set invisible for 15s (extended by INT, not PL) until next attack (note that it is on average 3 times less than current) - Give Full focus - Miscast : - 2.5 radius, Hostile only - Electricity Keyword 7 PEN elecricity damages - Empty focus, set to 0.75 base damages per focus lost - Added PL Scaling (considered as Tier 0 ability) : +2 Accuracy, +0.5 PEN, %5 Multiplicative damages (a bit more generous scaling than usual) 3) Empowered Spell 100% chance of triggering miscast effect (basically Empowered spells are Soul Annihilation in an AoE). Because I like the Miscast effect.
  2. Ok, but I suspect it is wrong for this part because I checked the code and it shows standard PL progression. And Standard PL progression is 5% multiplicative per PL above ability level. (can't check in game now)
  3. Still, such a solution would reduce the gap between both options... which is not ideal for dedicated playstyles. Two considerations : - the very existence of Soul Annihilation converting focus into damages basically makes Draining Whips provide similar benefits as Biting Whip but with flexibility since you can keep you focus. It is almost a design flaw. - 20% raw lash is already a big bonus. It can lead to degenerate situations if made too strong. So my mind is really not set up about these.
  4. OK What is this 1.7 ? PL ? PL is 5% per level beyond 1 (or 0 ? not sure which level is soul annhiliation). So it should be 1.35. Also don't PL multiplicative bonus applies to the physical part of Soul Annihilation as well ? (that's a real question. Note sure but it should) That's just details but thanks you for the maths.
  5. The other option is to give SW/BW a base focus ratio of 0,625. Draining whip would only need to be +60% to match the previous value. Ascendant bonus would be limited to +40%. Note that ascendant would get exactly as much added focus with this value. 0,625x40% = 0,25 (exactly what they get before). Some stuff to check with Beguiler. BT would provide 20% more damage and 25% less focus. (0,625x1,2 = 0,75). Seems fair.
  6. I think my analysis is a bit biased by the fact that a non ascended ascendent has just better overall numbers than a normal cipher. It deals about 5% less multiplicative damages while generating 1.5x0.95 time more focus. Even after DW, it is still 1.25x0.95 time more focus. The -1PL really isn't big here. It is intresically better. People tend to overlook that and just want to ascend, but in truth it is a very very solid subclass and the penalty is just that you have to manage your periodical focus depletion. I feel that BW having so much trouble to prove it is the better DPS option is an issue. Soulblade should really want to pick it because it fits their playstyle. Maybe 25% raw lash would ease the decision. It also perfectly compensate for 1 point of missing PEN. And in my experience BI is great but tend to make you loose momentum because it costs time and focus. So I would not count it as strictly mandatory. Especially since BW is a bit about getting a better momentum since you get some benefits one action sooner. By the way, do CP BW works with weapon active ability such as kitchen stove cone and Amira's wing Writting Wind?
  7. There are a tons of ideas there, and I thought about a modal too. Modal shall have a very clear gameplay related intention though, not just random mode / non random mod. I also thought about a systematic PL increase upon casting but with a random value. Like +1-3 PL. So something random, but not too much, with 100% chance and only positive outcomes. The issue there is that with spell with mutliple attack loops it would proc at least twice and the game mechanics would make it stacks (and Cipher spells really love to have a separate attacks for main target and for AoE) . Another idea would be to make the miscast AoE 100% chances on empowered attacks, like a desperate measure. Could be fun in addition to regular proc but might overcomplexify the subclass. It would go well with the tweak granting more Empower points than average. Also I can't technically have more than 1 ability, so it's either passive, active or modals (with possible multiple effects and different proc chances but a single nature). Because technical reasons. But many things are still possible. I just have to keep in mind the low enthusiasm about random negative effects but I always try to keep the original fluff of abilities. Let me think (but you can still suggest ideas).
  8. I wonder about the passive being the cast of miscast AoE based on current focus, but without losing all focus and with obviously lesser values. Like your cipher untamed power always damages nearby foes. Sounds like a cipher spell version of carnage, maybe appropriate for a witch? Edit : which probably won't work very well cause spell with multiple "launch" would probably proc it multiple time.
  9. Expect a wide Wild Mind overall for next version. Previously I put the Shock miscast AoE to Hostile only and divided its damages by 3. This was kind of bare minimum to make the subclass playable without big risk, but not really good either. Wild mind has 20% chance to trigger 11 effects with equal probability. Here are their detail and my proposed changes. The idea is that positive effects shall be better advantages than their (corresponding) drawbacks. So even if random, the benefit would be more obvious. As a Companion subclass, it might be a bit better than average. - +5 PL for 3s (extended by INT, not PL) - -3 PL for 3s (extended by INT, not PL) - +1 Empower Point -> rised to +2 (this is especially aimed to favor SC Wild Mind who can pick BPM Empower Talent more easily) - -1 Empower Point - Foe Random Tier 3 Affliction for 8s vs Will (no direct change but gets +2 Accuracy per PL beyond 0) - Foe Random Tier 3 Inspiration for 20 -> reduced to 8s - Push Target - Echo Spell cast - Foe set invisible for 15s (extended by INT, not PL) or for next 2 attacks -> Set to 1 attack only (game sometimes consider some attacks to count for 2 anyway - strikes will afflictions and deep wounds sometimes count for 2, so this would give more consistent behavior) - Give Full focus - Miscast : - 2.5 radius, BPM already made it Hostile only - Add Electricity Keyword 7 PEN elecricity damages - Empty focus, set to 0.75 base damage per focus lost (vanilla : 1.5 but non-friendly, current 0.5) - Added PL Scaling (considered as Tier 0 ability) : +2 Accuracy, +0.5 PEN, %5 Multiplicative damages (a bit more generous than usual) => Overall big bad explosion which can turn the tide of a battle if you stay at melee range, have a bit of luck and store a lot of focus. Basically Full Focus, Miscast and Echo Spell cast are quite powerful effects. The rest are more beneficial, but probably slightly annoying. The thing is each effect has only 20% x1/11 to proc... which makes them a bit difficult to play around. That's why, after all these changes, I propose to set the effect chance to 55%. So each effect has 5% chance to proc. I thing this would make the subclass much more fun to play around, and even a bit powerful. Note : The probability part shall be included in the nerf/non-buff package cause it could be annoying for players.
  10. OK there was 2 ways of adressing the issue : 1) Correcting the progression table so picking Rapid Recovery would remove Constant Recovery. This is the cleanest. The issue is that only 1 mod can interact with the progression table (for exemple a mod changing the Tier of 1 single ability would not work). Which means BPM would not have been incompatible with any of such mod. 2) The ugly one that involved tweaking BJ Rapid Recovery Values so having both Constant and Rapid Recovery active at the same time match the intention for BJ Rapid Recovery. I tried 1) but it didn't work somehow. So I did 2) and it's not so bad because of the absence of conflict. So in next BPM version, you'll still have both icons, but the overall effect would match the description (4 + 1/5 level with Constant and Rapid Recovery).
  11. It does not work with normal primary attacks. It works with AoEs : Clear Out and Whirling Strikes (you'll get an attack from both melee and ranged hands.
  12. Was it added by console command? I see nothing suspicious in the code. EDIT : Found it, vanilla game bug. EDIT EDIT : the issue is within a table called "PT_Fighter_Test". Just for my information, how did you end up in this situation ? I see you're level 20ish at Vilario's Rest, so there's some "cheating" involved. It has never been clear to me when "*_Test" tables are used compared to the non-test labelled class table.
  13. I now realize that an ascendent (non ascended) with CP biting whip generates about 86% focus of a normal cipher (-1 PL on casting though) while doing 15% (20% multiplicative - 10% additive) more damages. That feels quite balanced. Beguiler may actually want Biting Whip for their (rare) weapon attacks when their spell really works poorly. Soul Blade may see it as a more flexible alternative to soul Annihilation that kind of stacks with it. I think it's fine or at least can't really be buffed. Also % focus matters less when those special weapon abilities give you max focus.
  14. That's an interesting way to look at the Pb. I don't think changing Soul Whip + Draining Whip values would be a good option without changing the balance of the whole class, but lowering Draining Whip and rising base Soul Whip would indirectly buff Biting Whip. This is still a bit radical.
  15. My main concern is Soul Annihilation. It does 10+focus/4 multiplicated by damages bonus and PL. We can all agreed that the initial 10 focus are always more efficient, so let's just take into account the added damages. Most non mindstalker can expect around 100% added damages and around 1.5 PL bonus. That results in roughly 0.75 damages per focus spend. That means 50% damages into focus (what draining whip provides) translates roughly into 37.5% damages. Biting whip do generated more focus too (20% x base 50% is 10% damages) for about 7.5% damages that adds up with base 20%. Now Soul Annihilation isn't super flexible and Biting Whip adds 20% raw damages to Soul Annihilation attack itself. Which matter if you use it every other attack. Also Soul Annihilation isn't super flexible (empty focus pool). But what I wanted to show is how close the number are, while Draining Whip has obvious advantages for casting I should check whether soul annihilation added damages does benefit from biting whip itself. Now CP biting whip sort of replace it for ranged build. To be Clear about my intent, I'm wondering about a 5-10% buff range, or something that scales with PL and benefits more SC Cipher.
  16. What do you think about Community Patch Biting Whip ? 20% Raw damages lash is great, but is it as great as +100% focus generation ? CP biting whip : x1.2 damages x0.6 (x0.5x1.2) focus compared to draining whip Ascendant CP biting whip : x1.2 damages x0.72 (1.5/2.5 x1.2) focus compared to draining whip Now the comparison change in case of underpenetration. The issue is Cipher is one of the class who has the least penetration issues due to hammering thoughts. Currently, I have never been able to justify picking CP Biting over draining whip, even if I think the change was in the right direction. @Boeroer, what is your opinion ? (I know you use CP, so your oponion on this topic is especially valuable) Picking Biting/Draining whip is about as committing as picking a subclass, yet one of the choices still feel subpar (even if in a much less immediate way than in vanilla) Side note along the way : did you know Soulblade focus at start of a given battle depends on the accrued focus (per kills) at the end of the previous battle ? Still means (usually) less starting focus than other subclass, yet fun to know.
  17. French version released : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) I call it 3.0 and @SenSx and @Zahuaisready are credited for it (as @Ivanfyodorovich for veteran's maneuver by the way)
  18. This one I changed as you proposed. Now let's say I have the "master token". Don't hesitate to request it from me if you want to make further changes to ensure you start from the latest file. I think I will upload the new version tomorrow.
  19. Eld Nary fix reworked. You may use it as a hotfix before next BPM version : cl.chanter.bellower_eld_nary_fix.gamedatabundle Technically funky, now they are 3 modifications upon casting an invocation : - The +PL one working with everything for base 6s - The +PL one working with Eld Nary (normal and upgrade) until next attack (not appears on UI) - A -PL one working with Eld Nary for base 6s that avoid stacking both (not appears on UI) (The Keyword only works positively with Power Level, you can't make a Power Level bonus applied to "everything but Keyword") Ok I'm telling you a bit about my programming adventures, you don't have to read, just wanted to share it this time Side note : a fair number of Chanter abilities (at least Thrice she was Wronged and Seven Nights but NOT Eld Nary) get a +2 Accuracy per PL instead of standard +1 Accuracy. This deserves to be mentionned, at is good for Belllower. I'm not going to change that since this is a typical exception.
  20. Would be better if you let me know before working on such shared files, so I can transfer you the latest version to start from. We can't work both in parallel or it would be a bloody mess to fuse the changes. Now I can't really use your files since I haven't kept track of the changes I made since wild leech. Have you done a lot ?
  21. Possibly the effect 2) that deals no damages still apply some effects ?
  22. IMHO : BPM Barbaric Smash + St Omaku or Veilpiercer or Frostseeker BPM Crushing Blow + Rod modal or Frostseeker (with a good multiclass, you can burn your rage into an instant AoE) I'm absolutely fond of rods in general. Rod of the Deep Hunter is especially great because its debuff makes it as good vs crowd as vs bosses. Amira's Wing is just too cool with its devastating spells with weapon quality bonus and focus regen.
  23. Yeah, clear out attack twice the main target. It is known (at least by me). Clear out does the following : 1) weapon attack main target vs fortitude 2) attack all targets (including first) vs fortitude, only to push and prone with zero damages 3) if 2) is successful, all targets (including first) get a wepon attack vs fortitude super weird BPM : - basically fused 2) and 3) which are now resolved by a single roll. - kept the main target attacked twice - applied a -25% damage reduction for all attacks to compensate for the double attack. It was the best I could do.
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