Everything posted by Elric Galad
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Balance Polishing Mod Release 1.0
Coucou, I'm once again returning with a couple of change ideas. Souldblade : I buffed their per kill gain from 10 max focus to 5+level, because I felt the bonus was totally irrelevant. Not that I believed Soulblade really needed a buff... Now I realize that the bonus stack with itself, so it was never truly irrelevant. I feel it was an undue buff so I will remove it. A Soul'd Echo : 15% Hit to Crit for spell vs Will at Tier 8 feels a bit meh. Rogue gets 10% Hit to Crit for anything at Tier 2. Cipher gets +10 Acc for spell vs Will at Tier 6, which is almost strictly better, except maybe for interaction with the Complete Self where A Soul's Echo is a better "insurance to always get a chance vs high Will" I'm going to buff it to 20%. It is Single Class locked so I feel it is justified. Spell Resistance : This is no DnD so the issue is that many monster abilities do not count as Spells. I already buffed it from 10% to 15%, but I ended almost never picking it because Tier 6+ points are scarce and it is too situational to justify. It is not even a problem of "value". I have the idea to complete the ability with +1 AR vs the 4 elements, which would be more widely useful and fits thematically. OK that's +1 AR vs 4 out of 7 damage types, but I feel element damages are way less common, so that's about 25% of incoming damages in my book. I would slightly tune down the Spell Resistance to 12%. It could be helpful for Barbarians (thick-skinned + Spell Resistance = +1 AR with benefits) and decoy-type that could stand in the middle of non-friendly elemental AoE. Combat Focus : Well, a Concentration point at the start of combat can really secure a critical spell. So why do I end up never taking it ? Simple answer : because 1 ability point for it feels a bit expensive, and there are a few magical items that gives that with benefits. So it's useful but weak. My idea is to add a second effect : +5 all defense for 15s at the start of combat. It fits thematically (Furrante armor has both Concetration and a similar effect) and synergizes with WoD/SoT (but not too much). Inspired Defenses : It used to be +2 AR before getting nerfed by Obsidian. Too good in some situation. BPM kept it at +1 AR but rise duration to 5s. Even with this, the thing is the effect is good... but not that much, and a bit random. Well, it's not technically random, but it's really hard to have any control over when the bonus +1 AR is going to kick in. Attacked by a sword ? No use. Attacked by a couple of foes with different weapons ? Likely no use. And it's not like you'll have a non-tedious way to check which weapons are really attacking you. So I'm planning to rollback over the 5s, and to change it to +1 AR for 3s without restriction over damage type (extended by INT, not by PL since it's a passive). Yup it's significantly better, but I think it's not OP for Paladins either. Base 3s is kind of a magical value. You need some INT just to get the bonus from a single naked goon attacking you with a dagger. Against a couple of foes, it will most likely work, at least against half of attacks if they tend to attack simultanneously. You can also use your own ticking AoE (example : Chill Fog, BPM Pallegina is immune to PER Afflictions) to refresh the bonus every 3s with minimal damages while getting Retribution charges. The point is that this design will have : - synergies (high INT, ticking spells) and anti-synergies (high defenses) - clear situation where it shines (vs several foes) or less (vs single foe) Which makes it interesting for both Builds and Tactics. And that's what we're here for, not for simili-random effect. Parting Sorrow : Well, getting disengagement isn't very reliable, and the effect is well... nice but I won't expect getting more than a few Wounds even with a build that specifically synergizes. At least this one also gives 1 wound when an engaged foe dies (killed by you or not). I simply propose to add +1 engagement to round it up. Most talents benefitting to disengagement get bonus engagement so this would totally make sense. Bonded Fury : This one had a lot of changes in the way to make SC Ranger great. It is currently used a buff for a duration and a 15% Bond returned on pet damages for UNLIMITED duration. I used to think it was a good idea to ensure SC Ranger always has a source of refund but : - Ranger can also pick Distraction Training - Ranger can access various refund available to all classes (mostly Brilliant from Cipher buddy) - Ranger having to manage their ressource isn't so bad. Also it was very bad for Ghostheart whose duration was limited by the summoned pet lifespan. So now I think it would be more reasonable and less weird to give the refund on damages the same duration as other effects, and slightly buff it to 20% chance per damages. Shadowed Hunters : Another candidate for most reworked ability. Current version : For 45s, for both pet and ranger : - healing 10hp per 3s - -50% hostile effect - Invisibility until attack When invisibility is cancelled the ranger / the pet get Intuition Inspiration for 45s. So if you don't stay invisible for long, it is basically "Intuition, 10hp per 3s, -50% hostile effect" for 45s. A few issues I see : - With high Intellect/PL, one can be permanently invisible with a potion of Enlightenment. Not that critical but still bad. - It's too much "just a self buff". - Stole a bit Monk role for anti-hostile effect What I would change : For max 15s or until attack : - Invisibility - healing 16hp per 3s - -50% hostile effect For 45s after attack : - healing 8hp per 3s - Intuition - no more hosile effect reduction What that would change : - more tactical (akka less dumb) use of invisibility. Staying invisible longer allows you to heal more in total. - less perma invisible abuse - a bit less strong as a pure self buff. If you don't stay invisible for long, it is basically "Intuition, 8hp per 3s" for 45s (plus 16hp on the initial tick for invisibility, so total healing isn't much reduced).
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Pallegina: pure paladin or herald ?
Healing Chant + Healing buff chant (Tier 7 Mercy stuff) + Paladin Healing Aura + Ancient Weapon summon + Sword & Board as a Herald is really hard to compete in term of almost passive damage sponge.
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Ben Fidel's and bellower/power level.
Oh I though the bounce were fixed at launch, but the expiration of Bellower bonus just caused the damages of the latest bounces to not benefit from it.
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Mirror image fix
Elric Galad replied to SenSx's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Just try to do any other super classic modification (such as a duration of a particular effect). Just pick another mod such as Community Patch to check how it is one. If it does not work, it means that the issue has nothing to do with mirrored image but with your modding file management.
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Mirror Image fix / Tweak
Probably by tweaking attributes : "NumberOfCopies":6 In abilities.gamebundle file. As far as I know, it is not linked to the spell actual effects. If you don't know how to tweak a specific parameter from a specific file, refer to modding subforum.
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Slayers Claw can upgrade tier 1 Might inspiration to tier 3
Inspirations/Affliction themselves don't suppress each other. They just get cancelled by a higher tier one. You can use a 1s paralysis to "dispell" a 60s immobilisation.
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Slayers Claw can upgrade tier 1 Might inspiration to tier 3
Yep but last BPM version also removed the increased duration in the nerf package 😆
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Slayers Claw can upgrade tier 1 Might inspiration to tier 3
Contrary to the un upgraded version, Each Kill Fed His Fury does not technically grant inspiration, now I remember it.
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Slayers Claw can upgrade tier 1 Might inspiration to tier 3
How does this interact with Blood Storm and Each Kill fed his Fury ? Does the upgraded Might Inspiration get extended ?
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Balance Polishing Mod Release 1.0
Great, pretty sure it was. Modded Divine immolation healing values had the same issue based on a post from this thread.
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Balance Polishing Mod Release 1.0
Haven't you tried with PEN ? Should be easy, if every +Fire PL increase your fire damages PEN by +0.25, it means it scales normally.
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Balance Polishing Mod Release 1.0
Checking penetration is probably the easiest way.
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Balance Polishing Mod Release 1.0
It is display bug or real bug ? Because I remember that encapsulated effects sometimes works correctly even if displayed incorrectly.
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Balance Polishing Mod Release 1.0
Ahah OSS might be my favorite comedy movie. And my hidden secret is that my wife is Polish 🙂
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Balance Polishing Mod Release 1.0
Hi all, It's been a while since there has been no discussion on this topic, and the activity on the forum as a whole has been reduced a lot for a few months. I don't know if it is related to BG3 release (not playing myself, not enough time to launch myself into something as new as freaking real 3D) or just the semi-old age of the game in general. I think the mod has been stable for long enough to consider it complete and to take the time to thank everybody involved for this experience. I'm not completely quitting the mod (I would correct any critical issue) or even the forum but I just wanted to say goodbye and thank you before there is no one left here. Cheers to everyone who participated on this mod (it was my first mod ever), on this thread, on this forum or even on PoE1 forum ! My first thoughts go to @Noqn who made some of the changes for the mod, resident @Boeroer for all his advices even he was not a direct user (I presume) and @thelee for his Faq and general expertise. And for all the ones who "liked" the release post of the new versions, it always help keeping oneself motivated ! It's been a major hobby for a couple of years of my life, and I enjoyed a lot the community here !
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Trying to figure what PoE2 sold less
Elric Galad replied to fireflame's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Someone clever apparently gave Josh Sawyer a (justified) bonus to help him overcome his Deadfire trauma. "Say it with an engraved watch"
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PoE1 (small) Balance Polishing Mod
I planned to start working on it this summer but I unfortunately didn't have the time. Don't know when I'll have some. Busy times right now. Oh now that I am grown up with kids I wish I could get back all those hours wasted on Diablo 3 🙂 (Meanwhile completing Guild Wars 1 in Hard Mode was well spent 😉 ) So if any fellow modder has some time to spare, feel free to implement whatever you want from this thread (you could just refer it for the design part)
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Balance Polishing Mod Release 1.0
Not that necessary because : - It is great but not broken. It is just one more Tier of MIG inspiration for all non zerks subclass (that zerks can access anyway). - It requires weapon swapping several time, so it costs a lots of time and initiative for each battle. Mitigated only as a Fighter, negated if going Black Jacket. But in the later case, the combo is only for Black Jacket / non zerks Barbs... at which point you can even consider it as a validcombo. - It requires intentional activation. Don't like it, you can avoid doing it (I've patched several game changing stuff that requires intentional activation, but only if they really breaks the game such as strand of favor). - It is quite lategame
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Balance Polishing Mod Release 1.0
Yeah, you should. It is a nice experience, as long as you target well your level of commitment 😉
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Balance Polishing Mod Release 1.0
Either it has a substancial effect and it shift the balance while it is unnecessary to do so. Or it has no substancial effect and it is not worth the effort. Well at least for me, it doesn't sound too bad if you want to go with own mod. Just it is not aligned toward BPM initial objectives. I've worked a lot on the mod already 🙂 and I feel it is pretty complete now.
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Balance Polishing Mod Release 1.0
If it ain't broken, don't fix it. I don't think it would be in line with BPM purpose, since Ghostheart works well as it is and the engagement immunity is fine. But if I wanted to do it in a balanced fashion. I would personnally do it this way : halve the Summon HP (with a -50% health penalty) and add the veil resistance. It won't increase much durability, but would grant much better benefit from healing (that is harder to access as a Ghostheart) as -100% damages taken would make regen more valuable, all at the cost of firearms vulnerability.
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Balance Polishing Mod Release 1.0
New minor version available on Nexus : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Fix a couple of items and descriptions. Also should be fully compatible with @Noqn 's Apotheosis (not documented though since it could have been confusing there's already a bunch of stuff in the mod description)
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BPM Psion
Base game : Soul Mind paused on damages CP : Soul Mind paused on being crit BPM : Soul Mind paused on being hit (so bit less good than CP)
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Godlike builds for POTD
Weapon summons do not benefit from added PL. Monk fists (and unarmed Monastic training fists) do. Woedica fists do not. A SC Monk with Prestige can benefit from every other PL. You'll get +2 from Potion of Ascension (best source for active, but does not stack with other active). So even with Nature's Godlike +1 PL passive, you'll need another +1 PL. Hey, good luck then, because I do not know any other source of passive PL sor SC Monk fists. Food gets +1 PL, but is usually considered as active unless the save/load random bug cause it to become passive.
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Best Spellbinds?
It reminds me of my previous build : [CLASS BUILD] The Unstoppable Wave (Siege Breaker Fighter) - Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community Abyddon Hammer is great because you can use it once per encounter (not technically a spellbind but fullfill the described purpose)