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Elric Galad

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Everything posted by Elric Galad

  1. @Noqn's Slayer Seeker Survivor Standalone mod isn't even released on Nexus, and it already starts to have extensions
  2. That's weird. I will look into it. I don't know if it's even technically feasible. Are you using nerf package ? Because the "non pure buff reworks" are included in the nerf package. In the buff package only remain the zeal cost reduction.
  3. It is not my proposal. It would still be infinite while Near Death. It would only persist for 6 additional seconds after the character isn't near death anymore.
  4. I was not a modder either before starting BPM Most of moddable elements from PoE2 are basically text files. Yes, it's programming but with a good guide, it is easy enough to copy/paste stuff and change a couple of numbers. Having a standardized text file with generic command that you can complete with the "name of the creature" (from already known prefab list) AND coordinates (where stuff spawn on the ring) would be easy enough for many low-skilled modder to use. "Netx Level" would including adding Tomohai speech, reward items, etc... Might not be complex, and not even critical. It won't ever be a convivial UI, but I can imagine the technical part of the encounter design not to take more than 10-20mn to generate from a default file, once you have done it a couple of time. The real question is to understand if the green part is feasible.
  5. Well, I have no idea if creating custom battles is easy to do with mods. Maybe Noqn knows. It would be a great opportunity to be able to create custom battles that would become available at some point during SSS. I think it could stay independant mod but would synergize well with S4.
  6. Huh, this is annoying, but adding Proficiency has always failed for some reasons in my testing. First, Death Godlike also gets Death Usher, that BPM has tweaked to +5+1/lvl accuracy (up to +25) vs Near Death. For memory, the purposes were : 1) added damages could result in overkills, added accuracy prevents misses which is much better. 2) added damages was competiting with effect that utterly destroys Near Death, while added accuracy synergizes with it. Death Godlikes are the Best at delivering this killing blow. I think this bonus is a very good base for Death Godlikes because it will be useful for basically any fights. Having a second bonus more situational isn't that bad for this reason. You're right to say Pallid Fate is hard to balance because of its (situational occurence ; raw power) ratio. In the right circonstances, it might be broken ; in the wrong one useless. I still believe it has to be made a little less hard to trigger or at least to maintain but should remain this way because it is very unique AND is complementary with Death Usher. It couldn't have been the sole racial trait. But I want to stay faithful as much as I can to vanilla game and I want to preserve the Symetry with Death Usher. That's why I believe that giving it a persistance after recovering from Near Death is suitable. I'm not closed to changing the 6s duration proposed above. There should be a value between 0s and Infinite duration that should feel balanced.
  7. Yeah, kind of transform a CRPG into a tactical battle simulator That being said, after the nth replay, the quest & travel part can sometimes be skipped without too much remorse
  8. I thought about this one too but dismissed asking it as it somewhat encouraged going for unique equipment So OK for Ring of all defenses x10
  9. Question out of sheer laziness to check in game : have you also added Kith food for my future Corpse Eater ?
  10. OK, so for next version : I might have gone overboard with Drake, giving it 5x of each abilities to promote its AoE damages might have been a good intention, but giving it a 5x AoE Knockdown made it too close from Wisp territory. So I lowered the number of Knockdowns to 3x (breath is still 5x) but rised the damages from 15-25 to 25-35. Sorry for the iterative tweaks, but finding a purpose for each of the Chanter Summon (who share the same ressource and Summon slot) isn't that easy. Pallid Fate : With all my BDD tweaks, I feared that +3 PL while Near Death has become unplayable (the new BDD applies a shield, so when becoming Near Death healing will heal you, while damages will go to the shield ; this makes maintaining the Near Death condition less easy). I will simply add a persisting +3 PL for base 6s (passive, so modifiable only by INT) after Death Godlike goes back from Near Death. You still have to "go there" to get your bonus, but at least you won't be cancelled by an undue healing (e.g. good synergy with Watchful Presence) I really wanted to avoid applying Pallid Fate on Bloodied (even with a value nerf), but I had to find a way to make it slightly more playable.
  11. Oh that's interesting ! Another good point with this crossbow is the crossbow modal. It interrupts on Hit. But since you have three rolls, you have three chances to interrupt. It also helps digging through layers of Concentration, making it arguably the Best in Slot item for this purpose. Multi hits weapons also have many applications (avenging Storm, resonant touch, confounding blind, combusting wounds), they are not specific to this weapons, but multi hits is usually an advantage on its own.
  12. It's intended. Granted that WotW was nerfed to cost 9 Wounds, the combination is powerful, but you can't really repeat it as easily as before. Changed the mod description
  13. New version available with many changes (lots of adjustment from previously tweaked abilities...) Edit Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Enjoy playing Slayer Seeker Survivor Standalone mod with these tweaks ! wOw ! LoTS oF bUiLDs !
  14. In the case of Cipher, it's a double boon. You get the +20% damages and eventually +1 PEN (plus whatever attack bonus you've vampirised) And your focus is regenated by it.
  15. I thought about that but it would destroy the animation (always unfortunate) and there are people who like using it with Driving Flight.
  16. A few planned changes : Ancient Weapons (slight) nerf : Following an idea by @Testlum, I'm going to set all weapons abilities to 3x encounter. They get so many uses that it is tiring to even think about using all charges It includes the Tier 9 Wand abilities, which I think was 2x encounter, but I don't mind a slight relative buff of the Tier 9 upgrade (SC promotion) Instrument of Boundless Rage (previously set to 2 rages) : Minor change, but I will make it target Deflection and cause Prone on Graze (instead of Hit). The idea is to make it more specialized compared to go-to-driving roar AoE damage dealing and interrupt (which target Fortitude and cause normal interrupt on Hit). Long Pain and the Pain Persists : I'm going to buff the summoned weapon to fast speed. Basically a ranged fist with +1 base damage. No change for Instruments of Pain. I feel it was a bit meh to spend time and wounds just to get a relative generic ranged weapon. It was basically a ranged version of Monk Fists, but these ones are passive and doesn't require casting. Now you will be basically increasing your fist range. Not really DPS since the additional damages will be compensated by casting time... (Pain Persists may slightly increase DPS since it reduces the need of casting) Pain Persists duration on Crit : +1 (unmodded) -> +3 (current BPM version) -> +4 (as Wildstrike Frenzy, future BPM Version)
  17. The fight in this DLC are tough, but not to the level of Abbey of the Fallen Moon in PoE1. Abbey of the Fallen Moon was maybe my favorite place in all PoEs (beautiful place and incredible lore). And Oh boy it was stressful for about the same reason (high level Kiths with plenty of nasty abilities and... monks !)
  18. That's the general rule with Kith foes. They have the same nasty abilities as your team, but they don't have the nasty bottomless pit of hp that some non-kiths have (barbarians do to some extant).
  19. OK, I went through my first run (as Survivor), with main quest battles and a few other. Everything was fine enough, in my opinion, the mod can be published. Just a couple of comments (apart for Berath Blessing that I already told) : - Missing the Quality enchant by gold only upgrades. But don't remove the possibility to upgrade them with Mythic Adra and SSS quest items (which enable Legendary Quality upgrade) - Ingredients should not be sold for clarification. Ingredients that you get during battles should be mostly for selling. You should advertise that the rewards aren't balanced to enable recipes in the description of the mod. - I didn't check if Consumables can be edit: purchased indefinitely. They should. Or at least in big enough quantity. Everything was fine for mechanic, battle balance, etc... (I mean, after the initial trouble to beat nagas, but as you pointed, it was because I didn't use the mod to get lvl 16 henchmen directly). Congratulations ! Hope to see this soon on Nexus !
  20. Yes, but it doesn't matter much because it is a multi combination combo. You really need to build for it, so won't run into it randomly. I could theoritically nerf it (it's like 1 parameter chance by item, so not much... well... Effort) but it won't affect BPM experience unless one wants it deliberately. And if one wants it deliberately, well, why forbid it. Totally make sense indeed. I think I will add this to Tornado, set its PEN to 10 as I thought, and not change its damages. And the 2 other abilties needed a bit of fun anyway. EDIT : rounded down to 10m->2s and 15m->3s Missing one I'm currently pretty happy with the current status of Tier 9 druid abilities in BPM. Aspect of Galawain Interrupt on Hit, Finger of Death with accuracy bonus is the most reliable finisher (with Marux Amanth) and Pollen Patch... well... heal well enough. Maelstrom may need a little nerf (I'm tuning down my initial plan to a total of 314 damages... something like 30-50 for secondary random pulse is enough of a nerf), and Tornado a little buff (the one you suggest + PEN 10 + the previous ones).
  21. I do think that Maelstrom PEN nerf is quite hard to debate. All comparable spells have either 7 PEN or 6 PEN dual types. Damage-wise, I think the topic is much more complicated though. That's why I write my reasoning, so people can react.
  22. Maelstrom works too, but I won't be shocked if Meteor Shower was better in this context. Maelstrom might be better for later phase, when one need to dispell many small oozes quickly. It is not indeed. Symbols are base ~300 average in my book. (I wondered about Symbols too, but I haven't written everything.) So pretty compatable with Maeltrom nerfed version. Symbols work much slower, that's the main reason. Maelstrom happens in about 10s with good INT. My initial question was : "is Maelstrom above the curve of OP Tier 9 spells ?" Because other people stated it (and because I wanted to understand) The numbers are complicated to interpret, but it seems to me that it is the case. Are you speaking about Tornado ? I don't think it is really powerful (but I might be wrong indeed). I think the consensus is that it is not that much for a Tier 9. Buffing its PEN while nerfing Maelstrom's PEN was a way to distinguish them more (which is easier to make both valuable than makes them direct concurrent) And the damages felt a bit low. I could also go for PEN 10 (as Eld Nary windy cousin) and not change damages. Anyway, if I make some powerfull stuff OP, it is not the intention (but might be the actual result ) To make 2 spell of the same tier "usable". You can do it by 2 means : To make them different enough, so each one has its niche To make them of equivalent raw power (quite subjective in certain cases, like comparing potatoes and democracy). If the gap in "power" is too high, even if both have niche, you won't use the "weaker" much unless desperate circonstances. The later is especially important for Tier 9 because you have 1 cast of it, so you really want to use it in an optimal manner. Also Ability point are scarse on Tier 9 (For casters, 1 will go to Prestige, so only 2 points).
  23. Meteor Shower has similar PEN as Missile Salvo (7 PEN single type). That's the easiest part of the comparison (but at least justifies the PEN nerf) Without taking into account Intellect, Might, Power Level, Meteor base damages (without DoT) are : (16 ticks - 1 for random pulse spell) x 28 damages = 420 base damages The issue is that one has to probabilizes the chances of hitting something with the individual missile since they're only 1.5m per missile within 5m radius. You have to add a ratio to the preceding formula, in defavor of Meteor Shower. Except if you use it against Hauani O Whe, of course, which I strongly recommand The normal pulse of Maelstorm has 100% chances of applying. The random pulse of Maelstorm is 3x bigger (2.5² vs 1.5² radius) than Meteor Shower and always hit a target. DoT can be seen as happening more or less for the 8s duration + 4s of DoT, provided Meteors refreshes it often. That's (8+1(intial tick)+4) x 6 = 78 damages with about 100% probability. EDIT : So that's about 78 damages vs 114 damages for the fixed part (DoT scales slightly better but won't apply to the whole 5m+INT radius of the pulsating part ; the DoT number feels slightly optimistic). And 250 (150 with nerf ; EDIT 200 with second version of nerf) vs 420 damages for the random part, with much higher chances (thrice bigger AoE, auto-target a foe) to actually hit for Maelstorm. Unless speaking of a very big target. That's why non-avian Dinosaurs were killed by Meteors I do think the damage nerf is (at least partially) justified. Maelstrom would still have for it : - Multiple PL abuses through items - random targetting can be used in a smart fashion (if you manage to have 1 target within the RED area, all of the AoE will connect on it) - Much higher range - Happens on a slightly faster delay (6s vs 8s + DoT) I'm also thinking about buffing a bit more Tornado a bit more. BPM Tornado has 10m radius and Interrupt on Graze. I plan to change : - 7 PEN -> 9 PEN (more PEN than Maelstrom) - 45-72 damages -> 55-88
  24. Now that I have the actual number about Maelstorm : This spell indeed feels quite above the curve, even for a tier 9 spells. 1) Choosing a "Benchmark" I loved spamming Minoletta's Missile Salvo as SC Wiz. This spell basically sniped a couple of foes and certainly feels powerful. I'm using it to compare because : - it is considered a good spell, and feel relevant enough to go SC Wiz - it scales similarly with INT, MIG, PL - its projectiles have high chance to connect because the impact per projectile / random radius radio is 0.6. Maelstrom has 0.5 but since it auto-targets at least one potential target, I consider it has similar chances of hitting foes within its area Without taking into account Intellect, Might, Power Level, its base damages are : (12 ticks - 1 for random pulse spell) x 20,5 damages = 225,5 base damages With good multiplicative stats, it's no surprise that it can one shot foes ! Now Great Maelstorm used vs 1 foe (all random pulses will hit that 1 foe) : (6 ticks - 1 for random pulse spell) x 50 damages + (2 pulse tick +1 for pulse spells) x 38 damages = 364 base damages Both are dual type of damages, but Maelstorm has 7 PEN on first effect and 9 PEN on the second one. Maelstorm has a much wider AoE, but it must be said that Salvo does its damages almost instantly (3.75s at max Intellect) so that's surely something in its favor. I would expect both spells to have similar performance in term of damages and PEN. As calculated above it is not the case. 2) Proposed reasonable nerf for Maelstorm : Pulse attack : 36-40 damages, 7 PEN -> 36-40 damages, 6 PEN Random Pulse attack : 40-60 damages, 9 PEN -> 35-45 damages, 6 PEN (EDIT : changed a bit from first version considering the massive damages from Meteor Shower) New damages computation : (6 ticks - 1 for random pulse spell) x 40 damages + (2 pulse tick +1 for pulse spells) x 38 damages = 314 base damages That's still higher than Salvo (I don't want to destroy Maeltstorm either) but significantly less. Justifications : - PEN nerf feels good IMHO. Note that as a Tier 9 ability, it gets a natural +4 PEN on top of everything it gets from PL. It makes picking PEN Talents and Fury subclass more relevant. It corrects the weirdness of a displayed PEN of 7 while a part of the spell is actually different. It makes Maelstorm less efficient vs some part of your foes, so you're less likely to auto-win everything, while being still relevant vs many foes. - The random part ticks more and can really be abused by proper placement, once you have read this thread and become aware of Maelstorm targetting. Knowledge is power. This thread is a kind of Maelstorm buff in disguise . Also I plan to out back KW as in vanilla : - Both attacks get the Elements KW (Storm was missing from the attacks ; not sure it is intended but only Lord Dalryn's Voulge affect this KW AFAIK, and Lord Dalryn's Voulge affects PL so having the KW at ability level is enough) - Random pulse get the Electricity, Fire and Wind KW as in vanilla game. - Pulse get the Water KW as in vanilla game. Quite symetric this way. I know CP added the Frost KW because of the Cold damages, but I think the Water KW made the spell more unique. It has specific interaction with Tekehu (with Revku Cloak, he can stand in Maelstorm unarmed ; with Amira's Wing, he can be immune to the cold attack and gets +15 defense vs the random fire/shock) and next BPM version of Fire Shield (will be immune to Frost but as currently be extinguished by Water). Water benefits from the same Talent as Frost. CP adding Frost KW to the Fire / Shock attack was probably an oversight The spell is about "cold Water" (as it appear in the description) as Boiling Spray was about "hot water". It makes some sense that cold Water target Fortitude while actual Hail (Frost KW) targets Reflex.
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