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Everything posted by Elric Galad
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The real reason why Clear Out shines is that the AoE is bigger (after the upgrade), that it is a bit of a Crowd Control effect and is only 2 ressouces instead of 3 for BPM HoF. In a nutshell, Clear Out tends to be spammable while Heart of Fury is kind of situational power spike (it deals additional damages/Accuracy/PEN, is a Full Attack). Clear Out + Morningstar is a really great combo.
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The blast radius indeed mostly depends in priority on "Blast radius" data : - "Large" : 5m - "Medium" : 2.5m - "Small" : 1.5 - If blast size is equal to "Override", the ability uses the Override value instead. Often Override value is set in the gamedata file to the "right" value (example : if blast size is Small, they put 1.5 in Override value) but it's not actually used. For Maelstrom, there are 3 AoE : - Large 5m extended by INT for the crush/frost pulse - Large 5m NOT extended by INT for the hazard zone - Medium 2.5m extended by INT centered on a random target within the hazard zone for the shock/fire pulse (see above, I described the later 2 after saying the crush/frost pulse works like any classic pulse spell)
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Side notes : Maelstrom benefits from PL from all its Keyword for all of its attack. But other bonus (PEN Elemental Talents, Ring of Focused Flames) only works with the right attack (Frost bonus for the pulse effect, Fire and Shock for the random pulse... except Community Patch keyworded this random pulse Frost, so if you play with CP, you can get +1 PEN From Secrets of Rime too. I think this is a minor bug @MaxQuest) Maelstorm displays a PEN of 7, but that's only true for the frost/crush part. The Fire/Shock part has 9 PEN. (both these base values get a +4 PEN for being from a Tier 9 ability) Magran's Might displays Interrupt on Crit but Interrupt on Hit. This is a bug too. Actually Magran's Might roll 2 times : 1 dummy roll that does nothing else than interrupting on Hit (normal interrupt), and the actual attack that Interrupt on Crit (Prone this time). That's why Magran's Might sometimes interrupts normally, and sometimes knock you down. EDIT : No it does not and does not cause Prone. This is most likely an oversight and I will probably address it with BPM by showing only Interrupt on Hit causing Prone (this is a Tier 9 spell so I thin it's good this way).
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... and other random AoE spells. To be more explicit, I'm speaking about spells from this list : - Storm of Holy Fire - Minoletta's Missile Salvo - Meteor Shower - Magran's Might (not technically an AoE, but follow the same obscure rule for its Pulses) - Great Maestorm* * Maelstorm is a kind of double spell. It has a classic Crush/Frost pulsating AoE (such as the Symbols) and a random Fire/Shock AoE. The 2 effects have no connection. I will be speaking about the random Fire/Shock AoE part below. 1) Pulse : These spells do have pulses, as for classic pulsating spells but it does not appear in their description, or sometimes a 3s pulse appear in the description but is wrong. (From the gamedata file, they have a pulse attribute of 3s but this attribute isn't used) What they do not say is that they have a "number of random hit" attribute that appears in their gamedata file. You can therefore deduce the pulse interval by dividing their duration by this "number of random hit" as the "number of random hit" stands for the TOTAL number of pulse for the base duration. Here are the actual numbers : - Storm of Holy Fire : 12 pulses, happening every 0.75s for 9s - Minoletta's Missile Salvo 12 pulses, happening every 0.125s for 1.5s - Meteor Shower 16 pulses, happening every 0.5s for 8s - Magran's Might 8 pulses, happening every 1s for 8s - Great Maestorm 6 pulses, happening every 1s for 6s (for Shock/Fire part) The pulses do happen periodically for the duration. Now what's interesting is that you can extend the duration as for other Pulsating spells. As for Pulsating spells, Intellect does matter, but Power Level has not effect on duration. So with INT 20, you'll get 50% more random pulses. However, there seem to be something that causes having about 1 less pulse that what you could expect. For example : - with 10 INT Magran's Might has 7 pulses. - with 20 INT Magran's Might has 11 pulses. I can't say if it's always minus 1 or if it could be more or less in certain case. Let's say it's 1 less pulse as an approximation. (This is the contrary of normal pulstating spells that gets 1 more pulse than you could expect : a pulse happens at 0s) 2) AoE These spells have 2 AoE sizes : - The first one is rather big but isn't extended by INT (what you see extended by INT when aiming Maestorm is the extension of the normal Ice/Crush pulstating component.) - The second one is smaller and happens at a random position in the original AoE. It is extended by INT. What can be surprising the position of the secondary AoE is the position of the CENTER of the smaller AoE. So, if it happens on the border of the initial AoE, due to its own radius, you can hit something OUTSIDE of the initial AoE (friendly or not, depending if you are in the friendly zone or not of the secondary radius. Basically, you have more chance of hitting : - A bigger target - A target closer to the center of the AoE - When you have high INT - When the secondary radius is bigger in comparison of the first. See below the comparison of Initial (not modifiable by INT) /Secondary radius (modifiable by INT) : - Storm of Holy Fire Initial 5m, Secondary 1.5m - Minoletta's Missile Salvo Initial 2.5m, Secondary 1.5m - Meteor Shower Initial 5m, Secondary 1.5m - Great Maestorm (random part) Initial 5m, Secondary 2.5m (not displayed by the ability) Therefore Missile Salvo and to a lesser extant Great Maelstorm have higher chance of hitting. Missile Salvo usually hit the "main center target" with all its projectiles. 3) What is special about Maelstorm Maelstorm is doubled by a classic pulsating effect which AoE is 5m extendable by INT. However, only the "red" part of the UI display matters for the random component. I said random secondary AoE can happen at any position within the initial random AoE. That isn't true for Maelstorm though. Maelstrom pick up a random valid target within its initial AoE and applies its 2.5m AoE to hit. This means : - Maelstorm random pulses will ALWAYS hit something (as long as there is at least one valdi target in the RED AoE) - If there is a single valid target within Maelstorm RED AoE, it will get all the pulses (with 20 INT : 4 Frost/Crush pulses and 8 Shock/Fire random pulses. Goodbye !) - If your foes are clumped within the RED AoE, they will get all the Pulse (originating from one of them) That is one of the reason why Maelstorm feels so powerful But also unique. Now that you know the rules, you are free to use them in a smart way !
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Well, I would add some concerns about your ranking, focused on BPM specific features. Ranger is indeed a pet class (or at least summoner) so if you don't like it... Ranger class is weird because it's MC compatible abilities don't pack that much punch. So better to use them for special trick such as dispell shot. But with BPM, tier 8 and 9 offer more serious stuff, such as Permanent Enfeebled, general goodness buff through Shadowing Beyond, interrupt on all Crit (with stellar accuracy)... I don't think the class as a whole is week but until then, it can feel a bit lacking. Weird to speak about SC Fighter without mentioning Clear Out and it's upgrades that can really be fun with some weapons (Willbreaker for example). Also BPM SC Fighter is practically a ressource regenerating class. Finally, you will have some support through either Armor breaking Sundering Blow or AoE Acute from Inspired Strike. Inspired Strike and upgraded Clear Out should be your primary bread and butter as a SC Fighter. Druid does have good spells with BPM at tier 6+, but there is indeed something weird in their design as they suddenly stop being a pure flashy boom boom AoE damages dealer to become a support and combo class. They have their best Summons at these level, resurrection (always useful backup) and Wildstrike Frenzy+ Entropy or Avenging Storm to deal stupid amount of auto attack damages.
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Well, I already modded BDD anyway The point of modding it would be to be able to use Maelstorm quite often without winning intsantly (while still doing a fair amount of damages) Not being able to use your signature SC Druid damages spell because it is so strong that it makes the game uninteresting is quite sad. It's weird to say, but the point of a nerf is to make an ability usable (and enjoyable). Anyway, I do like to understand exactly how things work, independantly from the fact they require modding or not. Now I am at this step.
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I will check with the actual files (for example if the 6 secondary attacks per pulse have an AoE Themselves), but it's still a first layer of clarification. I expect to see an "additional attack" within the first pulse attack attribute. That should simply cause a kind of double pulsating effect but there shouldn't be any link between the 2 (like it is the case for the buggy Screaming Soul). Also I must check how bonus PL for KW and Elemental PEN Talent applies to the whole package. Ring of Focused Flame only applies to Shock/Burn attack, which also has apparently a 9 base PEN (from an old thread necro). An option could be to reduce the overall PEN, or the damages of the random part.
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Good point. Forbidding Maeltstorm from out of combat might be a way. The range is average but enough. True. Symbols win fights, but over time. Meteor Shower is indeed annoying, typically getting the +20% range talent could help. I only used it against Hauani O Whe, because Missile Salvo does Crush/Corrode and the blob is resistant to it. Missile Salvo is much easier to use, that's why it's my choice. But it has smaller AoE. Typically eradicates a couple of foes unless underpenetrates. This isn't enough to win instantly, but it turns the tide more often than not. Sort of enough to win, but not instantly. Well, are you suggesting Wizards are fragile ????? They are. And I nerfed WotW already. But I'm a bit reluctant to nerf Maelstorm if it's a general single class design. And why I'm trying to identify what would make this spell even above this already high curve.
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Do you think Great Maelstrom is that much above things like Missile Salvo, Meteor Shower and the convenient and twice per encounter Symbols? Some of these spells have a description that is not fully clear. Actually I'm not completely sure what Maelstrom do, except for "No you can't win an encounter just by clicking Maelstrom. - Haha, Great Maelstrom go Brrrr"
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BPM Druid summons were basically balanced around Lashing Vine (the one that stayed untouched). All were added weapons scaling to legendary (Fire Stag and Aspect of Galawain already had it, but they were buffed in different fashion, although fire stag BDD cheese doesn't work anymore). Call to the Primordial had to be nerfed a bit not to be broken with the scaling. Blight Summon were removed their randomness (Minor summon storm, medium fire, major ice) so you can really plan what to do with them. Still, none of them got up to 14 PEN attacks with dual type
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Ok, got it. The vanilla Dragon Summon has a buggy Frightening aura. It is supposed to proc every 3s for Infinite duration, 3s based duration and 15m radius. But the pulse duration is strangely written 1000E9 so it only procs once when the dragon is initially summoned. So I've just added a couple of goodies to Dragon special attacks without increasing their number (you'll see Overbearing Knockdown...), fixed the Frightening aura (reduced the AoE to 2.5m radius), added Fire Immunity (so can feel safe summoning the dragon Vs fire based foes) and I think it will be fine. Still won't beat the 4 weapons gangbang at dealing auto attack damages, but now has a good amount of utility. The drake will have 5 uses of its abilities, but I think it's good this way due to increased duration.
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But rather bad =/= bad Top Tier > Very good > Good > Okay > Mehish > rather bad > bad > Perplexing Sap But even, saying it's rather bad was probably exagerated. I probably played it with a not suited build. I still think that an ability should be able to be slightly better on its own and slightly more rewarding in the right circonstance, but I can see why it is suitable in the right chain. Still I will put Plague of Insects at Top Tier rank (bar poison immunity, but I have to remember that a single scroll saved me from those Woedica fanatics), Insect Swarm at Very Good, and Infestation of Maggots somewhere between Okay (with support) and Rather Bad (on its own). It is not exceptional but do its part in the right build (which happens to be a quite common druid build so...).
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Oh I don't say it's bad or that you can't play around. It just seems to me that under rather optimal conditions (coupled with Plague of Insects or other DoT), it does about half the damages of a Tier 5 ability while not having its utilities. It's the combination of "under good conditions" + half the damages+ no other utility that make me feels it underwhelming. It should be worse than PoI as a tier 3, just a bit less worse Then I'm comparing it to Plague of Insects that is a top tier spell (which I don't pick so often because druid Tier 5 has so many great options). We're just talking about value adjustment here. The spell is viable, I just think it should have been a bit better on its own. But I love insects druid, like I love Storm druid... Like a promise from BG serie that wasn't fulfilled until PoE The absence of poison tag is sweet, but since the best way to make it optimal is Plague of Insects... It also doesn't help that I start 95% of my battles as a druid by a quick cast of Nature Balm while the party is still close that leaves only one use of Tier 3 EDIT : but if everybody thinks it's good, maybe setting it to 0-15 raw damages was overbuffing. Still I can't prevent myself from thinking it's a bit weak, so I might tune down my buffing to 0-12 raw damages.
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I think the drake is fine now. It can fly all over the place and apply its Fire DoT everywhere, and knocking down people a bit. It seems to be able to target quite well, maybe that's the key difference with the adult dragon whose cone attack with friendly fire can be harder to use (that plus duration, and the mate from the upgrade). Well, not that much. Its breath is a level 9 ability, so even with its 20ish INT, the duration is still reasonable (20s) because PL is missing. I'm not completely set about the dragon. It has to be the best at tanking and dealing AoE (albeit less conveniently, and for less time than the Drake), so I think emphasizing its specialty could be a good way. Maybe Tail Lash should push and Interrupt. Maybe its single target KD ability should do more single target damage (as a spike, meanwhile Weapons keep the static part), or maybe it shall come with a debuff... I thought it was pretty to have Drake and Dragon with the same number of breaths, but the former stays for twice the duration, so maybe it is normal if it gets more...
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I plan to change Pain Link to 30s and 30% damages reflected back. It is generally less useful than dealing 30% more damages to a specific target, but with twice the duration as Recall Agony (it also costs more), it will have time to cause some pain. I also tweaked a bit Chanter Summons. Ghost upgrade now lasts for 120s (a summon you can forget until killed). Drake and Spore lasts for 50s (twice more than Ancient Weapons and Ogres who come in groups). Drake and Dragon can use their breath 5x times instead of 2 and Dragon breath now has the same DoT as Drake's. So they are very strong AoE. Drake is still somewhat fragile as a lone summon and Dragon can be seen as a SC buff (but the 4 ancient Weapons are still crazy enough to be the most well rounded choice). (BPM nerfed the Dragon HP a lot, even if AR was raised) Everything is done for players not to pick Ancient Weapons every time