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Elric Galad

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Everything posted by Elric Galad

  1. I think the idea is that some weapons get the drawback of immunity without the advantage of dealing elemental damages. So no use for the keyword apart for Arcane Archers (and... similar niches ?) But I get why Boeroer's idea could be seen as a "Solution 3".
  2. This table is gorgeous and the 2 first columns are informational anyway. Is that all Keyworded weapons ? I would call it "Solution 1". It requires minus 1 PEN for all weapons going from 1 damage type to 2 damage types (Dragon's Dowry, Sun&Moon, Thundercrack Pistol and Grave Calling). "Solution 2" is to remove KW from Dragon's Dowry, Thundercrack Pistol, Grave Calling, and Hel Beckoning. A vote could help. Removing KW from Sun&Moon could lead to unexepcted consequences (because of weapon upgrades), so I think going for Solution 1 for Sun&Moon could be the best, independantly from the chosen solution for other weapons.
  3. Nope Yup Quite an HW requirement. My two candidate computers are basically split between 2 countries with Germany in the middle. I might as well go with an "always stacking" solution just because it would be easier to test
  4. Taken into account for next version/ Incorporated for next version, thanks again @Noqn By the way, I corrected a bug with Ascendant where th +20% additional weapon damages when ascended actually applied to all damages. Included in nerf package. Yes, I confirm the issue. The unupgraded version gets +2 Acc per Level which happens for some abilities. But the upgraded one only gets +1 Acc. I will align to +1, there is no reason for the unupgraded to get more. I also nerfed Blinding Smoke to only apply to Crit as display instead of Graze / Hit / Crit. Included in nerf package. I remember someone complained about Ring of Greater Regen not stacking when 2 are worn (contrary to all other rings). It apparently can't be corrected (making the status "stackable up to 2 times" does not work). Finally, I want to correct the food issue, sometimes stacking, sometimes not. I understand Saving and Reloading should cause food to stack, but I haven't been able to reproduce, even by relaunching the game. Any trick to make it stacks for sure (so I can test my stacking prevention ) ?
  5. That is really great to see it happen, congratulations ! I apologize that I won't be able to play right now. Got the usual IRL Stuff to do, new BPM version I've just started to work on, my first Tyranny run in progress that I've delayed for years... But lacking time was basically the reason why I wished so much for this very mod to exist
  6. Everything sounds great!! If minor adjustments are needed, we could see later. Putting the artifact hunting removal in an additional mod is a good idea, but for clarity, it is good to put it in the SSS standalone mod as well.
  7. Yes, I got it, but the effect is similar to one, so I would expect them to work as lashes, in order to get clearer rules. But maybe they need this implementation difference to work with item properties. What would be the consequences to have it with a proper lash ? I think there could be an issue with fire absorbing monsters. I think they are not coded with damages immunity but KW immunity. And I'm not sure they would work properly with damage immunity.
  8. First I think this classification is nice. And any solution should have similar mechanics within same category. Are you sure Lash can be keyworded independantly from main attack ? I have some doubt about understanding third category. Does it include weapon like Keeper of the Flame ? As far as I understand Sun&Moon is basically a weapon with a lash (well, two lashes) but coded differently to make it work with its special effects. So Sun&Moon could be bordeline included in the forth category bar the technical aspect. Agreed. Agreed, even if it causes foes with immunity to be immune to them. This is consistent with the rest of the ruleset (such as Poison Immune foes that take no damages from Toxic Strike physical attack). Agreed for weapon like keeper of the flame. Sun&Moon is a special case, I suggest to design a solution for other weapon first, then adjust Sun&Moon to fit in (dual damage type with 1 less PEN could work without buffing it too much, so it fits the second category). If possible, yes. I think you could keep it as it is. But I am in line with @Boeroeropinion above. BPM added elemental keywords to the fitting summoning weapon ability, except Minor Blight. I think it makes sense (not sure for Minor Blight), even if the bonus to duration is minor. Once summoned, treat them according to the general rule (so Minor Blight attacks should have Elemental KW).
  9. I think a martial ability without an elemental KW counts as Keyworded when used with a Keyworded weapon. So foes might take damages from your regular attack, but suddenly resists your Crippling Strike...
  10. I doubt any of these weapons could be qualified as top tier (although perfectly viable for some builds). Dragon Dowry is quite inferior to Red Hand (which basically doubles base damage DPS) except for the Legendary part (that can be ultimately negated). But I agree that weapon without elemental damages and with elemental KW don't feel too natural. Changing Sun & Moon to Elemental/Crush, removing Elemental KW to every weapon with only a lash and removing "Elemental Weapon" KWs as @Noqn suggests would be one of the most consistent way to address this issue. It would indirectly nerf Arcane Archers (but I don't care cause BPM made the -5 Acc applied to all non-imbue attacks in exchange for imbue bond cost reduction ahahahah ) The KW applied to some weapon with a lash and not to all of them feels a bit random. In general Damages Type <= > Keyword should be the rule (Boiling Spray being the exception ) . It would be only slightly unfortunate for only a couple of weapons with dual damage type vs elemental immune, granted that mostly Fire Immune is significantly spread among foes. If not, I would keep current CP design with "elemental weapon" KW and applies Elemental bonus to everything that had it in the original game, such as Ring of Focused Flame to Dragon Dowry, as @theleesaid.
  11. Interesting. It probably worths correcting in a way or the other. But I'm at least relieved that I'm not the only one with this idea EDIT : but a potential issue is that it would require updating all +x Fire PL items with Fire Weapon to make it work consistently if ability was set to Fire Weapon (necessary to deal damages to fire Immune AFAIK). Might not be that wise (even though a good idea)
  12. Other wild suggestion : what about adding Fire Weapon KW (instead of Fire) to Sunlance ? I think it wouldn't be too weird and help the spell taking advantage of its dual damage type.
  13. I mostly agree, but I would give Ring of Focused flame the Fire Weapon tag. It works in the base game, so it would be closer to make it work with CP change as well. Also it would be a bit weird to have Scion of Flame but not Ring of Focused Flame working with the new KW.
  14. Minor annoyance for wizard, but significant reward for first fight. Go for it, it won't stop wiz from being good. Great ! I hope to hear from it soon !
  15. For Chanter Summons without mod, go for Ancient Weapons. All other Summons have non-scaling weapons and their Penetration will be bad anyway. Ancient Weapons are the only good summon for endgame, except Dragon for AoE abilities and basically infinite pool of HP, and skellies for metagame combos. If you want to test other summon before, I would strongly suggest you allow yourself to respec since your basically compensating for Devs unfinished business.
  16. She rarely lives long enough to cast much though. Inconvenience of being the only DPS in a squad of tanks under surprise attack...
  17. For a few seconds, I thought "Wait, there's an item called Papyrus Scarab and I'm not aware of it ?"
  18. No but that's still free Empower or Phrases, and the party action speed aura is worth it anyway. You might consider another 1h as main weapon if you prefer, but I would recommend picking Sasha's at least for secondary set. Just use it at the beginning of important fights, the switch. The mod that gives use back all phrases (but not the Empower point) can be seen as ideal for such use. You have plenty of possibilities for main weapon. Flail and club are neat for that defense debuffing modal, complementary crush damages and good uniques. You'll be Pocking anyway. An herald isn't going to do much damages with his weapon.
  19. Whirling Strikes, Heart of Fury and WotW let you attack with both hands, whatever you hold. That's why Whirling Strikes can be used with a ranged weapon in left hand and even benefits from Driving Flight.
  20. I think the design was okayish before special KW mod. It wasn't very good, but consistent with many other cases where a melee attack was negated just because carrying a Keyworded secondary effect (Toxic Strike). It was especially disappointing with a couple of double damage type effect such as Sulance. Fire Immune are Immune to Sunlance is ANY case, just because it is Fire Keyworded ("Fire Immune" is Keyword AND damage type immunity) KW mod was a mixbag for me. On one side the result is arguably better, but less consistent with other rules, and now we can see it could be buggy. The bugs can be corrected by introducing these new KW in the effects that lack it. Or I can go with something entirely different, but with new unexcpected consequences, possible downgrading... I and more work overall. I get the idea that dthe decorrelation between KW and damages type lead to strange stuff and it might have been better to have these weapons doing 1 type of damages with the related KW. Then again, the KW rules themsleves are a bit unsatisfying (see the Toxic Strike issue above...)
  21. Just beware when game actually applies mod changes. I think it usually works when refreshing (by clicking on the refresh or update button) mod list, but I remember a couple of cases where "extra gamedata object from mods" stayed in cache. New Keywords are extra object. I strongly suggest opening related CP KW file so you get the abilities they actually changed to implement their "fire weapon" keyword. They technically needed to update separately all abilities (Scion of Flame, Ring of Focused Flame, Sun&Moon fire damages mod...) to make each of them work with their new KW. I'm taking a break from PoE2 and gamedata files. I finally managed to finish Disco Elysium and to start Tyranny EDIT : I'm just too curious. According to Gamedata files, elemental weapon with CP should only benefit from Elemental Talent, other beneficial effects haven't been modified to take into account the new KW. So no synergy with Ring of Focused Flame. Twin Gods mod works with Fire Keyworded and Ice Keyworded flail attacks so shouldn't work with CP. As a consequence Golden Sun and Silver Moon shouldn't work with CP either. Lunar and Solar Excellence work with Fire and Ice Keyworded attack so shouldn't work with CP for flail attacks. Note this is a theoritical analysis, so I might be mistaken (at least I won't start the game ). Maybe checking that everything works properly without any mod could help make things clearer. Sometimes there's bugs hidden by bugs.
  22. That's probably because Community Patch didn't add their "Fire Weapon" new KW (the one enabling hitting fire immune foes) to the Weapon property adding fire bonus damages. Ring of Focused Flame probably applies to this KW though.
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