-
Posts
4003 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
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.
-
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 ) ?
-
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
-
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.
-
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).
-
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.
-
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)
-
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.
-
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.
-
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...)
-
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.