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Everything posted by Elric Galad
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Well, in my experience, +1 or +2 Acc per PL is really spell dependant. Interestingly, in the gamedata files, every time they had to manually set a PL scaling, the put a +2 Acc / PL, which explains why it could happen to various spells. I believe that they did not remember the actual +1 Acc per PL rule when they did that, and/or it changed at some point during the design. Or whatever. Honnestly, I classified this in the minor obscure stuff that I don't want to dig. Not getting any Acc bonus per PL is annoying and I corrected a lot of abilities which had this issue (by putting a +1/PL, with few exception such as Fire Godlike racial fire shield which I put to +2 so it scales well). But getting a little too much isn't concerning. I would consider it as a minor advantage for certain spells that get a little more benefit from PL this way. So basically, there are no exact rules. Most abilities get +1, a few get +2.
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No, it doesn't upgrade, so the shields quickly become subpar. But you can use my mod that add weapon-like quality progression to Magran's Blessing and Best Defense and rebalance the damages/PEN accordingly (my mod files are split, so you can pick just that component if you need) : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Note that this part was developped by @Noqnand he has his own mod that only add weapon-like quality progression without tweaking damages /PEN. Shield Bash Quality Fix at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
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Yeah, I agree it's annoying. I was thinking about it a few weeks ago (just before struggling with arguably the most annoying flu of my life... still coughing after 4 weeks). Technically I have 2 options : - Make them always stackable (should work) - Make them never stackable (should most likely work) Tweaking the values would be a headache. What are you supposed to tweak with from +1 PL ? +0.75 stackable ? I don't want to do that. Whatever the option, I'll keep the original values for food. So either I make a big leap and go with always stackable (kind of powercreep, but granted how easy it is to trick it, not so much). Or I could go with the safe path and choose never stackable as it should have been.
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Yes, it is technically feasible. Slightly tedious, but not so much. Cooldown for Spiritshift is already BPM biggest change by far in term of file size. It IS intentional. Shifter is an overpowered subclass in Vanilla. How much time 5 cancellable forms would be worse than 1 single form that can cast spell in vanilla ? Also consider that buffing underpowered forms and Wildstrike comparatively buffs shifter. Shifter can spend about 60% of its time in spiritshift form with the current setting. The only reason Shifter is not seen as OP in vanilla is that Shifting becomes increasingly relevant at high druid levels. I know, but the code is entertwined so impossible to separate them. You can It is not impossible but even with BPM basis it would be tedious. You need to copy 5 times the cooldown status, allocate it for each form, and allow shifting for each form based on this particular status. I can't see another change to make but Cooldown for shifting has surprised me several times with side effects.
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Usually 2 identical statuses never stack even if coming from a passive... except if they are coded as stackable. Even weapon qualities have to be stated "stack up to 2" or they won't work when dual wielding 2 weapons of similar quality (yeah, even if the quality mod applies to different sources). Rings are coded with "stack up to 2" in general. Ring of Protection is an example. But ring of greater regeneration doesn't have this property, so isn't stackable.
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The good thing is that the new BPM +10% damages on Kill seems to be only triggered by actual kills from your picture. It is important because the issue looks like an hardcode bug to a Status effect property. The +10% damages isn't implemented this way, so changing the code to implement the duration prolongement the same way as the damage bonus will likely correct the bug. It would be nice to find all concerned abilities. Fury, Chanter's Might/Res/Con invocation, others ?
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This is weird. I checked the code but I see nothing suspicious. I tried in-game but Crits do not extand Spiritshift Storm duration. Do other users have this bug too ? Beware there have been a couple renaming of Druid Spiritshift/Wildstrike files, maybe you have older files still in your BPM directory ?
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Eventually I didn't. The double keywords help Druid Water / Ice builds that are a bit limited beyond level 4 (even with Conjure Greater Frost Blight) It would have been too much if I doubled Wildstrike effect on PL, but I didn't so... It's a CP KW change, not BPM, so I think I'll leave it as it is. I think it was sort of good Tier 9 spells, that's all. Plus not only Fury can use it. Why Wiz would get all the good spell ? I doubt current Fury is broken compared to Evoker.
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New version is uploaded : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Feel free to experiment a bit these new Spiritshifts. I would really appreciate feedback to understand if they are now satisfying. Also I would like to know how non random blight summons feel for you (as usual, also a couple minor tweaks and bugfixes
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Spiritshift won't be broken, even with recent changes. OP maybe, but not broken Currenly planning to set Spiritshift Cooldowns to 120s (normal) and 75s (Shifter). I can't find something else that satisfies me as much. Changing Cooldown has too pratical advantages compared to lower duration : it is way easier to do for me , and it does not nerf a base game feature (which is good for a mod). 15s is a relatively standard duration for a relatively short Tier 1 self-buff, and its non repeatable nature should limit it. With INT and PL scaling, that would be still 90s downtime in the endgame, so you can emulate Martials, but not for long.