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Everything posted by Elric Galad
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A small note about Lay on Hand is that Courageous includes the effect of Tier 2 Resolve Inspiration. Tier 3 makes you immune to interrupt while Tier 2 periodically gives you back 1 Concentration (non stacking). Why does it matter since you are Immune to Interrupt anyway ? Because when Hands of Light ends, your target keeps this 1 Concentration without duration limit. But I agree with the crowd. In general Base Lay on Hand > Greater one > Hands of Light. So you can skip the "upgrade" (which is not technically one) or pick whichever you prefer as a backup, GLoH being the most useful in general, but Hands of Light having its use. If you have a fighter, Unbending Shield does the Concentration job for the party though, while being arguaby the best fighter ability.
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Yeah, that's the first thing I tried. The issue is that it makes any correction about untestable. If the bonus doesn't stack, it could mean either that the mod worked OR that for some reason you're not in a situation where stacking would work. I'm not at ease at releasing some untestable feature, so I'm probably going to abandon the idea, and let the game be as it is. The only possible alternative would be "Oh well, let's make all food bonuses stacking". If you guys ask for it. This would be a buff, but at least it would have clear rules. This one is testable I won't nerf food effect to make it more balanced, though. Just too much headache
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Attack animation can't be drastically reduced without drastically reducing recovery too. I don't know a way to do that apart for Riposte attack. Consider that Evasive Fire is fluff-wise meant to do that, but implemented it in a way decorrelated from your actual weapon. I guess you can't do otherwise with the hard-code. Also I don't want to do something too original (That's not BPM intent ) or too complicated to program (so potentially buggy). Current Shot on the Run isn't that far from being ok.
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I think it makes so little sense that I'm considering addressing it by mod, so the bonus exactly compensate for the penalty instead. Since it would be a nerf to what could be considered as a mehish talent, I might consider adding extra properties to the ability. Bonus movement speed, bonus defenses vs disengagement... or maybe simply making the No Recovery Penalty universal rather than only for ranged weapons ? It would favor Ranger Multiclass such as the Kitting Mage builds (DAoM...), or basically anything with Disengagement resistance (being able to change target freely between melee swings isn't bad, and can be exploited by Riposte Disengagement builds).
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Clarity I guess. E.g. no surprise for the player to not be able to damage fire immune with a pure fire weapon. Also if you change dual damage types for single type, one should add about +2 PEN to compensate (+1 PEN would be a bit mehish). Overall, the weapon would be better at its specialty (doing elemental damages) and not that much worse for versatily since elemental immune couldn't take physical damages from that weapon anyway. Note that I'm not necessarily advocating for this solution, I'm just trying to figure what advantage it could have.
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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.
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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 ) ?
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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
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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.
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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).
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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.
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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)
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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.