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Elric Galad

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Posts posted by Elric Galad

  1. 7 hours ago, phanhaiminhkun said:

    So there is a bug with Blackjacket Rapid Recovery. When I pick up this talent, it gives me both Rapid Recovery and Constant Recovery.

    Blackjacket double recovery.png

    Was it added by console command? 

    I see nothing suspicious in the code. 

    EDIT : Found it, vanilla game bug.
    EDIT EDIT : the issue is within a table called "PT_Fighter_Test". Just for my information, how did you end up in this situation ? I see you're level 20ish at Vilario's Rest, so there's some "cheating" involved. It has never been clear to me when "*_Test" tables are used compared to the non-test labelled class table.

  2. I now realize that an ascendent (non ascended) with CP biting whip generates about 86% focus of a normal cipher (-1 PL on casting though) while doing 15% (20% multiplicative - 10% additive) more damages. 

    That feels quite balanced. 

     

    Beguiler may actually want Biting Whip for their (rare) weapon attacks when their spell really works poorly. 

     

    Soul Blade may see it as a more flexible alternative to soul Annihilation that kind of stacks with it. 

     

    I think it's fine or at least can't really be buffed. 

     

    Also % focus matters less when those special weapon abilities give you max focus.

  3. 25 minutes ago, Hoo said:

    I'd rather say Draining Whip is too strong. This passive is doubling the effect, while similar passives from the other classes are not; Such as Fighter's Rapid Recovery and Monk's Lesser Wound. 

    That's an interesting way to look at the Pb. 

    I don't think changing Soul Whip + Draining Whip values would be a good option without changing the balance of the whole class, but lowering Draining Whip and rising base Soul Whip would indirectly buff Biting Whip. 

    This is still a bit radical. 

  4. My main concern is Soul Annihilation. It does 10+focus/4 multiplicated by damages bonus and PL. 

    We can all agreed that the initial 10 focus are always more efficient, so let's just take into account the added damages. 

    Most non mindstalker can expect around 100% added damages and around 1.5 PL bonus. That results in roughly 0.75 damages per focus spend. 

    That means 50% damages into focus (what draining whip provides) translates roughly into 37.5% damages. 

    Biting whip do generated more focus too (20% x base 50% is 10% damages) for about 7.5% damages that adds up with base 20%.

    Now Soul Annihilation isn't super flexible and Biting Whip adds 20% raw damages to Soul Annihilation attack itself. Which matter if you use it every other attack. 

    Also Soul Annihilation isn't super flexible (empty focus pool). 

    But what I wanted to show is how close the number are, while Draining Whip has obvious advantages for casting 

     

    I should check whether soul annihilation added damages does benefit from biting whip itself. 

     

    Now CP biting whip sort of replace it for ranged build. 

     

    To be Clear about my intent, I'm wondering about a 5-10% buff range, or something that scales with PL and benefits more SC Cipher. 

  5. What do you think about Community Patch Biting Whip ?

    20% Raw damages lash is great, but is it as great as +100% focus generation ?

    CP biting whip                              : x1.2 damages x0.6 (x0.5x1.2) focus compared to draining whip

    Ascendant CP biting whip           : x1.2 damages x0.72 (1.5/2.5 x1.2) focus compared to draining whip

     

    Now the comparison change in case of underpenetration. The issue is Cipher is one of the class who has the least penetration issues due to hammering thoughts.

    Currently, I have never been able to justify picking CP Biting over draining whip, even if I think the change was in the right direction. 

    @Boeroer, what is your opinion ? (I know you use CP, so your oponion on this topic is especially valuable)

     

    Picking Biting/Draining whip is about as committing as picking a subclass, yet one of the choices still feel subpar (even if in a much less immediate way than in vanilla)

     

    Side note along the way : did you know Soulblade focus at start of a given battle depends on the accrued focus (per kills) at the end of the previous battle ? Still means (usually) less starting focus than other subclass, yet fun to know.

    • Like 2
  6. 1 hour ago, SenSx said:

    No I don't think, you can keep yours don't worry.

    All I remember I changed was from the cooldown translation.

    This one I changed as you proposed.

    Now let's say I have the "master token". 

    Don't hesitate to request it from me if you want to make further changes to ensure you start from the latest file. 

     

    I think I will upload the new version tomorrow. 

    • Thanks 1
  7. Eld Nary fix reworked. You may use it as a hotfix before next BPM version :

    cl.chanter.bellower_eld_nary_fix.gamedatabundle 

     

    Technically funky, now they are 3 modifications upon casting an invocation :

    - The +PL one working with everything for base 6s
    - The +PL one working with Eld Nary (normal and upgrade) until next attack (not appears on UI)
    - A -PL one working with Eld Nary for base 6s that avoid stacking both (not appears on UI)

    (The Keyword only works positively with Power Level, you can't make a Power Level bonus applied to "everything but Keyword")

    Ok I'm telling you a bit about my programming adventures, you don't have to read, just wanted to share it this time 🙂 

     

    Side note : a fair number of Chanter abilities (at least Thrice she was Wronged and Seven Nights but NOT Eld Nary) get a +2 Accuracy per PL instead of standard +1 Accuracy. This deserves to be mentionned, at is good for Belllower. I'm not going to change that since this is a typical exception.

    • Like 1
    • Thanks 1
  8. 4 hours ago, SenSx said:

    Hello, not at all the last version I updated was with wild leech.

    Would be better if you let me know before working on such shared files, so I can transfer you the latest version to start from.

    We can't work both in parallel or it would be a bloody mess to fuse the changes.

    Now I can't really use your files since I haven't kept track of the changes I made since wild leech. Have you done a lot ?

  9. 6 hours ago, Ivanfyodorovich said:

    Yes! I had a fun Savage turret build I was noodling.  Barbaric is always nice, if nothing else, to keep Blood Frenzy going. I was imaging using it with a Boreal Dwarf and Aamiina's Legacy (10% crit on graze/hit/crit) w/ Modal and Frenzy. I'm sure you could do fun stuff with Galawain's Harry on St. Omaku's Mercy, too. 

    IMHO :

    BPM Barbaric Smash + St Omaku or Veilpiercer or Frostseeker

    BPM Crushing Blow + Rod modal or Frostseeker (with a good multiclass, you can burn your rage into an instant AoE)

     

    I'm absolutely fond of rods in general. Rod of the Deep Hunter is especially great because its debuff makes it as good vs crowd as vs bosses. Amira's Wing is just too cool with its devastating spells with weapon quality bonus and focus regen.

    • Like 1
  10. Yeah, clear out attack twice the main target. It is known (at least by me).

    Clear out does the following :

    1) weapon attack main target vs fortitude

    2) attack all targets (including first) vs fortitude, only to push and prone with zero damages

    3) if 2) is successful, all targets (including first) get a wepon attack vs fortitude

     

    super weird

     

    BPM :

    - basically fused 2) and 3) which are now resolved by a single roll. 

    - kept the main target attacked twice

    - applied a -25% damage reduction for all attacks to compensate for the double attack.

    It was the best I could do.

    • Like 2
  11. It's a different topic but similar, I have just realized after all that time that barbaric blow & upgrades can be used with ranged weapon. 

    That is not super interesting because you loose the carnage bonus and these abilities are any way very meh. 

    But with BPM mod changes, this is super interesting. The no recovery BPM upgrade is even enough to sell a ranged (or semi ranged) barbarian (the Rod modal is especially good, the reload weapons much less since reload has a absolute minimum). 

  12. 43 minutes ago, Ivanfyodorovich said:

    I have a suggestion for a simpler fix for Persistent Distraction and Blunderbuss/Streetfighter. 

    Change Distracted to be -5 Perception, +50% Recovery penalty.

    Leave Disoriented and Blind the same.

    This let’s Persistent Distraction still add 1 Affliction to enable Sneak Attack, and Powder Burns can still be mitigated by Perception Resistance/Immunity. 

    Am I right that this could be implemented somewhat easily, or would you have to edit every single Status Effect one by one? 

    I would indirectly alter a lot of other abilities with an arguably more potent effect except for the said purpose. It's a way more radical change than the current one I would say. 

    I won't fix the problem of Persistent Distraction making other Distracted inflicting abilities redundant. 

    Also I'm quite satisfied with the current effects, so I won't change them. 

  13. On 1/22/2024 at 11:12 AM, SenSx said:

    What about Fatal Blow ?

    On the skill descritpion appears:

    +4%

    +0%

    https://imgur.com/uQyZsuU

    Is the +0% normal ?

    Is it because I tried it with a new character and no Power Level ? (is the 0 then replaced by Power Level ?)

    And there is a mistake with "indépendamment"

    Surprisingly I can't find from where this +0% comes from. I guess there is something quite simple, but I'm missing it somehow.

    Anyway, since it is technically correct and underlines a change from Vanilla game, I guess it isn't too bad ^^ 

  14. On 1/22/2024 at 1:17 PM, SenSx said:

    Haha ok no problem

    Yes ok I understand no problem, that was just for "cosmetic" changes anyway.

     

    I have just one file left to translate in french.

    the itemmods from the BPM buffs.

    I actually don't know what the items are referring to...

    I could translate them directly if they are just new additions.

     

    itemmods.stringtable 1020 B · 0 downloads

    Would you mind re-sharing the files for the 3 components of the mod, just to be sure I have the last version ?

    In my understanding, only this itemmods file from the BPM buffs remain to be translated

  15. 52 minutes ago, Ivanfyodorovich said:

    In doing some Dorudugan research, I found a small bug that I was able to fix for Saint's War Armor and the Veteran's Maneuver upgrade. The short version is that the vanilla enchantment is cleared by friendly spell "hits" making it totally worthless without some very counterintuitive and odd player behavior (definitely not intended by the designer). The fix appears to be a small toggle in the status effect from False to True for ValidateWithAttackFilter in the trigger section. I tested it just now and it no longer clears on friendly buffs. It's possible that there are still odd spells that might still trigger it incorrectly, but for now this seems like an easy enough fix. 

    Here's the file: 

     

    statuseffects.gamedatabundle 859 B · 0 downloads

    Ok, will be included in the French version. 

    • Like 1
  16. 25 minutes ago, thelee said:

    gj, people will finally be able to cast an eld nary that continues even after the fight ends, as the lord intended

    But if all foes are dead... 

    Oh wait

    25 minutes ago, thelee said:

    (also lol the symmetry risk of using a heavily boosted eld nary when an enemy wizard can cast spell reflect just got hilarious)

    Always has been

    Just more true now 

  17. 2 hours ago, yorname said:

    Can the higher ticks prioritize higher tier slots? or are they just random? Also how does the time counter work when it's frequently reapplied?

    When I set a very basic AI script to cast Ancestor's Memory on a caster whenever cipher has enough focus, if they have multiple slots to fill, the tier 7-9 slots can never be filled. Is this because the frequent reapply made the counter always cycling 3-6-3-6, or because the "9" ticks don't prioritize higher spell slots?

    Nope, it is always a random used slot within the define max level. High tier spells are quite hard to get back, but IMHO that is quite balanced. Remember a martial class only get 1 point, so by getting a high tier spell, even rarely, you still gain more.

    And no, it is not possible to make any kind of priority or to force a regen between tier 6 and 9.T he only existing effect is "regen a random used slot between tier 1 and tier x" where x is parameter.

     

    Note the best way to get extra mileage from BPM Brilliant is to use exactly 1 tier 3, 1 tier 6 and 1 tier 9. You'll regen the tier 3 at 3s, tier 6 at 9s and tier 9 at 15s.

     

    New instances of Brilliant will restart the cycle at 3. But if the same effect is reapplied before it wears off, you're basically EXTENDING the effect so the counter isn't reset (the same trick applies if you reapply an effect on en identical but empowered effect : the Empowerment gets extended).

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