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Elric Galad

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Everything posted by Elric Galad

  1. 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.
  2. 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.
  3. 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...)
  4. 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.
  5. 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.
  6. The thing is that I recently buffed Fury druid base damages. So nerfing it a bit to allow rangerer combo would not hurt too much overall. I will think about it. Good find @Noqn !!
  7. Nope. I tried what I could but it all failed. I haven't found any logical explanation for it. If anyone find a solution, I'll be happy to incorporate it in my mod.
  8. Also I would argue that unique one hander are a bit above two hander in PoE2. At least for melee. Although it is a very complex topic. Sabres and Flails for example have tons of options. Mowdyr is maybe the most well rounded unique... Not to mention Fists and Spirishift claws.
  9. 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.
  10. Yes I knew this. But it was always the case I think. The original spell actually applies the secondary effect on initial target too after the first ellapses (which rarely happens). This was undocumented. Unless I failed my testing it still affects 2 additional targets.
  11. 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)
  12. I don't like it too much. That's unfortunate indeed, but it would make these spells complicated.
  13. It honnestly sounds like an oversight. I'm strongly leaning toward restricting it to Weapon only in next BPM nerf package (as everyone believed till now). Anyway, the description and actual effect have to be aligned.
  14. 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.
  15. 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.
  16. CP tweaked a bt Forbidden Fist ability (especially to make it work with Cipher) BPM didn't change it. BPM only buffed Forbidden Pie
  17. Confirmed. Circle of protection only scales its duration with INT, not PL (which means PL has zero effect).
  18. 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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