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Everything posted by Elric Galad
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Yes, most likely a bug. I will look into it. Basically : - Without form specific abilities, Spiritshift weapons have a hard time keeping up with unique weapons. Mowdyr (that I always use as a non build specific power weapon for comparison purpose) has a 20% lash and up to 20% speed up + 2 additional abilities. The values above are set so an endgame MC Spiritshift weapon has a slightly above 40% lash, with very good PEN. - I made it scaling, because no one complains about low level Spiritshift - I made it PL scaling so SC druids (who indeed don't get buff from a martial MC) still gets good enough in melee (granted that even Shifter should remain casters above all) - It has to be considered that Spiritshift is the only druid self buff. And costs 2 talents to keep up. That's why I think it has to be good. Even priests get Minor Avatar eventually. And Wiz has an unique spell which adds 30% lash on top of anything their weapon has. Wizards have Grimoire swapping, Priest get "borrowed" abilities and Holy radiance, Druids have Spiritshift as a signature abilities. - PoE1 Druid did loads of damages. That was fun. This mod doesn't bring it to a comparable level though. Now I changed so much stuff that it should be watched in next version. I'm potentially thinking about reducing Spiritshift duration or rising the Cooldown : better to have a low duration and always valuable Spiritshift than able to be kept up for a long time but meh value. Not sure it will be needed though. Edit : Maybe 120s Cooldown for Druid, 75s for Shifters.
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The version is almost ready (might take time cause I don't have much time for the release notes though). I have buffed Spiritshift, Fury subclass and Druids in general quite a lot, so it might require some tweaks later. As a summary : - Spiritshift weapons now deals both Slash / Pierce (except Fury) - Wildstrike now gives 10% + 3/(PL -1) lash - Greater Wildstrike now gives 10% + 5/PL lash Fury gets : - 8-13 damages -> 10-15 damages (3s recovery, dual wield) - Wildstrike buff - +10% damages per kills up to 30% under storm blight shift (plus the regular duration extension). This is especially strong in situation where Garden of Life is strong for other subclasses. Bonus : - all spirit shift bonuses stack with everything - Shark does +25% BASE damages. - Wolfs added bonus Vs disengagement attacks - Stag : a Stag companion like carnage effect on crit. Basically a pseudo Wildstrike Frenzy. - Better Weather the Storm - non random Blight Summon So quite a lot of changes for druids. And there are also changes for other classes / items etc...
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Not exactly, The Soul Blade mod does not affect the On Kill event. It is just raw damages. It is not related to Cruel Blade (except you can't have it at the same time as the upgrade "Ghost Blade"). It Ghost Blade on Kill that is universal while Cruel Blade is not. Which is a bit unfair for the alternate upgrade. So I'll make Cruel Blade universal, for the reason you named.
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Yeah, I get it. That was a bit the reason why I changed it from On Crit to On damaged in the first place. That being said, I think including Misses would change a bit too much the initial feeling, and I believe On (damaging) graze is enough. Note that an Unbroken has low reflexes, which might be exploited by standing in a wall of flame, even with a shield.
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Updates : - Boar & Bear form : engagement bonus set to passive (so it stacks with active effects, as for Form of the Fearsome Brute) - Stag form carnage : reworked to an AoE triggered on Crit (including on main target) as Pet Stag companion (BPM made it works also on main target). => Base damage 10-18 Slash / Pierce, 9 PEN, 1.5 radius, scales as similar abilities (+5% multiplicative damages, +1 Acc, +0.25 PEN for each PL beyond 1). Why this change : I think the issue with "Barbarian style" carnage is that it is a bit pointless. It is much less focused than cat attack speed bonus, and more annoying, combo with few other abilities. I worked quite a bit on Barbarian to make carnage feels a bit like PoE1's (making Frenzy upgrades applies to Carnage hits, the making Interrupting blows working with BPM carnage crit). This, obviously, isn't easily doable with Druid Stag form. On the other side, I found this tweak for the stag pet : by working also on main target, it is an AoE passive, but also a Crit reliant damage ability vs main target. Crit fishing isn't easy with Stag pet nor with Stag form (except, well, entropy and some martial MC), but it is still much easier to build around (especially with a party) than a bit of raw damage around. Basically it is an extra Wildstrike Frenzy without extra property. Since it has to compete with things like Cat x1.33 attack speed, it has to be good enough. Finally Stag form working like Stag pet makes some sense.
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I would not even know how to do this Updates : - Stag form : make the all defenses bonus passive so it stacks with similar effect. - Wolf form : make the movement speed bonus passive so it stacks with similar effects - Wolf form : add a passive +20 defenses Vs disengagement attacks - Fury : kills while shifted also grant +10% damages (up to +30%) until the end of the shift (this and attack rised to 10-15 elec damages, 8 PEN, 3s recovery and 1 bounce 80% damages) EDIT : I'm not a big fan of per Kill abilities, but this one reinforces some pre existing aspect. Also Fury will have a good auto attack for boss fight with the new damages, so the per kill bonus is there to complement them for more trash oriented fights.
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I'm not set on the values yet. 45% might be a bit excessive. Maybe 35% lash for MC would be enough. Maybe I'll go halfway to 40% (that's a +10% with Potion of Ascension) A "good" DPS unique should provide around 40% lash. Well, there is no 40% lash, but Mowdyr, for example, has 20% lash, up to 20% action speed and a few utility. When a Rogue MC with a Monk, it gets up to +15%+20% lashes on top of what an Unique Weapon provides. Plus attack speed etc... MC with a druid replace your lash by Wildstrike's (and only when shifted), so I don't think it would compete. I get what you say about active ability comboing less, but active abilities : - Won't work on foe druid, cause IA. I really don't like that - Would make Wolf less special (albeit it could get a passive instead) - Is a lot of tedious work I tend to avoid creating new abilities for BPM. That's a principle I followed until now, and I don't see a clear reason to change for Shifting. Nope. I think Shifter is fine (compared to other subclass). I stated it earlier. Shifter subclass has never been about better spiritshift. You might have liked it this way, but BPM avoids changing the feeling of a (sub)class. Shifting to "the right form" IS an advantage though. Yup, that's exactly what I think. (bar minor number tweaking). No. I don't think I've hinted at any point that I agree that Forms should get more bonuses. This would be a job for another mod The druid active part is it's spell. Beast form is for me about brute power. Maybe for fury I will add something. Just a reminder : BPM is a lot of work. If you want me to do something, please try to start from what I consider to be the picture of the current situation, and that I shared earlier (recap below). You can challenge these statements, point some additional issues for you, or your can agree with some issues and try to find a solution. But if you give solutions to stuff I don't consider to be problems (and not try to convince me that there is a problem), well, I won't agree. @Exanosconvinced me Fury weapon was unfocused, that's why it is currently in my list. Now, what I consider satisfying (bar a couple minor adjustements) about Spiritshift in current BPM version : - The cooldown for long fights. - Balance between Shifter and Animist (so basically Shifter vs other subclass). Granted that Spiritshift has too become a bit more desirable to keep for Shifters to be satisfying. - Wildstrike contribution to casting. Medium/Minor but helps using various spell (as I stated before, you should consider not using this to buff your "best spells", as some unique items can be better, but to boost secondary elements. The new Blight summons help toward that, I think.) - Balance between the 5 main Forms - Wildstrike Frenzy because Entropy (and party support, Stag's Horn, whatever) - The way Lifgiver uses Spiritshift What I should think more about : - Focusing more Spiritshift about fighting better. - The exact role of Fury form (that I'm leaving aside a bit for now).
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Well, the item can still be obtained, and isn't very interesting, so for now, probably not. I don't think it is that interesting in a game that already has multiclassing. If you want a Druid/Rogue, you can just play a Druid/Rogue. That doesn't mean this couldn't be interesting or suitable for a mod. I'm just saying that it will complexify the rules without major benefit. But well, there's literally hundreds of DnD prestige classes, so no harm to develop this. Not really BPM purpose, at least I don't aim to do things too different from vanilla, even if sometime I add a couple of properties. In PoE1, Druid was a caster class that, for a short duration, was able to shift to another mode where you distributed some of the biggest melee potatoes in the game. Nothing specially subtle (a couple specialization based on form), but I think the feeling was still good. (Oh I remember the 1 per Rest Stag Carnage + stunning Avenging Storm. It was on overkilling group melter) Somehow, Spiritshift was heavily nerfed in PoE2, to the point their attack is no better than many unique weapons (only Cat and Boar special abilities compensate). In vanilla, Shifter is mechanically superior (at least to Animist). Need to cast a spell ? Just switch back get healed, and switch again. You have 5x switch. This. This is a small change. This is certainly not enough. But this is an obviously good change. Boar vs Skeletons feels way too sad. So Slash/Pierce for everyone. Except Fury. That would be a Fury drawback (drawback are useful, cause they allow buffing somewhere else to compensate). I think boosting Spiritshift weapon damages is probably the way to go. I will keep the small +1/(+2) elemental KW from (Greater) Wildstrike as a way to distinguish non-shifter from shifter. Now, what I consider satisfying (bar a couple minor adjustements) about Spiritshift in current BPM version : - The cooldown for long fights. - Balance between Shifter and Animist (so basically Shifter vs other subclass). Granted that Spiritshift has too become a bit more desirable to keep for Shifters to be satisfying. - Wildstrike contribution to casting. Medium/Minor but helps using various spell (as I stated before, you should consider not using this to buff your "best spells", as some unique items can be better, but to boost secondary elements. The new Blight summons help toward that, I think.) - Balance between the 5 main Forms - Wildstrike Frenzy because Entropy (and party support, Stag's Horn, whatever) - The way Lifgiver uses Spiritshift What I should think more about : - Focusing more Spiritshift about fighting better. - The exact role of Fury form (that I'm leaving aside a bit for now). My proposal : Set Shifted attacks to Slash / Pierce Set Wildstrike to ~5% +3/PL lash damages Set Greater Wildstrike to ~10% +5/PL damages The idea is to boost Spritshift as an endgame "weapon set", but not early on where it is very competitive. For a MC, you end up with : - 12 AR +0% recovery. - 13-16 Slash/Pierce damages, 9 PEN (sword + 3 PEN, but no modal) - +45% elemental lash, a bit more with Potion of Ascension & the likes. (For SC, it will end at 60%+, which is very high... but you're a caster) - 2 unique abilties per form, +1 engagement for Boar and Bear This is basically better than (I think) any unique weapon when it comes to single target DPS. (and a huge DPS with Boar & Cat forms) You will fight better (at least for single target DPS) with a decisively high PEN at the cost of 2 ability points. (Wildstrikes are basically a "maintenance" cost for having a free self buff for druid as class. It costs 2 Passives to be able to benefit from Shifting more than situationally.) You will defend... well... better when combining with weapon DPS. You can't have a shield so I'm not sure if it is that much of an improvement for defending and casting. You will cast some spells with a bonus, maybe not your favorite, but this will at least be a free to switch caster stick set.
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Well, it does 8-13 damages, scales as summoned weapon and there are plenty of talents that raise their damages. +9% from MIG. At a certain point, the Companion Talent and scaling should compensate for the -100% damages from Graze. It seems normal. It depends what you call "fight better" and "cast better". As stated above, Avenging Storm is going to be better with a Blunderbuss, or Frostseeker. My wildstrike proposal will work only on 1 element. Sometimes, Griffin blade would be better. Spiritshift weapons aren't the best in all cases, in the same fashion as the "there is no best weapon" debate. But they are indeed to be strong. And Spiritshift armor is very strong. It also costs 2-3 talents (plus DW talent) to get there, so it has to be superior in most case. That being said... Okay, that's an arguable design goal. Not so true for Lifegiver of course. Also the current BPM Wildstrike is designed to give an advantage and flexibility to non shifter (so Shifter has a real drawback). But maybe centering spiritshift around casting is not a good design. So keeping the current +1(+2) PL might be enough. It favors the use of an alternate element without forcing you into it. But maybe going for +2(+4) PL would make Shifting too much about casting. It was more designed to give a reward to Wildstrike, rather than just keeping up with unique weapons. Casting-focus spiritshift is not what Fury is currently. It is more a ranged specialist than a caster specialist. More range with spells (including when not shifted), ranged attacks, teleport... But having Kills prolonging the duration leads to more casts when shifted. You have to want to prolonge the effect in the case of Fury. Not a super big fan of Storm KW based bonus, since it funnels Fury in a narrowed path than "Elements".
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Ok, I've tested non-random Blight summon. And wow it feels great. Tier 4 Flame Blight can spam fan of flames, has a self-buff and explose on death (I made it scaling, for both summons and foes, like I did for passive player abilities). It is a very fine Fire spell (Tier 4 didn't have one). Tier 6 Ice Blight is super cool ( ), it has AoE and debuffs. VERY nice summon. Encourage going Frost druid. This change is even more critical for druid summoning capabilities than scaling armor and weapon was IMHO. The duration is short but their powers are great. I must really stress how the predictability change the feeling of the spell. (Call to the primordial is "less random" since you summon several creatures, evenning a bit the odds). Lesser Storm Blight is bugged. Not the summon, the creature as a whole. It has a range of 5m but actually hit only in melee. I will correct this. I will also make Storm Blights "weapon" damages more progressive, as it is the case for other blights. Currently : - Lesser : 5m, 4-7 damages, 7 PEN, no bounce - Average : 10m, 8-13 damages, 8 PEN, 1 bounce 80% damages* - Greater : 10m, 12-17 damages, 9 PEN, 1 bounce 80% damages Target : - Lesser : 10m, 8-13 damages, 7 PEN, 1 bounce 80% damages - Average : 10m, 10-15 damages, 8 PEN, 1 bounce 80% damages* - Greater : 10m, 12-17 damages, 9 PEN, 1 bounce 80% damages Then Lesser Storm Blight will feel legit as a Tier 2 summon. It is basically an auto-attacker with ability to Teleport at will (with slow activation). That's what I thought, but @Exanos pointed, even if it is well-rounded, it doesn't feel optimal. Avenging Storm might be better than with other shift, BUT less optimal than using a blunderbuss for example. And I think that Fury having no choice with their form should get one a bit better. * The Average Storm Blight has the Fury weapon. So it will boost a bit Fury damages. 10-15 shock 8 PEN 3s recovery is very good, I think. It is basically as much other shifts (bar Cat), at range, with bounce, so fairly respectable as an auto-attack, even against single target. Then there is the casting while shifted being inferior to caster sticks. I don't think this is a Fury specific issue. That's why I'm currently thinking about buffing my modded Wilstrike(Greater) from +1(+2) to : 1) +2(+4) Power Level bonus to the corresponding element 2) +2(+3) Power Level if it is a bit too much 3) starts as +1(+2), get some scaling later on to end up at +2(+4) Power Level This would be close from what you get from top caster sticks. (Deltro's Cage comes with a huge +55% recovery drawback, so I would say it is more about competing with the weapons). I don't want to mix Wildtrike Frenzy with this change (MC Spiritshift should work, and Wildstrike Frenzy is good enough in its current state). Obviously, I will let Maelstorm only with Frost (from CP) and not Water KW, because double benefit would be too much. What would you think of such change ? (especially the values) A Storm Blight shift, extended by its damage spell kills, with a neat auto-attack (even vs singe target, but with a nice bounce) and a serious boost to one element should be good. Twin Stones : I think I will tweak the spell so each projectile explode on the first target, not Wall. So that's 12-20 Crush to 2 targets. Plus 2 AoE 15-28 Pierce. With proper aim (Risk), it has good damages (Reward). At Point Blank, you can even have it all on 1 target, but you'll suffer the AoE too (Woodskin could help). Maybe I will tweak down the damages value a bit.
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Easy, Entropy + Wildstrike for groups, Avenging Storm + normal Blunderbuss vs single target The AR passive is not necessary for Ghostheart and the +2 AR feels overall balanced for this case. +2 PEN +15% damages talent is indeed hard to pass. I could change it to +1 PEN +15% damage and give +1 PEN to pet attacks. But the talent would feel still a bit necessary, so I think tweaking it is a bit unnecessary. I must draw a red line for my Modditisis. Not so much IMHO. I tend to value pet talent half the corresponding value for a character. 1 talent = 1 resistance for characters, to 1 talent = 2 resistance for pet feels right. It is not a mandatory talent. It probably situational talent, but for a party without Mowdyr or Devil of Caroc Breastplate, having a character that can "tank" those spore and gets another resistance on top of that is OK. For a Tier 1 Talent at least. Other update : For Weather the Storm, I will finally add +5 Crush AR. Actually, there are several Storm spell that deals Crush damages, so it makes sense. Basically fits Fury playstyle by protecting your party... from your own AoE (including Maelstorm that deals Crush damages !) And Crush AR is rare enough to worth a Tier 7 spell slot ! Still thinking about Fury Spiritshift. Now start to thinking there could be indeed some tweaking to do.
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Yes (because Wildstrike Frenzy is a passive) but that's not what I was saying. BPM Wildstrike abilities give +1 PL to the corresponding element while shifted, +2 PL for Greater Wildstike. BPM Corrode Wildstrike is +1 /+2 PL to Decay/Acid tagged. Rusted armor (and Entropy) is tagged Decay so it works. You're speaking like you had to choose. +3 Storm +2 Elec while not shifted, +2 Water +2 Frost while shifted, with instant transition between the two. Also Supporting Frost druid (it needs a bit of love) is one of the reason I'm picking Greater Ice Blight as Conjure Greater Blight summon. Agreed on Moonwell. Overwhelming Wave is a decent pick on the same level (especially when using a chanter so you can use aefyllath ues mith fyr to negate the Water Wave damages on your party member) Certainly. Late game, you won't AA during most fights. Honestly, not really. Late game shifter has no more reasons to shift. That is a good point. BPM Entropy disagrees. Well, sort of. Fury has for it the extended duration and staying in Blight Form gives good AR, but I see the point. Fury Shift is more about being ranged and not more about being a caster. But somehow, it is not that good at being ranged due to being middle of the road between Single Target and AoE. That said I just realized that Storm Blight Spiritshift has the same attack speed as Cat form. So it deals 87,5% damages of other Spiritshift (bar Cat and Boar) on its main target. This is a good percentage from range. Their AA is good, the issue is that it doesn't have a clear purpose when compared to spells.
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I tried to proc the secondary explosions on a building, but I never got it working. And I had actual bugs too. It seems weird to hear that it works fine elsewhere. I'm thinking about modding it so the explosion proc on the first target Hit. The spell is barely worth using and certainly not worth picking as it is now.
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Twin Stones : does that spell even work ? Apart for the weird theoritical effect, I remarked that I was simply unable to cast it. It displayed a random number of Projectiles, but I wasn't even able to aim something to cast it. I haven't modded that. Maybe the game got lost after casting another projectile spells (stag's horn).
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Don't tempt me into nerfing hemoraging abuses. It least I won't balance other abilities to compete it The answer is simple : Don't pick elec Wildstrike. So you can cast your Elec spells while bearing your Elec/Storm panoply, and Spiritshift to use Moonwell + Water/Ice Wildstrike or Rusted Armor + Corrode/Decay Wildstrike, or whatever. Ah and Water/Ice Wildstrike is +4PL to Maelstrom due to double KW (from CP). That's quite close for avoiding +55% Recovery. Then play with a Cipher buddy so you could cast more than most of your spells. No idea what AA stands for here. Boar is indeed great. That doesn't discard Fury being the only ranged Spirishift with fairly good damages (most likely more than boar, instant but splitted). By the way Elec is a far better damage type than pierce.
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The main interest of any Spiritshift form is the 0% recovery armor with a base AR 8. That's 5 points of AR above standard clothes. BPM added bonus PL to the corresponding elements to all 4 wildstrikes, so your weapons always act as a caster stick. You have 2 nice small abilities. And Fury Spiritshift weapons are actually very good : they do a good portion of other forms weapon damages while being ranged and hitting 2 targets. SC has Spirit Frenzy, which is basically better with that form since you hit more targets (so more crits). Spirit Frenzy is really nice with BPM Entropy. So basically, I think is form is a bit above the other ones, so I don't see the necessity of boosting it. Good idea in general, but the damage shield is currently specific to Llegrath own special unique shield spell, so I'm a bit reluctant to give it to another ability.
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About the Blights : well, Fury does get extra range. Not a big bonus, but still nice little perk when you're trying to summon behind the ennemy line. Other than that, about the only thing that can boost Summon is bonus PL. I won't give Fury bonus PL to all Elements spells, but there could be a new bonus to give PL to Blight spells specifically (using a new Keyword). But I think the extra range is enough for a subclass that is not intended as a summoner specialist. Also Fury naturally tries to stack items that give bonus to elemental Keyword, so you'll usually have better synergies by picking Blights as summons (since as stated above, I would add corresponding KW). About Weather the Storm : my idea was more to change it so it fits Fury playstyle more than giving Fury a specific bonus to it. Fury does get the spell for free, and gets most of Storm spells for free, so it synergizes quite well with the subclass. The issue I'm trying to address is that there is no Tier 7 spells that currently fits Fury playstyle. There could be an argument to give Weather the Storm +3 PL to all Elements spells instead of Wind and Storm, so that it fits perfectly Fury playstyle. (+3 PL is meant to be above Potion of Ascension, but not too much above). EDIT : a positive effect of setting it to all Elements spells is that the bonus AR to teams synergizes well with better elemental spells, so you can use elemental AoE where your party member stands with relatively low damages. Storms (especially Avenging, Relentless, Returning) on the other side tend to be more party friendly. I could consider reducing duration a bit (20s) to balance things.
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Ok, so about Druids, I think creating new abilities might not be the simplest way to go. 1) I think Weather the Storm is a rather meh ability for Tier 7. Not that much because it is situational but because it compare not favorably with Woodskin and Form of the Delemgan, which comes with about as much Armor bonuses (and Pierce Armor is much more useful), and Form of th Delemgan also add additional bonuses. Even if it can have its use, Weather the Storm feels sad in comparison. That's why I'm planning to add a new bonus : a self only +3 PL to Wind and Storm spell for the duration. This bonus is non stacking with other Active bonuses (such as the one from Acute or Potion of Ascension). Even if this bonus is great to charge up, it must be emphasized that it is not ideal for action economy since Weather the Storm has a long casting time. Also Druid would finally become better than scroll users at using their own spells The idea is to protect your crew so they can stand in the Storm you're preparing. I also think it is nice to use Storm and Wind KW which only benefit from items otherwise. 2) Conjure Blight line of spells is a bit of an issue. Random summons are annoying IMHO. Summoning a Flame Blight in front of a Fire Naga pack is always unfortunate. That's why a radical decision (in a separate deletable file) would be to change all three Conjure Blights to a set type of Blight : - Conjure Minor Storm Blight (KW Storm and Electricity, no other Electricity spell on Tier 2) - Conjure Flame Blight (KW Fire, no other Fire spell on Tier 4) - Conjure Greater Ice Blight (KW Frost, no other Frost spell on Tier 6, can be cast vs Fire foes immune to Sunlance) I avoided Earth Blight because a predictable Slashing Immunity could be a bit OP. Blights have their own abilities, but are often obscure to use especially when you don't know what to expect, so I think it will do good to Druid summoning capabilities.
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I get the point, but if we start revamping the spell, everything becomes possible. It could even be an actual bounce spell. This won't help my modditisis (temptation to mod everything) Does it even end on Death ? EDIT : but you're probably right. This would make sense by just transfering immediately the secondary effects. I'll keep the small miasma nerf and reduction of castion time (to make it a really a good opener)