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Elric Galad

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Everything posted by Elric Galad

  1. No, because your whole party could benefit from it. You mean changing the display to something more clear, right ? Yes, it seems reasonable. 10 raw damages per tick every 3s instead of 32 damages over 10s then.
  2. Or I renamed it at some point and when copy pasting new version, it didn't erase the outdated file ?
  3. Yes, BPM shall be loaded after CP. If not, it can lead to funky effects. If you prefer CP change, the best thing to do is to delete related BPM content. EDIT : Anyway, there is a confirmed display buf, since I haven't change th "+200% wound threshold" display.
  4. What I meant (plus minor adjusyement) : Unarmed attack without talent : 10-14 damages, 6 PEN Unarmed attack with talent : 14-19 damages, 7 PEN + (+2 Acc, +1 PEN, +5% damages)* + scaling (* the level 0 transcendant suffering/Monastic training bonus) As a consequences, foe fists would be : 10-14 damages, 6 PEN + (+2 Acc, +1 PEN, +5% damages + scaling) So it makes unarmed attacks : - a bit worse than other fast weapon on early game. Just incitative enough to make them avoided. - not changed with talent - about as good as a normal fast weapon for foes : 10-14 damages, 7 PEN +2 Acc, +5% damages (basically a club with -3 Acc and +5% damages), with transcending suffering scaling replacing quality enchant. Of course, if someone has a more direct fix for the bug, I'll take it.
  5. Other cheap solution : give everyone's unarmed attack the same base stats as monk fists (or something closer, maybe fast weapon damages +1 min damages like monk's 10-13). So enemy monks won't suffer that much. Monk class / unarmed would be necessary to get the scaling. It even sort of makes sense balance wise since foes don't have easy access to unique weapons like you do, so fists are comparatively more interesting for them.
  6. I can't reproduce the problem. Is it systematic ? I suppose you have checked without the mod ?
  7. Weird. It just changed duration and the fact the Interrupt applies on Graze. Were you confused or something ?
  8. The ability works with your Spirit / Vessel summons. Noticeably Spirit Ally, Phantoms, Dichotomous Clones, Ancestral Weapons and Skellies from Chant. That's a lot to work with. It also procs Death of 1000 Cuts (should be one proc per Spirit / Vessel, which is better than most spells). But you indeed have to build around in order to use it as something else than a type specific spell. The ability doesn't jump, I can't see how to decrease damage per jump.
  9. Hotfix for Persistent Distraction and a couple of minor changes. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Mostly slight number tweaks. Among changes : - Reduced Screaming Souls AoE as it was a bit broken vs Vessel and Spirit groups. - Rusted Armor (Druid, Berath and scroll) targets Reflex now. It was barely possible to hit Fortitude on those targets requiring an armor debuff. - Uncanny Luck reworked from CP version : this version is 5% resistance, 5% Hit to Crit, 5% Graze to Hit, 5% Miss to Graze. I kind of agree that the base game required a small buff, but 10% Hit to Crit from CP basically made it a no-brainer talent IMHO. It overshadowed Rogue Hit to Crit talent, Cipher's high level 15% Hit to Crit talent (Limited to Cipher's Spell vs Will !) and Wizard 15% Hit to Crit spell. Of course, this component is in the nerf package and can be deleted.
  10. It has a stacking limit (-32 Def with CP, -33 without it) Compared with Divine Mark -25 without the need to Hit several time. For constitency of rules, I've also decided that the Raw damages from Garrote should not be conditioned by the Paralysis (the prone part yes, would feel weird without).
  11. The difference is that for Steel Garrote, you probably never want to spend 2 Zeals on it if you don't get the paralysis effect, and the prone would seem to come out of nowhere. Meanwhile Disoriented + Deflection debuff is steel good enough for 2 Guiles. Also from a balance standpoint, Confounding Blind comes as an alternative to the very very handy Gouging Strike. So if it doesn't even work vs all foes, it would be a very very mediocre alternative. As I said, it's literally said in the description, so you're right about it being probably intentional.
  12. OK, so after investigating : - The bug does not seem to be systematically reproducible. Knocking out the rogue won't systematically leave the Persistent Distraction debuff. Something weird happened in your case. - In the case it happens, the issue is that this new condition isn't purged after battle. I will change it in next version (I will release it quickly since it may happen to others), so it will be robust to bizarre persistence. - The known antidote in your case is annoying but doable : face another foe with Persistent Distraction, engage, disengage. The disengagement should purge the persisting status. In the worst case, console The Messenger again 🤪
  13. Confouding Blind deflection malus is actually a sub effect of the blind condition. This means contrary to other Affliction + other effect attacks, it doesn't apply the deflection debuff vs PER resistant or Immune foes. EDIT : note that it is technically said in the description... Of course, I will change this for BPM 🙂 (too annoying compared to alternative Gouging strike)
  14. Strange. Maybe a base game bug cause I haven't changed this part. EDIT : nay, it works fine without the mod. EDIT EDIT : my bad, just realized it doesn't even stop after battle is over. I have to release an hotfix quickly. EDIT EDIT EDIT : Now that I'm thinking about it, the persisting effect should be purged when disengaged by any other foe with persistent Distraction. This isn't convenient at all, but I'm just pointing that it isn't hopeless. Next version will work when you kill a distracting target and I will also add a backup purge at the end of battle, just in case there would be another weird case.
  15. Thanks. I don't think it will be more broken that in the unmodded game. You will just have more possibilities. But it won't work on pulsating spells or similar ones.
  16. Since there are at least 2 pairs of bounding boots with 2 charges each, it's relatively easy to get a free bath to your whole party every day ^^
  17. These changes just occured (small version, limited to Backstab / Assassin rework and Red Hand nerf) : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
  18. Shadow Step has an interesting property : the paralysis part is applied on next weapon Hit (Miss and Graze don't count). As long as no attack Hits the Paralysis charge isn't spent and last forever. Also, the paralysis is applied without a roll. Basically, you're pretty much guaranteed to get something paralysed at some point 🙂 (Ok, without mod, it's probably not worth it for 3 Guiles, but still...)
  19. Now that I'm thinking about it, I think it would bit a bit too strong for the early game. Probably more reasonable to implement +50% +5%/PL beyond 1 for both damages bonuses.
  20. Agreed. I can set the reload to 9s, which would preserve Red Hand unique spike damage ability. That's 30% more Attack + reload cycle. Getting a second shot for arquebus is not so easy. 15% of 6.8s reload is still 1.02s. 15% of 4s "normal weapon" Recovery is 0.6s. Add 0.7s for the attack itself and you're above 1s window. It is probably very hard to get a second attack from normal weapon and close from impossible from non red-hand arquebus (recovey speed bonus stacks in inverse fashion, so they won't help much - one need extreme attack speed bonus at the beginning of combat, that's achievable and not "broken" ; anyway it works once per combat). Fast 1h weapons have base 15% of 3s + 0.5s attack = 0.95s for the whole cycle. The can probably benefit from Backtstab windows from stealth even without full attack. I would say that's good. That leaves the problem of : - BPM Crushing Blow (instant recovery). But I would say that's a "good combo" (that costs 2+ Rages) - Red Hand indeed, but since the weapon as a whole will eat a significant nerf, I think enabling this combo wouldn't be too bad.
  21. Usually I like the idea of indirect nerfs so unique weapons and abilities can keep what make them strong. But here we are are speaking about something that basically doubles DPS. It is way too much above the curve to be corrected by nerfing another trait IMHO.
  22. Which leads me to another question (independently from the previous one) : Does the Red Hand need a nerf ? It has almost double the DPS compared to a normal Arquebus, at the minor cost of a bit less range. No other unique provides comparable multiplicative DPS. I would reduced its base damages by 20%. Still 160% base damages per double shot. That's still an enormous gain.

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