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Elric Galad

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Everything posted by Elric Galad

  1. Not easy. Either it's the OnLaunch Offensive Invocation taht doesn't work. Or it's the attack itself. (captain Obvious debug process...) I'll start by coding a simple status (some Inspiration for example) applied OnLaunch Offensive Invocationto check this part. That said, the attacktargetonevent status having a duration is extremely suspicious.
  2. Hi Dudes and Dudettes, Just found another Beguiler bug. Draining Whip adds +100% focus gain. Beguiler gets half of normal focus (0.25 focus per damage ratio instead of 0.5), but +100% focus gain against sneak attack targets. Consequently, Beguiler Draining Whip will get 0.25 +100% focus +100% focus gain against sneak attack targets. Both bonuses stack additively !! So Beguiler with Draining Whip only get 0.75 focus per damage vs sneak attack targets while other Ciphers get 1 focus per damage. Beguilers aren't supposed to get a penalty vs sneak attack targets... (note : it will of course be addressed by next BPM version, cheers !)
  3. I would go Kind Wayfarer in this case. Yup, Bleak Walker extra damages are shiny, but the AoE heal of Kind Wayfarer is so great (doubled with Dual Wield). Paladin is expected to heal a bit. Kind Wayfarer does not even have to stop attacking to heal in an AoE.
  4. Yup, but there's healing. On long battles, healing is more important than your original HP. If you take more damages, you'll have to heal more. If you have less HP, you simply have to be more careful about spike damages. That said 15% less hp is still a penalty that matters, but I'll rather have it than assassin's any day. Well, and Arcane Archer basically ends up having as much HP as Rogues, Priests and Druids, which is perfectly fine for a ranged DPS and support subclass IMHO. That's why I think it's not 100% sufficient as a penalty. Yeah, the consume ability isn't ideal to use either. But I think this new version is really great for a significant number of fights. Also the Threatening Presence rework in the previous post (Immune to Engagement when above 75% health) should help Corpse Eater a bit in this aspect. If you can maintain high health with savage defiance, eat, and fuel your regen again. I assume Corpse Eater playstyle should be more about tanking and persisting than other subclasses. More Survivor than Slayer. Eating faster would not make much sense. Eating from afar won't make much sense either BUT I think 0.25m range is to harsh. I'll go with setting the range to 2m so at least you can eat things in melee range. I think the regen idea worths considering, but it kind of make Corpse Eater even slower, so I'm not sure.
  5. Update : The Pain Persists : The increased duration from critical hits is +1s. Yeah 1s. Great for a Tier 7 upgrade, ney ? I have set it to 3s instead. Oh, a Monk buff, it doesn't happen everyday ! Arcane Archer : Arcane Archer is a nice subclass, especially after CP PEN fix, but I still find the Imbue abilities to be a bit overcosted. Of course, you can abuse Bounce, etc... but it requires a heavy Arcana skill specialization, special weapon pick etc... I'll be more satisfied with following costs : Imbue : Missiles : 1 Bond Imbue : Web : 1 Bond Imbue : Fireball : 2 Bonds Imbue : Pull of Eora : 2 Bonds Imbue : Death : 3 Bonds (no change for this one, it shall be higher than Imbue Fireball anyway. Which leads to a "trickster" effect : A subclass with 4-5 free abilities and marginal drawbacks (health penalty is significant, but less impactful than, let's say, increased damages received, penalty to Acc is bypassable with the right weapons). With more solid free abilities, I fear than the advantages outweights the drawback. But it's also justified that the subclass gets good unique abilities (Imbue : Missile would be a very solid 1 Bond attack for example). So the drawback has to be made a tiny bit more significant. So I also plan, as part of nerf package to make all non-imbued Weapon attacks to have a -5 Acc. This has 3 effects : - Non avoidable penalty (main purpose) - Would fix certain weird effects where some spells (Chanter Invocations, secondary pulse of Imbue Web/Eora) get an accuracy penalty - Avoid tying Arcane Archers to certain weapon with Elemental property. I think it "opens" the subclass a bit more. Corpse Eater : Previously with BPM : Corpse Eater :Greatly buffed special food (and also replaced bonus MIG and malus INT by more varied effects) : - Kith Meat : -5 Diplomacy, -15% Damages received, +3 Corpse Eater PL - Corpse Loaf : -3 Diplomacy,+3 Health per 6s, +10 Fortitude, +4 Corpse Eater PL - Forbidden Pie : -3 Diplomacy, +4 Resolve, Mind Affliction Resistance, +5 Corpse Eater PL But now, I'm not entirely satisfied by this design. It makes Corpse Eater less about eating corpse than having increased PL at the cost of increased cost. I don't even thing that + Corpse Eater PL makes most abilities good enough anyway (as it doesn't stack with similar effect, unless abusing Save/load food buff bug. So I've decided that the subclass should actually emphasized at its main special trait. In order to make it more viable, I think it should be able to target Primordials and Vessels (well, even constructs...) in addition to Beast, Kiths, and Wilders. Basically only Spirits would be excluded (so the subclass keeps a weak spot, and Fury Shaper keeps their specialty as anti-Spirit Barb ) Eating corpse is still a bit of a win-more (needs eating about 2 foes to start paying back... but at least you don't have to kill them yourself) and doesn't work for a few fights vs...ahem only spirits or single foe (Dorudugan basically). So the food bonus should be kept. However, I will tune down Forbidden Pie to +4 Corpse Eater PL. I think this design has the advantage to make Corpse Eater specialized at surviving long drawn out fights (I'm looking at you, "waves of vessels" battles !). The health gain on eating isn't bad either for this purpose, as well as PL bonus for savage defiance. PS : A bit of help with the Passive Ability from items Scaling would be appreciated. I can do it myself, but this will delay a bit the Mod version release
  6. And there's also "untyped" power level used for a couple of things, including all active abilities from items
  7. Spiritual Ally has an Infinite cast of Robust. Ironically, it is one of the best Priest healing spell. Offensively, it's meh, but at least it absords a couple of hits.
  8. Don't get me started on weird scaling rules *cries in non-scaling passive from items, double scaling active abilities from weapon, "oh I forgot about PEN" Arcane Archers, "my summons don't scale PEN unless they're phantom or dancing swords"... Obsidian approach can be summarized this way : - Let's make super clean scaling rules so every ability can keep up, not like of these old imbalanced games - Now let's implement them in a non-systematic way, youhou ! - And lets' add exceptions ! (at least these are sometimes justified)
  9. I haven't re-checked in game, but it could be both. (2 + 2/PL) and 5% multiplicative scaling.
  10. So, here are a few other changes I'm working on currently : Shifter Healing Adjustment : Due to 60s Shifting Cooldown Shifter just received, I though the amount of health they get after a shift was a tad to high. So I nerfed it from 15 + 5/PL -> 15 + 3/PL. Fighter Recovery : In a previous version, I tweaked it to Infinite duration, but halved regen to compensate. Now I'm realizing that it makes Fighters about on par with what a Pal or Chanter (not to mention Herald) do to a whole party. Early on, it's fine, but I decide to add a bit of scaling, in a similar fashion as Bloodmage (who starts below) : Constant Recovery : 5 health per 6s, +1 per 5 char level Rapid Recovery : 7 health per 6s, +1.5 per 5 char level Constant Recovery (Black Jacket) : 2 health per 6s, +0.5 per 5 char level Rapid Recovery (Black Jacket) : 3 health per 6s, +0.75 per 5 char level Monk Wound Cost nerf : I've come to the conclusion that 3 Wounds ~ 1 Martial ressource and decided to rebalance a couple of monk abilities that were really too cheap. Dichotomous Sould : 4 Wounds -> 6 Wounds Resonant Touch : 3 Wounds -> 6 Wounds Whispers of the Wind : 5 Wounds -> 9 Wounds (Note that Shattered Pillars max wound is set to 10 by both CP and BPM) This ends up making a lot of sense as all other Monk abilities seems to have reasonable cost. Why would you even use a Skyward Kick for 3 Wounds when WotW costs only 5 ?? This is not only a monk nerf, it also a way to encourage the use of more diverse abilities. This is the only WotW nerf I plan. The ability should remain porwerful, fun to use and a selling point of SC monk, but making it much less spammable is a way to tune down its brokenness. The other 2 nerfed abilities are meant to be used only periodically anyway. Shattered Pillar buff : My analysis is that 3 Wounds ~ 1 Martial ressource ~ 30 focus. So it makes sense that Shattered Pillar get the same base damages to ressource conversion as Cipher (Cipher gets Draining Whip, but SP get Lesser Wound and Mortifications) : Shattered Pillar : 1 Wound every 20 damages Shattered Pillar with Lesser Wound : 1 Wound every 16 damages This is more than enough to Skyward Kick/Torment Reach every couple of attacks, which is the way Shattered Pillar shall be Played. Those abilities that take foe level into account : Threatening Presence, Abjuration and Dismissal compare your level with foe's. Which isn't something I like to much, but is especially absurd with upscaling. That's why I plan to Adjust these abilities so they keep an effect vs foes of greater or equal level. Dismissal : Add an effect that Destroy Summon without checking level. Basically a dismissal. Abjuration : Also remove the level checking vs Summons. Rise damages (to 65-90, same as Killing bolt) vs higher level spirits so it works reasonably well vs them anyway. Add "Veil-Piercing" KW.(BPM previously set Abjuration to 3 Zeals). Threatening Presence : Change design completely. The idea is to make Barbarian Immune to Engagement when above 75% health. This is strong but it's not like Barbarian had tons of tools to avoid engagement anyway (Staggering, Dazing, Wild Sprint, Leap, etc...) I think this is fitting and is also intended as an indirect buff to Corpse Eater since it reduces reliance on rage. A bit more Barbarian Buff : Barbarian might be the only class that was better designed in PoE1 than in PoE2. Carnage used to be so great ! I totally get why they needed to tweak it, but now Carnage feels much less class defining, and Barbarian basically losts his original soul and often struggle to be defined otherwise than "just another martial class". Adding Crit to Carnage so it can benefit from Blood Frenzy was a first step to make Carnage matters more. Blood Storm is a meh upgrade though. Spending a Tier 7 ability point just to get situationaly more duration on 1 Rage self buff is bad. So I will change it to On Crit instead of On Kills. Carnage Crits matter too. This is also a Buff to Corpse Eater who will have a way to maintain Frenzy without having to use too much Rage. But my key idea was to Buff Interrupting Blows. The idea is to have Interrupting Blows also causes 50% chance of Interrupt on Carnage Crits. This is quite strong because with the right positionning, Barb will very often interrupt some target, performing the Crowd Control role it is supposed to have. Not that Interrupting BLows really need a buff on its own, but I see this as an opportunity to make Carnage and positioning with your Barbarian about as relevant as in PoE1 (esp. with builds such as Tall Grass ones). With this version of Interrupting Blows plus either Spirit or Blood Frenzy lines, Carnage will be relevant enough, while still "capping" the effect that it can have in best conditions (PoE1 Carnage + PoE2 equipment or Multiclasses would have been arguably broken...)
  11. Just checked gamedata files, it seems to be true. Bonus applied to flanked, body afflicted and mind inspired targets unless I'm mistaken.
  12. Gotcha @crdvis16, it was that. I'm updating the test instructions in consequence. Mantle is confirmed to be working properly. This part isn't true though. The bug is nasty, but the perfect correction would be horribly tedious. Granted that what you have to do is only re-equipping the item once, it isn't so annoying. I'm just changing the scaling effect to be displayed in character sheet so you can confirm that the scaling property is applied (a bit ugly but better that no confirmation). You'll only get one display for all items with scaling passive.
  13. Thanks, that's exactly what I need. Don't worry for the one not working, might be a small mistake in the file. I'll do the re-test myself anyway. EDIT : I haven't seen something suspicious in the file. Now that I'm thinking about it, I suspect something weird in the following case : 1) Equip item 1 : the scaling property get applied by item 1 2) Equip item 2 : the scaling property of item 2 do not get applied since it is already active (and it is the same property). 3) Remove Item 1 : the scaling property of item 1 get removed. The scaling property of item 2 only applies "On equip", so don't get applied => Bug 4) Re-equipping Item 2 should correct the bug. Note : 2) and 3) may also apply when subsituting 2 scaling items sharing the same slot. I'm updating the table so someone else might pick some of the remaining items.
  14. So, Arcane Archers : The Basic Imbued attack works normally (scaling A from weapon and B for PL), with the added benefit of Acc bonus from Arcana. The secondary spells only get scaling B (+5% multiplicative damages and duration) because they are secondary effects of a weapon attack (as Torment Reach and Power Strike). They don't get Accuracy scaling as spells do, but they do get the Acc bonus from Arcana to compensate. Unless you use Community Patch, they don't get any PEN scaling. This is basically mostly known stuff, but I think I have a clearer view about how they work now. Basically the scaling with CP is satisfying but the Arcana bonus to Acc isn't spectacular : it is just a compensation of some missing scaling (it is good for the main attack though) EDIT : note that Imbue : Missile get proper scaling for number of missiles (+1 per 2 PL beyond 1)
  15. Well well, I'm a father of two young children, so I don't give public estimation of my version delivery . Time is scarce and I can't give anything close to a guarantee. I have started working various topics for this version, that's why it takes longer than usual. Currently, I'm working on adding some scaling to passive non-weapon item abilities (since weapon ones scale with quality). PL scaling does not work, so I went with level scaling : +1 Acc, +0.25 PEN and +5% additive damages, which emulates the scaling of a Tier 1 ability. The package is ready, but not tested. It's honestly tedious to test, and I would like to save time for other topic. Here is a list of the item and properties concerned by this change. Want to help the version being release sooner ? 1) Install package below in the mod Gamedata directory 2) Choose a couple of untested properties in the list below 3) Check if you have any of the item from the list below equipped. Unequip them if you have BEFORE equipping the item under test. 4) Equip a single one of these items in game (if you pick several, you'll see wrong tags in the logs. It works fine, but doesn't confirm the item is self-sufficient) 5) Test it in game. For example, with a lvl 20 character, you'll see +10 Acc, +2.5 PEN and +50% damages (if applicable) in the combat log. 6) Report me. Don't just try a few items and say "it works", it won't help, I always test everything. So I need the precise abilities (a few items have several ones) In case of doubt, please ask. Girdle Ngati's Girdle Fathom's Redress (Tested) Unstable Coil & upgrades Volatile (Tested) Gloves Boltcatches Storm Blows (Tested, added electricity KW) Cloaks Cape of failing star Fiery Descent (Tested) Mantle of the Seven Bolts Final Storm (Tested) Ragged Cloak Vestment of Skaen (Tested) Helmets Mask of the grotto deep Shadow Fang (Tested) Whitewitch Mask Gaze and Despair (Tested, scales as normal Tier 3 active ability) Okura's Kettle Boil Over (Tested) Survivor's Tusk Boar's squeal (Tested) Shield Leathandria's Devotion Crystal (Tested) Akola's Apex Ward Hard Counter (Tested) Shark Teeth Counter (Tested) Wintertide Bulwark Frostbitten Palisade (Tested, this one already scaled normally because it is not a passive but an upgrade of Shield Wall modal. I simply added Frost KW to the freeze aattack) Armor Effigy's Husk Contempt (Tested) Skaen's Hatred (Tested) Casita Samelia's Legacy Scars and Memory (Tested) One Dozen Stood Stall for time Protection of the Godhammer Echo of the Godhammer (Tested) (Tested) (Tested) Kahako Nihi Thorny Plates (Tested) gamedata bonus to non scaling items.zip And about your other question : - This mod will apply to any newly created character. For existing ones : Active abilities will work Passive abilities may or may not work, but arespec will allow them to work Passive class and Racial abilities cannot be re-acquired via respeccing, so they might not be available to existing characters at all. This is only a problem for Sharpshooter, Mageslayer, Trickster nerf and some of the Racial traits, I think. Re-adding the ability throuh console command might work, but I advise saving before and checking character sheet after to avoid issue. So mostly, it will work.
  16. Corpse Eater special PL food bonus don't stack with other PL bonus from active abilities. +1 from Acute and +2 from food will result in only +2. Except if you save/load, then it will probably stack as other food bonuses do.
  17. Now I am honestly wondering about the exact rule because I haven't run many tests. Only the following : 13 PEN Vs 13.25 AR was normal damages. 13 PEN Vs 13.5 AR was -25% underpenetration. How the rounding is done exactly, I haven't tested. Maybe 12.75 PEN is rounded up and 13.25 is rounded down so it ends up without penalty ? So it's not the difference that is rounded but each value ? Or maybe the rounding rule is different for AR and PEN, who knows ? Iron Wheel is a rare case of decimal armour. In both cases, Iron Wheel is about as good as +3 AR with 10 wounds.
  18. Single Class Priest of Berath has maybe my favorite Nuke of the game : Symbol of Berath. Long duration of pulsating corrode damages with Weakened affliction. Corrode damages is basically the reason why I love it so much compared to other symbols : it is much less resisted than Fire, Pierce or Cold, and Weakened will lower foes HP before obliterating them. Symbols are foe-only and since they are Tier 8, you will get ultimately get 2 casts. Berath Incarnate isn't bad : you are basically summoning another lvl 20 Priest (Usher Incarnate) along with a Fighter meat shield (Pallid Knight Incarnate is bad because it is equipped with a freaking normal Greatsword).
  19. It will be corrected with next version of BPM. As usually with bugfix, feel free to ask me the files for inclusion in CP.
  20. I never took the time to check it before, but underpenetrating starts when Armor is 0.5 above PEN. Iron Wheel is a bit better than I expected because of it.
  21. I have started to work on a solution. gamedata_bonus_to_non_scaling_passive.zip These are supposed to be the files for Girdles, Cloaks and Gloves. And the main file with the generic scaling rules : as PL for items properties didn't work, I implemented a character level scaling close from a PL scaling for a level 1 ability : +1 accuracy, +0.25 PEN and +5% additive damages every 2 character level. This is implemented as a hidden property of the concerned object. It mostly works. But for completely unknown reason, the scaling also applies to Blunderbusses (and mortars). Why ? Does it apply to something else. I have no clue ? Somehow "blunderbuss" validate the Keyword check... without having the same Keyword ID, while all otehr weapons work fine. I am quite desperate, so if any fellow modder could have a look, it would be greatly appreciated. (or if you could at least confirm the problem on your own game, it would help too...) Edit : Nevermind, I'm pretty sure it's because new Keywords shall be declared to work properly.
  22. This may look like an old forgotten scripture to you. But to me, it seems that the scaling is weirdly applied #Obsession.
  23. I think this would be legit. Black pits allowed XP farming. It's not like the normal game where you can quit and come back later. Also it would make adjusting the xp gain less critical. On a direct playthrough, one should reach lvl for hirelings close from the end, but if one want to play through the whole DLC with lvl20 characters, I think it's better to allow this option.
  24. Isn't there an xp multiplier global variable ? It would fit the purpose for xp. Or maybe it is needed to actually give xp when battle are repeated ?
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