Everything posted by Elric Galad
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Balance Polishing Mod Release 1.0
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...)
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Balance Polishing Mod Release 1.0
Just checked gamedata files, it seems to be true. Bonus applied to flanked, body afflicted and mind inspired targets unless I'm mistaken.
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Balance Polishing Mod Release 1.0
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.
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Balance Polishing Mod Release 1.0
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.
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[MECHANICS] The weird aspects of scaling
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)
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Balance Polishing Mod Release 1.0
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.
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[MECHANICS] Various Testing
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.
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[MECHANICS] Various Testing
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.
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Deadfire Priest of Berath
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).
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Community Patch Addon
It will be corrected with next version of BPM. As usually with bugfix, feel free to ask me the files for inclusion in CP.
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[MECHANICS] Various Testing
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.
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Die and Res Barbarian review
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.
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Die and Res Barbarian review
That's the idea.
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Die and Res Barbarian review
This may look like an old forgotten scripture to you. But to me, it seems that the scaling is weirdly applied #Obsession.
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Mod Suggestion : Slayer Seaker Survivor – Standalone Run enabler
Elric Galad replied to Elric Galad's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)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.
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Mod Suggestion : Slayer Seaker Survivor – Standalone Run enabler
Elric Galad replied to Elric Galad's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)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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Encore and Refreshing Finale for Tekehu
Nope a "BPM bug" report 🙂
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Die and Res Barbarian review
A big issue is that most of the item related properties you're relying on are "Passive" . And Passive abilities from items don't scale with PL, character level or anything besides base stats. All the following items are on my TO DO lisit for next version of my Balance Polishing Mod : -Effigy's Husk -Mantle of the Seven Bolts -Cape of the Falling Star -Unstable Coil Effort one scales with Weapon Quality enchant. This leads to poor PEN, Accuracy and damages. [MECHANICS] The weird aspects of scaling - Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community Oh I was suppose to be on a "modding break", but I'm happy someone eventually ran into the problem I was trying to address 🙂
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Balance Polishing Mod Release 1.0
I'm happy to annouce this design is mostly working bar a couple of parameters to adjust. But I'm going to take a little break for about 1 week cause I'm becoming tired fighting with my agenda to find time for developping and testing. I hope I won't fail my Resolve check ! See you soon !
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Balance Polishing Mod Release 1.0
I could still use "888" instead of "999". Triple infinity with a twist I guess 🙂
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Balance Polishing Mod Release 1.0
Imprint is hard coded. Only the attack that steal the spell exists in the gamedata files. Where the new spell goes is a mistery. I guess it does not increment the gamedata files in-game...
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Balance Polishing Mod Release 1.0
I don't want to evaluate more precisely how much time at maximum a Megaboss encounter may take. At least a couple of hour, so 99 or so just to be sure. 999 doesn't look much wilder anyway. And I don't want to add a constraint with this ability. Fun fact : BPM "take the hit" works as Infinite cast because it costs "0 discipline". I guess it doesn't work with casters. Funnier fact : Spiritshift, as modals, can be actually Infinite cast.
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Balance Polishing Mod Release 1.0
No. That's exactly what I did. I heavily suspect Interface menue per character to be class dependant. Infinite use abilities have no room within priest grid.
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Balance Polishing Mod Release 1.0
I know. I copied them. It failed 🤪 999 X 90s in a single encounter (not counting pause) is a good enough approximation of infinity.
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Balance Polishing Mod Release 1.0
Yes. I can't say I'm proud but I do with the tools I have ☺️