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Elric Galad

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Everything posted by Elric Galad

  1. 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).
  2. It will be corrected with next version of BPM. As usually with bugfix, feel free to ask me the files for inclusion in CP.
  3. 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.
  4. 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.
  5. This may look like an old forgotten scripture to you. But to me, it seems that the scaling is weirdly applied #Obsession.
  6. 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.
  7. 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 ?
  8. 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
  9. 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 !
  10. I could still use "888" instead of "999". Triple infinity with a twist I guess
  11. 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...
  12. 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.
  13. 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.
  14. I know. I copied them. It failed 999 X 90s in a single encounter (not counting pause) is a good enough approximation of infinity.
  15. It worked like a charm ! I have successfully implemented Holy Radiance virtually infinite* number of casts with a fixed 90s cooldown (which is a change I will keep for next BPM version). * means 999 per encounter. Infinite number didn't work. While speaking about Priest signature abilities, I'm planning to adjust BPM Accuracy bonus for (non-Woedica) Spiritual Weapon from +10 to +15. With this change, all god weapon should be around the same level of power as Woedica's ! Coming back to druid : the Spiritshift Cooldown approach has my favor because it doesn't rely on Brilliant to be repeatable. Also it doesn't ruin the whole druid Tier 1 spell list by making these slots too precious to be spent for something else than Spiritshift. So currently, my plans : General principle : Spiritshift would have a fixed 90s Cooldown after casting (not after it ends). With a base duration of 15s (with BPM, it is affected by both PL and INT), a druid can hope to stay about 1/6 to 1/3 total time shifted. Support spells (such as SoT), Fury bonus on Kills and Wildtsrike Frenzy would provide a better ratio. Note : New casts of Spiritshift provide new use of Per Encounter abilties. This is quite cool. Shifter : Shifter does have longer Spiritshift (base 22s), heal on end and access to a variety of forms that other druids don't have. But they can't cast spell while shifted. Shifters won't have anymore the unique advantage of 5 Spiritshift per encounter without delay. I thought the class had too much of an advantage without real drawback. Nevertheless, their Cooldown will be only fixed 60s. With enough INT and PL, they will be able to stay shifted most of the time... (3/8 to 3/4)... provided they don't cancel their shift to cast spell ! So shifting to Cat, casting Cat Flurry and cancelling just to heal and get the speed bonus will be limited. Lifegiver : I do believe that the +2 Rejuvination PL and impossibility to use Summons compensate each other. But I still want to keep the interaction between Rejuvination PL and Shifting. So : + 2 PL before shifting + 2+5 PL while shifting + 2-5 PL after a shift. The malus is removed by a new shift, basically the same as a drug crash. So you can either never shift or you'll have to cycle Shifting to get Rejuvination bonus. You won't be likely to be shifted most of the time BUT you can wait for a new shift to cast your next big healing spell, so I believe this is balanced.
  16. Ok, so about the experimentations : Trying implementing a cooldown using the DisableKeywordAbility was a fiasco. I tried implementing a Cooldown to Holy Radiance (because it seems a good candidate) and it disabled all abilities for the Cooldown duration. I used the Keyword to filter the disable, but it didn't work. Implementing Spiritshift as a druid Tier 1 spell WHILE KEEPING IT A MODAL was an unexpected technical sucess. The interface isn't perfect : the modal still display as a modal (not a Tier 1 spell) but clicking on it use a spell charge. I could use Spirit**** several time in a row. When 0 spell cast available on Tier 1, the modal icon was displayed as depleted. Furthermore, re-casting Spiritshift restores the charges of the Per Encounter abilities. Which may be strong, especially for Fury. So, there is a lot to consider if I go this way. But the fact it works while changing only a couple of lines of code makes me biased in favor of it.
  17. Ok, so for all passive non weapon item effects that has a roll, I've decided to add +10 accuracy and +2 PEN (when applicable). This is meant to allow them to keep up with similar effect since they have aboslutely no scaling. This is about equal to the Accuracy and bonus PEN of a level 1 Ability with endgame scaling (but much less than an average Tier ability with endgame scaling, or lower than a Superb/Legendary weapon bonus). Basically it is the same as the scaling Active effect from non-weapon item abilities get, except no bonus damages and you get it from the start. Usually, it leads to 9 PEN, which isn't specially high on endgame. It would still help them vs enemy defense. It isn't possible to implement actual scaling since they are not abilities. Similar solution here, I've added a static bonus based on the ability Tier to the secondary AoE of these abilities. Basically I added : Tier 3 Torment Reach : +10 Acc and +2 PEN Tier 5 Raised Torment : +15 Acc and +3 PEN Tier 7 Power Srike : +15 Acc (raw damages) Tier 9 Inspired Strike : +20 Acc (raw damages) (Note that Upgraded abilities get intrisic scaling from their new level and PL scaling from the unupgraded version, the better of the 2 worlds. That's why I gave good bonuses to Raised Torment and Inspired Strike) These bonuses are close to regular scaling. I couldn't give them normal scaling since they share the scaling attributes from the main attack (so they already got +5% multiplicative damages and duration). I know I'm a bit obsessive about these weird scaling issues. But I've seen too many Abilities and items wasted in CRPG because they become obsolete due to absence of scaling. PoE 2 has a very good scaling system. It was simply not systematically applied, which is just a little bit sad !
  18. Right, additional one(s) at lvl 1. My main concerns about this solution are that these might not be cancellable and to a lesser extent that it will require an ability tree display change, and these ones are super tedious to do with Gamedata files. That's why for now, Cooldown seems better. But I think this would be a good choice too. I'll think about Livegiver later. I'll prefer to keep traits from the original design, but they might require a rework indeed. BPM doesn't address the Grimoire Imprint bug in general. There's too many broken things with it to do anyway, one more won't change drastically. I have to check if their per encounter charge are reset when shifting again. These abilities seem granted on Shift, in this case their count might be reset anyway. Casting/recovery time aren't possible to add easily on a Modal. And Modal is required so the Shifts are cancellable. Now it's time for experimentating ! @Boeroer can we say we are trying to actually implement SPIRITCAPSLOCK ?
  19. Gotcha, the tool to make Cooldown : { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Blinded_SE_DisableGazeAbilities", "ID": "1dbeff21-d432-477a-a946-86a3127bf262", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "DisableKeywordAbilities",
  20. I did mean to address you because you already told your hate of Cooldoown previously. Good to see a more in depth analysis about the reason why. FF has no real cooldoown, but if you want to use FF ability as a wound generator, you have to wait for the expiration of the curse. Basically it is a soft cooldoown And cast spells. Shifter can't cast spell while shifted. So it would be a significant nerf. Shifter would be hurt but I usually consider Shifter as slightly OP since they don't have a real drawback (want to cast a spell ? Cancel your form). They would still get increased duration, versatility of forms and a good healing. They could choose twice the same form. They could use +1 Tier 1 items and effect to get more shifts, and Brilliant/Potion of Enlightenment of course. So they would be fine. Good point. FotFB could get a little rework once a solution has been found for Spiritshift. So basically I consider Tier 1 cast and Cooldoown both acceptable (minor adjustments could be needed). But now I will have to check if this can be implemented.
  21. I honestly believe that we should keep Lifegiver adjustment for later, when we already have a solution for all other classes. The reason why it is a modal is that it is cancellable. That's a significant change to have Forms not cancellable anymore, esp for Shifters. I have no specific issue with it being a funky modal. And what about making Spiritshift a Tier 1 Spell ? Without any other changes, although I wonder what happen when one puts a modal in a spell slot. There are already Attack Abilities as spells. This would give a couple more cast with potential access to ressources regen, Shifter would keep the versatile form aspect + longer duration + healing (tuned down ??). A true cooldoown could also work (Spiritshift deactivated for n seconds after it stops). It would work for Per encounter abilities of the Forms. It would even work for Holy Radiance by the way. Youhou, introducing cooldowns ! (Although Forbidden Fist is already in the game...). Edit : something like : - Spiritshift : fixed 30s cooldoown after it ends - Shifter : fixed 15s cooldoown after it ends - Cat flurry : fixed 60s cooldoown - Boar Roar : fixed 60s cooldoown - Wof Knockdown : fixed 12s cooldoown (fixed time have to be multiple of 6s because TB - this Ability might be weak then, but another way of buffing could work) Forms cooldoown could be rebooted by new shift. Bonus : Holy Radiance fixed 90s cooldoown EDIT : I would have to check if it works. I think it is possible to enable/disable an ability based on a status (that's how Spiritshift activable abilities such as Cat Flurry work)
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