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Elric Galad

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Everything posted by Elric Galad

  1. My main question at the moment is how would you value a powerful or encounterchanging wound-based ability. I get the intuition that a powerful wound-based ability could cost up to 6 wounds and an encounterchanging up to 9 wounds. It requires CP removal of Shattered Pillar wound limit though. The twins are undervalued in my book. They are a powerful ability and could cost 6 wounds. Double summons are rare (out of chanters) even if the twins have a relatively short duration. Resonant Touch is basically a better version of Avenging Storm. 7 wounds wouldn't be too much. WotW is equivalent (and even arguably better) to Heart of Fury (which BPM sets to 3 Rages) and Whirling Strikes. 9 wounds would fit (and it could still be nerfed a bit).
  2. For a long time I've been scratching my head about druid's Spiritshift. The idea that such a key feature of the class could be 1/encounter for a limited without any possibility to get it back felt a bit weird. And you even have to spend 2 talent points to get your weapon competitive with normal ones. It was ok for PoE1 where combat were much less long. Currently, only Druid/Wizard can hope to maintain spiritshift. Now I come with following proposal : What about making (Greater) WIldstrike add 2s (4s for Greater Wildstrike) of Spiritshift for each weapon hits or crits ? This would basically make Spiritshift able to be prolonged as long as needed as long as you keep attacking. Wildstrike Frenzy would simply emphasize this effect while adding a very powerful On Crit effect (with BPM). Notes about subclasses : - It makes Shifter Drawback much more significant. That being said, it also emphasizes their flexbility : you can be Boar or Bear for as long as needed and pick the right Shift for the right situation. I would almost say it fixes the subclass. - It benefits more Fury because of possible double Hit. I think it is neat, but given that Fury looses a lot from loosing Rejuvenation spell, so I think it is OK. - For Lifegiver, it is arguably a big buff. But you have to attack to get it. So while you're casting healing spell, you're not extending duration. Also, Lifegiver Form is basically a Spell Stick. Lifegivers arguably don't have to pick Wildstrike since you're probably won't be using your form for attacking. Also BPM buffs summons, so Livegiver becomes comparatively weaker. In a nutshell, I don't think it is too broken for them (and they could already benefit for long Spiritshift with a Wizard multiclass anyway).
  3. But not all of them do damages to you during a duration that scales with PL (and decreases with Resolve TBH)
  4. Gamedata files confirm that there are no filters for both of these weapons. However, Scordeo's Double Strike set recovery to zero while Return Orbit instantly negates next recovery. This is NOT the same implementation. I have no clear idea why the effect is different but I suspect that Return Orbit doesn't work if the Recovery doesn't start exactly when the attack is rolled. So probably NO to all ranged weapon (because projectile travel time). Should work if paired with a melee weapon and for CERTAIN spells. This is the most likely hypothesis. Anyway I nerfed them both for my mod
  5. And remember Disco Elysium also got a lot of spotlight with good looking isometric 2D. 3D artistic costs are superior, it's not only the engine. So if it has no gameplay interest, you're better making better looking 2D.
  6. Kaylon speaks about Blunderbuss and you about spells. I will check the gamedata files. It often helps a lot. Additional guess : it might work with blunderbuss, but not for each pellet. This would explain why Kaylon haven't seen any instant recovery on an unlucky small sample.
  7. [5.0.1] Amulet Orishia doesn't work as intented - Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!) - Obsidian Forum Community For the second one
  8. Now I have a small doubt : maybe the Auto-Hit attack AoE also carries the property of the initial attack. It isn't even displayed in the logs, so maybe no. False alert (I remember Power Strike raw damages cones does benefit from power Strike +200% damages, so I had a doubt.) Don't hesitate to experiment a bit yourself
  9. The funny thing is that for ability that are Weapon Attacks (such as Clear Out), the additional attacks use the properties of the initial attack. So you can have the secondary attacks also target Fortitude, Push, Interrupt (and have -25% damages). It isn't even tedious to implement. I'm not even sure the devs knew it. That would explain the weird implementation.
  10. Yeah, I don't want to use your experimentations as pointers for BPM nerfs in general, but I do think these 2 should go (also Scordeo's is unconsitent). They don't even need specific combos. I will spare the -1AR crush on Crit though. And BPM nerfs are individually easy to remove anyway. Funny thing that you're conctantly trying to break the game while I'm trying to unbreak it We really sound like cosmologic opponents.
  11. Indeed. That's why I removed the Interrupt (and the push) from it Only the Weapon attacks carry the Push and Interrupt effect now (it is redundant between the AoE and weapon attack in the unmodded game).
  12. GREAT POST !!! Is there any of them that sounds broken in your opinion ? Maybe these ones, especially with pulstating spells : Sungrazer : Return Orbit (10% chance to recover instantly on scoring hit) is universal Scordeo Edge : Double Strike (5% chance to recover instantly on scoring hit) is universal The later is also a bit weird if it doesn't apply to upgraded versions. Other than that, I would say "Shut up it's magic" (Except Crossbows but BPM and maybe CP already corrected it)
  13. Thank you for your sharing. The mere knowledge that you can mod an ability type is worthy. Now the issue is it would be impossible to make the actual weapon attack roll Vs fortitude. One can either make an additional roll Vs fortitude as you did (that I want to avoid) or make a normal attack vs deflection and a parallel roll Vs fortitude for the interruption an push. This would be an issue for builds that specifically debuff Fortitude (Morningstar mostly). Now don't get me wrong your solution is great especially because of the AoE display. I could even say that it is better. But BPM objective is to remain close to the original. So I can't use this one. I went with the following changes : - changed the AoE hit to auto hit. So you only get the weapon attack roll for secondary attacks. - applied -25% damages. This reduces a bit damages Vs single target (since Clear Out shall not be a Single Target damages dealing attack). Vs other targets, the elimination of misses to the first fortitude roll does compensate. - Clear the Path push distance rised to 6m to compensate for the risk of initial roll missing. This would be the "more specialised upgrade" of the 2.
  14. 5) Attack Weapon Abilities with side non-weapon attacks don't get Acc / PEN scaling on the side non-weapon attacks This is about Torment Reach and Power Strike, their respective upgrades and maybe some other abiities. Maybe others if one finds. Main attack get scaling A from Weapon and B for Weapon attack abilities. Side attacks (Torment Reach and Power Strike cones) only get B. This makes their Accuracy and PEN a bit subpar than if the cone would have been spell effects.
  15. This can't be done easily. You can only leave it as it is or remove completely all power scaling. Ediiting Gamedata files have some subtle limits and I'm facing one here. But I want their damages to scale with power level, this is legit. Also, Heart of Fury and WIldstrike don't really require a nerf, they are rather expensive abilities, so... It can't be done. Clear Out belongs to a class of objects called WeaponAttackAbility. HoF is a GenericAbility. This is not a simple parameter. And even in this case, there will be the scaling PEN and Acc issue. The issue is not to find design proposal, the issue is to cope with the various constraints of the gamedata files. The extra roll required to hit secondary target can be fixed quite easily, though. But guess what : for Clear the Path only, the AoE is triggered only if the first hit to initial target gets a Graze / Hit / Crit. This isn't true for Clear Out and Clean Sweep...
  16. Clear Out would be perfect if : - It didn't have an extra attack vs main target - It didn't need an extra roll to hit extra target - AoE was displayed. I think these are all rather reasonable and balanced requests. And also super straightforward. But can't even be modded. Higher Tier ones (Heart of Fury, Whirling Strikes, WotW) get their weird double scaling (that by the way can't be corrected easily either) and are Full attacks. It seems every ability that triggers weapon attack esp with AoE is implemented in its own way with its own glitches. Have you ever tried Heart Seeker with a blunderbuss (and this ability is the cleanest) ? I'm not even sure what it does. Video game industry is such an unforgiving far west for devs...
  17. Thanks, it's nice to be able to correct a bug that you can't even reproduce. By the way, Clear Out is really a degenerate ability. 1) You get an initial attack. 2) Then you get a second roll per target (including the first) just to determine if you can actually perform an attack (this roll push and interrupt) 3) You get an extra attack if succeeded second roll. This means that all missed target of roll 2) won't be attacked, and you need to succeed roll 2) and 3) to actually do the damages + debuff from the weapon (initial target might be covered by roll 1) though). At least the Push/Interrupt only requires roll 2). Clear the Path has its own implementation and, as far as I get, you won't get the AoE if you fail roll 1) This is the reason why I got the feeling that this ability failed so often. Sure fighters have decent Accuracy, but these rolls are vs Fortitude so the chances to miss aren't that low on many targets. I get the impression that they use "gamedata tricks" to make the ability looks OK instead of adding the couple of hardcode lines that would have made the whole thing clean. And now I'm here scracthing my head thinking how to make things clean with the tools I have.
  18. So to explain, The modded Summon Familiar does 2 things : 1) Applies a self status that purge all preexisting familiar buffs to Conjurer 2) Summon a familiar There is no delay between the 2. So it works only if 1) applies first. During my testing 1) always applied first. Systematically. So I though "hey cool, something that works on the first try. I have no clue why but it works" But in your case, it seems that 2) applies first and 1) purges the newly summoned familiar bonus. But I have no idea why it works like this in your case. What I did now is to introduce a slight delay (0,5s) between 1) and 2). So 1) should always applies first, and the result should be predictable, and this time I will know why.
  19. This is intended. But they have super bad stats. I think the zipped version is more robust. cl.wizard.persisting_familiar_glitch.gamedatabundle.zip
  20. cl.wizard.persisting_familiar_glitch.gamedatabundle SInce the bug isn't on my station, I fear I have to ask you to test this correction yourself (it is a BPM nerf component). I hope it works. I delayed the familiar summon half a second to make sure the purge effect takes place before the new familiar exists.
  21. Many thanks, this would be used in next BPM version. You will be creditted of course. Wahai Poraga working as intended is a good news because it is such an unique weapon.
  22. Well, the issue there is that I've identified that there is no satisfying solution. And a deep rework of a working ability is a bit bad. Which is why I was so easy to convince. Yeah, unfortunately, the bug is not reproductible. Which is a rare an annoying problem. What can I ask ? Do you play TB ? Something specific that could affect synchronization of effects resolution. By the way, I slightly buffed "Reny Daret's Ghost Spake, "I'll Catch you, Ben Fidel" to 20s. Same for the upgrade. The effects were good (especially on a Skald) but I felt it wasn't that great in comparison to the other Chanter (Hard) CC.
  23. Mmm Now that I'm thinking. The purge functionnality was based on the fact that the purge happens BEFORE the new familiar is summoned. Since then I tweaked casting/recovery time. Maybe this affected synchronisation of both effects.
  24. That's why I said that an unusual shape of sale curve is something to consider. But we don't have full data. Poor Josh. He led what I consider a Masterpiece, didn't loose money (we're not speaking about Heaven's Gate or PS:T here) and still suffer from it. In a synthesis, I still believe that something about Marketing / calendar failed completely, but the game was still too good to actually fail.
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