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Elric Galad

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Everything posted by Elric Galad

  1. Are you sure it doesn't even work for the first summoned familiar ? Each Familiar beyond the first purges prior Familiar buffs. I had tested it. But I could check anyway. Anyone else has this issue ? On this particular function, what I fear the most is a non deterministic behavior.
  2. Resonant Touch is superb with Blunderbusses in general, not specifically mortars. SC Monk is also a good candidate for Frostseeker for this particular reason (and Razor's Edge, Enduring Dance, Stunning Surge, etc...). +15 raw damages per Hit is great, but with multi-hit weapons, it's almost broken. It's Avenging Storm on steroids basically.
  3. Minor reminder : the same applies to Stoic Steel. Sure it's only 3 AR, but steel (pun intended). And you don't need Wall of Draining for it. Also Stoic Steel charges can be accumulated before combat.
  4. What do you think about Clear Out additional attack vs main target ? It makes Clear Out a bit too good against single target, and I'm not sure it is intended. Also Clear Out & upgrades having no AoE display is annoying. But displaying AoE may lead to unpexpected consequences, such as applying spell scaling rules (basically added ~12-20 Acc and ~+3-5 PEN) to Clear Out. But this could compensate the loss of the additional attack. I may add a little damage malus to compensate a bit. What would be your opinion about such tweaks ? Would you prefer to let Clear Out as it is ?
  5. My own personal theory is that the niche market was saturated when PoE2 came out. (this theory doesn't exclude Marking failure, I pretty much agree with @thelee on that). Old school CRPGs are a niche for rather older players who have tons of things to do other than CRPG. When PoE2 came out, I wasn't done playing PoE1. So I waited a bit. I could buy Disco Elysium and Tyranny only on the last Black Friday simply because I wasn't done with PoE2, despite actually wanting to play them since release (and I won't even be able to play Tyranny soon). It should be emphasized that PoE2 sales weren't so bad. But they were slow. I think the sale temporal curve from PoE2 is rather uncommon. This kind of games have long sale tails, but as far as I understand, PoE2 also had a fat tail even for this kind of game : the later sales were disproportionnaly high compared to initial sales.
  6. Issue is that Console version makes Pierce Immune also immune to Pierce/Slash damages according to OP. But yeah. And just switch weapon vs Pierce Immune. Stunning Surge also adds +2 wounds
  7. Spamming the twins is also always good. Twins + Thunderous Blow + Keeping 10 wounds rest of the time for Intellect bonus is enough to make wounds matter.
  8. I guess it's because Empower refund half of your ressources rounded up. So every Tier with 3 casts get 2 casts refunded. This should work with any equipement adding spell cast (and BPM's Great Soul). Sure, none would be of equal magnitude as Grimoire of Vaporous Wizardy, but still...
  9. The thread tackles a complicated topic because we are basically comparing potatoes and kangaroos. My own problem is that I try to balance abilities between classes and I need to understand how powerful an ability that costs 3 wounds should be. Should it be as strong as a 1 discipline ? 2 disciplines ? etc... outside of this question, it is not very useful to compare them because of very different system indeed. The true question is more : how strong an ability costing X potatoes or Y kangaroos should be so you are unsatisfied/satisfied/feel it is a bit broken for its cost. And to give a number to the "how strong", I use the "martial ressource" currency. (Which may be flawed because high-cost martial abilities are often over-costed ...). So : An ability costing X potatoes should be as strong as a martial ability costing n ressources. An ability costing Y kangaroos should be as strong as a martial ability costing m ressources. By the way kangaroo meat is delicious with potatoes (and kangaroos release less CO2).
  10. The thing is that, for casters, the Tier of an ability is correlated with the ressource it costs. There can be a Tier 9 fighter ability that costs 1, but all Tier 9 Wizard ability are going to cost you a Tier 9 cast. So you usually want all spells of the same Tier to have equivalent level of power. I agree that they probably considered uses/encounter for martial ability, which resulted in overcosted abilities. Taking as few active as possible (with just a bit of versatibility) and as much passive as possible is kind of optimal. Which results in a much more dire need of balanced for the 8 classes that share common pool of ressource. Barbarian is such an extreme case where basically everything is overcosted bar Frenzy and Shouts that are so so cheap for what they do when double upgraded
  11. And to a lesser extent high Resolve too, which doesn't help. Rust is utterly useless vs Dorudugan.
  12. Base duration is 15s though. The issue is that it targets Fortitude, Fortitude is usually quite high, so I guess it grazes often. Well, Morningstar modal is your friend, I suppose.
  13. This thread is widely based on the data from [MECHANICS] Power level compilation thread from @thelee, but I aimed to deal with specific cases that diverge from general rules, and possibly discuss about how to correct the most annoying exceptions. Basically, there are 4 kinds of scaling : A - Scaling from weapon quality (Unarmed Scaling is close enough to belong here, even if it has a couple differences). +1 PEN, +15% additive damages and about +4 Acc per quality level. B - PL scaling from Weapon Attack Abilities such as Rogue Strikes. 5% multiplicative damages and duration for each PL above Ability Tier. C - Intrinsic non Weapon Attack Ability Scaling, purely based on Ability Tier. For Each Tier above 1, the ability gets +2 Acc and +0.5 PEN. D - PL scaling from non Weapon Attack Abilities. 5% multiplicative damages and duration, +1 Acc, +0.25 PEN for each PL above Ability Tier. Also +1 bounce and +1 projectile for each 2 PL above ability Tier. So : - An Auto attack will get A so it keeps up with enemy defences. - A Weapon Attack Ability will get A and B so it keeps up with enemy defences and get benefits from PL. - A non Weapon Attack Ability will get C and D so it keeps up with enemy defences and gets benefits from PL. The A, B, C, D values are balanced so that all abilities scale about the same. The benefits from A+B are roughly equivalent to C+D. (It doesn't mean A is equivalent to C and B to D ; D provides strictly more benefits than C). All the above would be great design (and for most part is) if not for some exceptions... So here we go. 1) Passive Abilities don't benefit from PL Apart for a couple of specific case (Carnage and Sneak Attack), Passive Abilities don't get scaling from PL as Active Abilities, even for similar effect. They do get scaling from their Ability Tier. So they get scaling C, but not D, making them subpar especially for Accuracy and PEN. For example, rooting pain gets +1.5 PEN and +6 Acc for being a Tier IV ability... but nothing more. => Note that Balance Polishing Mode address this, giving +1 Acc, +0.25 PEN and +5% multiplicative damages per PL to all class passives. I didn't add +5% multiplicative duration because Passive abilities can be applied repeatedly, so I considered they didn't need it. 2) Non-Attack Weapon Abilities get double Scaling All weapon based abilities are not "attack" as Rogue Strikes are. But all of them benefit from Weapon Scaling. The problem is that their Acc and PEN scales as if they didn't... Active Weapon based abilities which are not "attacks" benefit from Weapon scaling (A), intrinsic ability tier scaling (C) and PL scaling (D). Basically, they scale a lot. According to my testing, following abilities are concerned : - Heart of Fury - Whirling Strikes (BPM removed Accuracy and PEN component by accident) - Whispers of the Winds (gasp) - Swift Flurry - CP version of Forbidden Fist - Cleaving Stance Following abilities are NOT concerned : - Clear Out and Upgrades (they are Weapon attack + an AoE attack, that's why the main target is hit twice...) - Flagellant Path and Upgrades (they are implemented in their own specific way) - Furious Call (same as Flagellant Path) - Heartseeker (also implemented in its own specific way) To give numbers Heart of Fury with a legendary weapon and PL 10 gets : - +4 PEN, +60% damages, +15 Acc from Legendary - +3.5 PEN, +16 Acc for being a Tier 8 ability - +0.5 PEN, +2 Acc, +10% multiplicative damages from PL scaling So yeah, that's +8 PEN !!! Passive Weapon based abilities which are not "attacks" benefit from Weapon scaling (A) and intrinsic ability tier scaling (C). They don't get (D) from PL because Passive Abilities don't get benefit from PL... According to my testing, following abilities are concerned : - Riposte - Barbaric Retaliation - Heartbeat Drumming - Vengeful Defeat This leads to undocumented and above average PEN and Acc. 3) About Unique items (general case, refer below for weapons) All the previous also applies to Unique Items abilities, with following specifities : - Most abilities from items counts as Tier 1 abilties, so they don't get any benefit from C - Items use "untyped Power Level", a Power Level that doesn't depend on Class / Multi-Class. All lvl 20 characters have 9 untyped power level. Single Class may have a little edge, but only due to Prestige. Only untyped PL bonus can rise this number (Potion of Elevation, Nature Godlike, etc...) Active abilties from items do get scaling D for PL (sometimes B for Weapon attacks). Basically, they don't scale too bad. Passive abilties from non weapon items get absolutely no scaling. Their PEN is set in stone, their damages are meh and their Acc is about 10 points lower than active abilities at max level. For example, the PEN of Boltcatchers electricity attacks is always 7. I think this should be addressed, as for class passive abilities. 4) About Unique Weapons The funny thing is that unique weapons also get scaled based on weapon quality (scaling A). Passive abilties (such as Frostseeker's Garland Rake) get only scaling A which is decent. Active abilties which are weapon attacks (such as Mowdyr's Bottom Up) get scaling A and B which is... the same as other Weapon Attack abilties. Active abilties which are not weapon attacks (such as Frostseeker's Garland Breath) get both scaling A and D (a bit like abilties from point 2) ). Which is a lot. That's why Thunderous Report deals so many damages with so high Acc and PEN. This is possibly a bit strong, but since Passive bonuses are often more interesting than Per Rest / Per Encounter abilties for weapons, I think it is mostly fine. Don't hesitate to correct me if you spot any inconsistency !
  14. Consider what happens when you go SC Skald, cast Upgraded Eld Nary + Sasha Empowered Eld Nary + Eld Nary + Eld Nary all 4 in a row. And then reflection happens.
  15. Well, I still find Resonant Touch and WofW cheap for what they do. I agree that MC are much less an issue, but I still find Dichotomous Soul way above the curve compared to other monk abilties. The reason why it is not broken is only because spamming Summons is useless since you can only have one at a time (whichis rather similar to resonant touch). WotW is broken, but I still have no clear view about how to fix it.
  16. Lashing Vine is druid's Pull of Eora. Not directly related but I wanted to say this.
  17. Thanks for your suggestion. I don't think it is too strong because this is the same as WotEP. WotEP may hit less target, but its base damages are higher and it doesn't do friendly fire. Or not stronger than multi-bouncing ranged attacks.
  18. Yeah, I'm reviewing dysfunctional unique items. So either I would like to address Wahai Poraga myself, or use your stand-alone mod (and link to it on BPM description).
  19. Happy new year ! I just wanted to know if this project is still alive
  20. And so ? surely there would still be people who could be interested
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