Everything posted by Elric Galad
-
Balance Polishing Mod Release 1.0
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).
-
List of weapons whose properties are not limited to themselves (II)
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)
-
Balance Polishing Mod Release 1.0
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.
-
[MECHANICS] The weird aspects of scaling
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.
-
Balance Polishing Mod Release 1.0
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...
-
Balance Polishing Mod Release 1.0
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...
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
This is intended. But they have super bad stats. I think the zipped version is more robust. cl.wizard.persisting_familiar_glitch.gamedatabundle.zip
-
Balance Polishing Mod Release 1.0
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.
-
Pollaxe discussion
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.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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.
-
Trying to figure what PoE2 sold less
Elric Galad replied to fireflame's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
-
List of weapons whose properties are not limited to themselves?
"Sad Belranga noise"
-
Balance Polishing Mod Release 1.0
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.
-
Ranged monks? But... why?
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.
-
Balance Polishing Mod Release 1.0
Ok, I will let it be. I should try to stop my modditisis anyway.
-
Constant Blade Turning
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.
-
Balance Polishing Mod Release 1.0
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 ?
-
[MECHANICS] The weird aspects of scaling
Error post into loss of editted text. I'm cursed.
-
Trying to figure what PoE2 sold less
Elric Galad replied to fireflame's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
-
Ranged monks? But... why?
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
-
Ranged monks? But... why?
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.
-
Grimoire of Vaporous Wizardry and using Empower to replenish spells
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...