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Elric Galad

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Everything posted by Elric Galad

  1. 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...
  2. 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...
  3. 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.
  4. 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.
  5. This is intended. But they have super bad stats. I think the zipped version is more robust. cl.wizard.persisting_familiar_glitch.gamedatabundle.zip
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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 ?
  15. 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.
  16. 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
  17. 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.
  18. 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...
  19. 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).
  20. 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
  21. And to a lesser extent high Resolve too, which doesn't help. Rust is utterly useless vs Dorudugan.
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