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Elric Galad

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Everything posted by Elric Galad

  1. Also if you're playing an Uber defence build, ENEMY fighters are going to be slightly more threatening with this new Confident Aim People often forget BPM buffs also affects (Kith) foes
  2. Do you guys use Community Patch Shattered Pillar ? Is it good with Max Wounds at 10 ? The 30 damages threshold (24 with lesser wound) still feels a bit high compared to the 10(8 with LW) from normal monk. I get why it shouldn't apply to special attacks, but that plus threshold means you won't get more than 1 wound per attack. I'm thinking about lowering the threshold to 20 damages (16 with LW) but I need other people opinion. Also consider I'm thinking about rising the cost of some monk wound abilities (6 wounds for the twins, 6 wounds for resonant touch, 9 wounds for WotW which could even be more nerfed).
  3. Ok I will try to explain the problem in a nutshell (I will be simplifying A BIT). I think this would require its own thread anyway. "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. The issue is that some "non-weapon attack abilities" are still weapon based. Riposte is a "Weapon ability" but not a "Weapon Attack Ability". In the very case we are speaking about, WotW gets A+C and maybe also B and/or D. I think that FF gets A and D (it's level 1, so no C anyway). I have other worries. Passive Abilities for example usually don't get bonus from PL. But I moded them so they at least get the Acc and PEN PL bonus. I'm also concerned about Unique Weapon activable abilities that could get bonuses from both A and D type (hence big Acc and PEN !). Thunderous Report has always seemed more efficient than it should...
  4. Don't know, I like the potential weapon combo. And fist only may be difficult. Easy to do, I'm leaning to that for now. Or even 9 wounds to be honest. 3 wounds ~ 1 martial ressource seems to be a good rule of thumb to evaluate wound cost. Might be tricky to implement, and I rather keep the wound only cost. Sure, weapon+non-weapon scaling should be addressed as a whole. Might be sad indeed. And not the heart of the pb if cost is addressed. Easy to do, and a good solution. Repeat target is usually nice, but might be too much in this case. I don't like exceptions. And fixing the acc scaling could make it unecessary. The Quote function didn't keep the number Great !
  5. Didn't know that. It sounds like it require some cleaning. Honnestly for all of them, it doesn't make senses. Do you know by chance if HoF and Whirling Strikes get similar bonus ? Clear Out and its upgrades ? It deserves testing. If possible, yes, I agree. It could be the contrary, it could cause failed attacks because you move too fast.
  6. Multiple reloading happens all the time in this game. That's not the main issue here IMHO. However, I think it is right to think about a WotW nerf as a whole. The first question to ask is : do we find Whirling Strikes and Heart of Fury OP ? I think these abilities are powerful, but IMHO not broken. They require some setup to work perfectly and costs a lot of ressources. They aren't more broken than, let's say missile salvo. So nothing too wrong for a Nuking SC endgame IMHO. Then what are the differences between WotW and these abilities ? 1) It can repeat targets (you can have 7 strikes - diablo 3, get out of here ! - without too much difficulty, with prestige and a random non stackable +1) 2) It even bounces from far (10m). I know that's not the case we are speaking about, but it contributes making WotW a bit too easy to use in all cases. 3) It cost a renewable ressource. But the list can be expended 1) repeat target can be removed. The number of max targets can be reduced (keep in mind it should have +1 bounce per 2 bonus PL... Empower matters there.) 2) bounce range can be reduced if needed 3) Wound cost should stay BUT the cost can be upped. I think It costs 5 wounds because Shattered Pillar has 5 max wounds. But CP puts the limit to 10. So a monk ability could cost up to 9 wounds now (not 10 because Xoti ). I would even think about some other Monk ability that could cost a little more than they do (the clones, resonant touch). All this won't kill the fun.
  7. I would agree with Kaylon, I don't think there is a specific issue with Mortars. Besides, I can onl make WotW requires a melee weapons, cause it is implemented as Whirling Strikes. As seen below, Melee + Ranged is about as good. Reload is implemented as a Recovery. It might be unrealistic, but I don't want to change that.
  8. Yup. Grazes starts at 26. Your percentage are strange. The second case with Aware should be half benefits of the first. Base table is 26/51/101, which means 62,5% chances of hitting (counting grazes as 1/2 hit). Every Graze to Hit add 0,5% So it becomes : 30% Graze-to-Hit CA, shifts the attack resolution from 26/51/101+ to 26/43,5/101+; and is very roughly comparable to 7,5/2/62,5 = 6% Multiplicative gain 50% Graze-to-Hit CA, shifts the attack resolution from 26/51/101+ to 26/38,5/101+; and is very roughly comparable to 12,5/2/62,5 = 10% Multiplicative gain With Aware : 30% Graze-to-Hit CA, shifts the attack resolution from 26/38,5/101+ to 26/34,75/101+; and is very roughly comparable to 3.75/2/62,5 = 3% Multiplicative gain 50% Graze-to-Hit CA, shifts the attack resolution from 26/38,5/101+ to 26/32,25/101+; and is very roughly comparable to 6.25/2/62,5 = 5% Multiplicative gain But why would it be a problem ? With non-modded version, you can already get about 50% misses to Grazes, 60% with Potion. Fighters getting a little more won't totally change that. And we are speaking about Grazes with Weapons. Killing an enemy with this isn't fast (I've tried vs Belranga, you're faster killing spiders...)
  9. I sincerely doubt so. Whirling Strikes melee ranger with Scordeo Edge and a Mortar or Twin Shot with Frostseeker can do serious damages in the beginning of a fight. What these builds lack is ressources (11 bonds and you're done without) and general robustness (immune foes, long battles and you won't be doing much). That's why Driving Roar barbarian or Divine Retribution Paladins + Summons made it to their respective tiers. What they offer won't fall apart the first time you're not in optimal conditions (but in the later case it requires party building, hence the lower tier).
  10. For me, there are only 2 ways of making Entropy useful : - Inner Death enabler - the way you (brilliantly) discovered that relies on avoiding the spell charge filter while still getting its bonus. The later is close from the cheese category, which is excluded from the criteria of this particular analysis. And the easiest semi-cheesy way of using Druid is still Brilliant + Maelstorm spam IMHO. People are getting a little too triggered by the fact that their favorite class isn't on top : for me, all classes are more or less equally powerful if the right niche is choosen (bar maybe 3 SC, and druid is clearly not one of them). The question is more how easy to find the right niche and than how powerful it is. Side note : I abolutely love the concept of Entropy, that's why I put a lot of effort into making it a well-rounded spell in my BPM mode.
  11. I think it counts toward the clone summon limit. So the clone can have one, in addition to itself, but casting a new clone should remove its summoned Whip.
  12. That is also true or MC druids. Additional PL (and Pollen Patch) do help, much maybe not as much as, let's say Helwalker MC. Really comes down to how average Druid Tier 8 is. And once more, difference between Great and Solid isn't big.
  13. Just for memory : without BPM, AI doesn't work and the copy doesn't use its abilities. I wasn't too sure, but Phenomenum told me it was OK since the copy can't use activable items. I should have checked myself, I suppose. Too abusable, I will delete. New Uncontrollable Water Clone will show up with a par of Tentacles Ondra Whip it should be able to summon by itself. Fitting enough I suppose. EDIT : could work in a weird way, I will simply tune up duration and set it back to not controllable. Note : I don't delete archives on Nexus
  14. In term of damages, when acc is equal or above defenses, miss to graze isn't better. That is still 50% of "normal" damages added in both case. For debuff, you're right though. There are a couple of cases where the "event" happens on Hit (Clear Out Prone), but in general most stuff happens either from Graze or from Crits. My plan was to implement something a bit defining for fighter. 25% Misses to Grazes (tuned down a bit) would fit. In general, not so impactful, but when sh*t hits the fans... So situational but good. BPM One Handed Style is 20% Misses to Grazes, Grazes to Hits, Hits to Crits, but the opportunity cost is high (and I nerfed pistol modal...) Changing base damages would be a nightmare TBH, and +5Acc a bit boring ; also CP Weapon Tier 7 Mastery is +5 Acc and +5 damages with Proficient weapons, so it would be a bit redundant. BPM gave Citzal Enchanted Armory Weapons 100% misses to grazes. It was nice vs Belranga, but rarely useful elsewhere Tier 9 cast is a high requirement. Please no, Lion's Sprint was annoying enough to correct Other stuff : - I'm going to set Wounding Shots to fixed 4x10% raw lash over 9s. CP is fixed 3x10% raw lash over 6s. The original ability was 6s but benefitted from INT and PL, so I think 9s is fair. Accurate Wounding Shot would confort its "most damaging 1 ressource attack" status. - Thinking about making Inspired Strike 10s AoE Acute instead of self. Swift should stay self. I previously added +100% over Power Strike but this was a bit artificial. I just want SC Fighters to have another trick on Tier 9 (BPM set Power Strike to 3 Disciplines and Stun/Stager to 10s)
  15. Maybe. I cant be sure what exactly works or not in the base game. It would require extensive testing (even more than the one that you did). The problem is easier to solve than to analyse precisely Yes, but these effects technically have separate attacks. So if the Lions Sprint bonus works for some of them, it's still better than the description that say for 1 attack ; better to give player "a bit more" (And the 1s appear in the description, so it's not THAT confusing). A bit like Assassin bonus that works better with some abilities than other. Covering Full Attacks was a reasonable target IMHO. Blood Thirst is instant and Takedown Combo applies to the target, getting removed after 1st hit.
  16. Oh the maths aren't terrible. They aren't great either. If no other graze to hit, it is equivalent to 7,5 accuracy, which sounds ok until ou realize it is only applicable to graze range. It does nothing for miss to graze or hit to Crit. So vaguely half or a third of those 7,5 acc. Things get worse if Aware/Intuitive is active cause Graze to Hit stacks multiplicatively. So in that case it is equivalent to 3,75 acc divided by half or a third. Negligible in this case. So it's an ability which is isn't too great in favorable circonstances and bad in very common circonstances for the class it belongs... That's why I'm suggesting 30% miss to graze. While the maths are the same Vs defense equivalent to your acc, it stacks better with PER inspirations and provides fighter with something unique (bar some items) : an ability to hit foes with super high defenses... Which fits fighters extremely well.
  17. What would you guys think about buffing Confident Aim to 50% Graze to Hit ? As it is, it feels mehish, especially when already under Aware/Intuitive. Or to 30% miss to graze so it would be more unique ?
  18. No, it's much more basic. The effect is coded as +15 Acc that stops when an attack is launched. Melee attacks are solved immediately when launched. Ranged ones seem to have a little delay (kind of projectile delay). I just added a secondary effect that adds +15 Acc for fixed 1s when an attack is launched et voilà, now all attacks including spells within 1s of 1st attack benefit from the acc bonus. It benefits full attacks incidentaly, but I think it is not bad for versatility of barbarian.
  19. There is no filter based on type of attack. The effect is simply removed on attack. Therefore I strongly suspect that is depends on what happens between the attack launch and its resolution. Does it work with ranged weapon attacks with projectile ? Maybe it works with some spells without instantaneous application.
  20. I remember reading somewhere that Lion's Sprint only granted accuracy for weapons. But the gamedata say otherwise. Can anyone confirm ? (I'll make the testing myself soon anyway)
  21. Anyway, I don't plan BPM barb to be more focus on On Kill effects. Except Blood Slaughter change because it targets Near Death anyway. If anything, I made it less reliant by removing the On Kill conditional on Barbaric Blow line.
  22. Now that I'm thinking, I see no reason not to add the actual Courageous inspiration to savage courage. That's true for a pure melee Barb. But as a MC, nothing prevent your from casting either Plague of Insects or Disintigrate to the backrow. Anyway, I dont plan to make Barbs relying too much on On Kill effects. But I know @Boeroer like them so it is probably quite good. And they have combo potential anyway (feeding Divine Retribution / Grave Caller with skellies self-kills), even in highest difficulties. In a nutshell, barbarian BPM traits : - Decent self buffs (Frenzy and buffed Wild Sprint) - Carnage and other passives add a significant bit of damages - Good tanking (not on par with fighter) esp with Savage Defiance line buff and overall second best for engagement slots (Thick Skinned and Shout) - Instant effects (esp with crushing blow buff, but original Spirit Tornado was good for it too) - Best short term crit chances with weapons (with Barbaric blow chances), well bar Gambit of course. Strenghtened by Berzekers - AoE CC with instant activation (Leap and Spirit Tornado) - Minor spec at On Kills effects for people who like them - Furyshaper adds a bit of party support if needed. So I think this collection of traits is unique enough. Also planned buff : Murderous Intent : (100% Hit to Crit /+100% Crit damages) against foes under 50% health for Empowered ability, (20% Hit to Crit /+20% Crit damages) -> (20% Hit to Crit /+50% Crit damages) against foes under 50% health until combat ends
  23. Well but it costs 2 and has a cooldown. I don't think it's bad to have 2 mobility tools as long as each one has a purpose. LIon Sprint change proposed above would help Vs high defenses. BPM barbaric blow has 75% Hit to Crit, which helps Vs high armor. Berzekers have Tenacious and Crit Chances. Action speed always help. Probably but it would fix only 1 multiclass and it may lead to unexpected combos. A bit too risky IMHO.
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