-
Posts
4003 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
I modded Chain Lightning to bounce possibly several time on the same foe, including monster's versions (as I always do). The fights versus Auranic Wrath Sigil was... hey... not trivial. Fortunately Tranquilizing Shot + Blunderbuss (basically 100% chance of deactivating a Sigil for 1 Bond) after Brand Enemy, Gouging Strike and a Missile Salvo helped a lot mitigating this situation. Seriously, Tranquilizing Shot is a highly underrated ability, especially with multi-hit weapons. Modded Corrosive Skin with Enfeebled. Modded Sunless Grasp with 0.5s/3s cast/recovery and 16-27 base damages.
-
Honestly, the -10 acc for decent time while doing a bit of spike damages is the selling point. Wizards have no other way (apart modals) to decrease ACC on a perception resistant for. And Wiz are hungry for high deflection build. Same for Ref. 10 less defenses before launching a serie of attacks Vs it isn't bad. PEN is already decent. It's not that piercing But I could go with the same damages as Jolting Touch for common theme. 16 - 27.
-
But in this case, it's not the main purpose of the spell. This is a debuff spell with a bit of damages. Once more, BPM doesn't intend to change the flavour of abilities, unless obvious redundancy with some other abilities. Adding an interrupt is within the limit of a small change, adding an additional effect isn't. EDIT : but yeah, I can see why adding an Interrupt is a bit redundant. I'm just trying to say I'm not in favor of adding a Paralysis effect and I was trying to find a compromise Damages could upped a bit, maybe to 16-24, to align with barbs of condemnation which is a bit of a twin spell (higher range, lesser PEN).
-
Ok, I was wondering the same. It doesn't require to be a Cipher to detect your thoughts about abusing it shamelessly with Phantom spells à la Draining Touch. Reducing the cast/recovery of weak spells is a good way to make them relevant at high level without making them too powerful. Well, as a general rule, I try to avoid changing the purpose of an ability unless required for redundancy with another ability. Sunless grasp isn't the best spell of the game, but with a fast casting, it would fit its purpose as a minor mid-duration debuff. For those who wondered : Jolting Touch has -25% damages per bounce, and can bounce several times on the same target. For me, it is ok as WIzard's version of dancing bolt (friendly multi-targets Electricity spell).
-
OK, I will go with upgrading Weakened to Enfeebled for Corrosive Skin. This is a pretty straightforward and balanced solution, and I do like simple solution. Also, while we're speaking about bad Wizard spell, I will set Kakaloth Sunless Grasp to 0.5s/4s casting instead of 3s/4s. CP already added a -10 Reflex debuff, so I think it would be a decent opener with a short casting time.
-
Funny thing is that Heart Seeker is an auto hit, applies Enfeebled (including without BPM) BPM has set it to Infinite duration. But it costs 4 Bonds, which is the maximum (with BPM) of any Martial only equal to BPM's Light of Pure Zeal and Gambit (but Gambit refunds). I usually estimate 4 martial ressources to be even higher than a Tier 9 spell. All this to say we're discussing about abilities of similar power level. Enfeebled instead of Weakened for 30s does not seem especially OP indeed. Auto hit as @thelee suggests is tempting too. I've already made this choice for Hand of Berath and next BPM version of Entropy. Yep Auto Hit is always tempting for single target ability since there's a significant chance of failing entirely.
-
Believe it or not, I was thinking about this spell during this weak. I was unsure. Basically it is a slower Disintigrate (with about the same damages... except it benefits less from PL as a Tier 9, with an affliction on top of it that synergizes pretty well. I think that Cipher zre supposed to be a bit better at Single Target damages. Enfeebled tends to synergizes with itself, which implies I would have to reduce the base duration so the final duration doesn't change. Reflexion in progress, share your thoughts. EDIT : It could also be a hard -100% healing, replacing CON Affliction. This won't necessarily stronger, but at least unique. At Tier 9, tools bypassing Resistance are neat.
-
That was my point. Creating something that is cool but inferior to Spark the Souls overall. Still 12-20 RAW per vessels damages in bigger AoE than Spark the Soul, a bit of Distracted spamming should be neat when built around. But yeah, it is strong with Death of 1000 cuts, but this was intended too as a way to buff SC Ciphers last Tiers.
-
Eventually, I will go for this Entropy as a Single Target 15s autohit go guaranteed Hit to Crit. This would be ideal as a Wildstrike Frenzy enabler without being OP. Bouncing version was a bit too good. Also I will set Hand of Berath to 42s fixed (7 TB rounds) instead of mere 30s. It was already -10 PL autohit. The idea is that the few targets deserving it had so much Resolve that it was hardly worth casting. I like the idea that a god intervention toward a specific target basically negates all defenses, and the caster is a mere conduct in this very case. EDIT : second thought, not a bright idea, only Dorudugan has Resolve above 30, Resolve can be lowered anyway, and creating exception is never great on a ruleset. I'm simply going to rise the duration of Hand of Berath to 45s since it is a Tier 9 that simply debuff . (It was already -10 PL autohit.) Also buffing Skaen Sphere to -25 accuracy so it worth the Tier 9 spot.
-
I've set Play Dead to 12s to get 2 round in TB. For Withdraw, I'm hesitating. Rounding up to 24s (4 TB Turns) would be the closest to the original duration, but I fear it could make Hylea's challenge very tedious. That's why I'm leaning toward 30s (5 TB Turns). With a reasonable Intellect and a few PL, that's what a Priest will get anyway. What do you think ?
-
That's what I'm going to tweak to only 10% less per hit indeed. It matters a bit, though, if you use a Whale of a Wand (and still cast it) But there's better spell to abuse with the wand anyway. I'll make sure it can boost twice on the same target. 10% reduction per bounce still lead to 43% damages on the 8th bounce (boucing reduction is multiplicative, not additive, fortunately). That's more damages on each of 2 targets than Sunlance for 1 target (provided PEN matches AR of course). It also benefits from higher PL. It targets Deflection, which is usually a good idea. I think the spell would be OK. Still a bit meh compared to the widespread corrode and utility from Circle of Death and sheer damages of MPPB. That's why I think bouncing back to the same target is necessary and sufficient to make this spell good. Yeah that's how it is displayed. Your hypothesis is believable. I don't mind the decreasing damages, provided the overall damages are OK. Eld Nary is also fun because it is so slow at bouncing that it is somewhat of a DoT. Bouncing damages spell are indeed more interesting with bouncing back to same target, because it is what make them different, and more efficient when only 2-3 targets. By the way, BPM did something similar with Healing Chain which was a meh and uninspired AoE heal : it set to bouncing back slowly between friendly targets for a high number of bounce and now it is a strange HoT that can be focused on a small detachment from your party. The bouncing mechanics are really fun toplay around, but it seems the devs didn't seize the opportunity to make fun spells based on the mechanics they implemented.
-
Sorry, I poorly explained. Damages shield does not require fixed duration. BPM's BDD is a 12s damages shield that activate when near death. The duration scales normally with INT and PL (the near death conditional has infinite duration, same as Watchful Presence). I thought somehow that Beetle Shell should at least have a greater base duration. Comparing fixed and non-fixed duration was a bit misleading. But now that I'm thinking about it, Beetle Shell probably does not require fixed duration as much as Withdraw and Play Dead. So I'm probably going to leave it alone with its 10s scaling duration. (Note that BPM set Beetle Shell casting time to 0,5s, which was quite necessary for it to be useful) Beetle Shell does have a much superior range (15m vs 5m). This is a good point.
-
I think this spell aren't top tiers, but I don't plan to buff spells unless really subpar OR in case they have a very similar spell on the same level (Nature's Terror was a case) in direct concurrence for ressources. The approach is different for other classes with a singel pool of ressources. Bounce spells are party friendly and can be described as top cast when only 2 foes are standing so I think there are more or less fine. That said Firebug damages/PEN/bounce damages reduction seems too low. Boiling Spray can save a clothling by pushing. Malignant cloud deals Raw damages and poison type can somewhat be abused with Poison Immune party memeber acting as lures. So I think most of these spells are okayish. There are not top pick, but if for some reasons you want to pick them for a build, they will probably be useful under the right circonstances. But I'm going to address firebug. You can make suggestion about this one. I'm currently thinking only about setting the bounce damage reduction to -10% per bounce only (so -19% on the second bounce, etc...) instead of -25%.
-
Well, it's not that shocking to have an ability that doesn't scale. Most brisk Troubadour chants don't. Ironskin doesn't. I have a tiny doubt about durations. I'm usually not concerned about Turn-Based (I haven't experienced it enough to pretend BPM is in line with it), but when it comes to fixed durations (which can't scale with any means), I tend to round them as close as possible for multiple of 6s (1 round) Therefore I propose : Withdraw : 30s -> fixed 30s Play Death & upgrade : 10s -> fixed 12s Beetle Shell : 10s -> fixed 18s ??? I tend to think low duration is a bit less critical for this one, and a bit more duration can be useful for soaking damages. Also I wished it could be superior in some way to BPM's BDD (which provide 12s of 300 damages shield without side effect)