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Everything posted by Elric Galad
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That being said, the question from the OP is interesting, even if we leave apart Megabosses. Writ of Sorcery is pretty clear about what it target, and probably prevent effects the same way as I have more interrogation about Writ of War though. I guest that a Priest of Woedica/Berzeker can be ideal to test it on your own party, and adding Druids / Chanters / etc... can help testing it on various (summoned) monsters.
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This would also make these spells much stronger, Sanctuary would become strictly better than beetle shell, and play dead basically an instant full heal ! Basically they would become "other abilities", something that I ususally don't want to do. And yeah, from a technical point of view, adding an off button to Sanctuary and Beetle Shell feels quite complicated and possibly impossible to do (play dead should be doable, but as stated above, would be almost broken). Also I don't know how AI would handle them. So yeah, I think I will go with fixed duration
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I previously set Wall of Draining to -2s buff to foes / +0.25s buff to self in order to prevent abuses. Now I'm realizing this makes this spell almost useless and I plan to set it back to -2s buff to foes / +0.5s buff to self. At least 3 foes would still be required for infinite duration (due to wall missing), which is not that easy to set up (and to keep for long). Previously, the greatest offenders using WoD have been tweaked/nerfed : Unbending secondary effects can't be extended anymore, BDD and Shieldbearer's version only gives a damage shield (so can be extended to limited effect)... So even if WoD could still be abused in some ways, it won't break the game through them. There are still a couple of effects that could theoritically break the game with WoD : Scordeo's Blade Cascade and the 2 remaning prevent death effects : Potion of the Final Stand and Resurection. I plan to set these to FIXED duration to avoid any side effect : - Blade Cascade : 5s -> Fixed 6s - Resurrection Prevent Death : 20s -> Fixed 30s - Potion of the Final Stand : 6s -> Fixed 18s (could be extended through Alchemy, so deserves a bit better) Anyway I think it's better that such poweful effects can't be extended by any means. Note that the durations are multiple of 6s for better compatibility with TB (though I have no idea how Blade Cascade works in TB) Also note that BDD problem couldn't have been fixed through fixed duration cause one can recast it potentially infinitely (Potion of the Final Stand is limited as a consumable and Resurrection is limited by Wound limit - and supplies of Luminous Adra Potions)
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I think the main issue is that your copy won't get your ability, so no Wildstrike. Spiritshift weapons on their own are rather meh (compared to top tier weapons). Cat, of course, isn't too bad, but still inferior to best weapons. Spiritshift Armor on the other hand is awesome. 8 base AR 0% recovery is equivalent to a +5 AR robe. +7 AR for bear. Hard to get better.
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OK, I've tried adding the "Offensive" KW to Thunder Rolled attack (after spotting the bug by myself on this ability) and iyt does not work. Arcane Archer penalty check for Offensive KW, so it should have worked. This was weird from the beginning because Attacks normally inherit KW from abilities even if not present on the attack itself. AA should have checked the ability KW before appplying the penalty. To make it short, there is something weird going on and I can't fix it.
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That said, Xefa's Empirical can prone on Crit and Gambit Interrupt on Hit anyways. Scordeo's shall be loaded before reaching +20 Acc and Flanking can be obtained by other party members. Not to say melee is worse but I would suspect blunderbuss to not be that bad. Misses and Grazes from blunderbusses will also reduce the damages, which matters too. You're pretty likely to have some. And melee have a sheer diversity of possibilities.
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OK, the experiment is going well for now. Faced the Lich Dragon and Nemnok (and his troups) and the Psion was doing his job quite well. Backrow though. Honnestly, I think this would be a good compromise. With a Hit or Crit pauses regen, I would add a Hit to Graze chance (somewhere between 25% and 50%) for the duration. That would reduce the chance of being paused again. This way, Psion would be worse at doing his usual job when (Off) tanking but a bit better at tanking to compensate. I can see a good justification for that : when under attack, the Psion psychic power protect her/him by reflex rather focusing on her/his usual powers. I might not be necessary, but it seems rather simple to implement and, maybe more importantly, simple to understand as a game mechanic.
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This is a nasty one. Of course, both effects are not implemented the same, and the AA one is weird : it basically check all possible spell Keywords and if not, applies a penalty. Both Offensive and non Offensive Invocation are listed though. So my hypothesis (at 7am ) is that the cause is that the Attack component is missing the KW. I should be able to individually add the KW to Invocation and check if it does the trick. Do you have an example of a non working one ? I hope the same missing tags aren't causing similar effects on other classes because adding KW is a pain. Especially because it can conflict with other changes...
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Tried to change it, but didn't work. I changed the retaliation condition from On Hit or Crit to On Damaged, which will solve the specific issue for Tanglefoot (but not for Chill Fog) and also buff the spell a bit. By the way : BPM Entropy is broken, and has no limit. At all. The condition I've set to avoid consuming charge with Graze or Crit doesn't work. Somehow I failed my testing. Therefore, I'm going to tweak the spell to 15s duration which will be much cleaner. That and the 3+ bounces previously added will make the spell quite neat as a Tier 8 for buffing party damages and enabling Wildstrike Frenzy proc (with the bounce, you're pretty guaranteed to have a valid target to proc Wildstrike Frenzy, even with a roll vs Fortitude). Basically comparable to Sundering Blow powered by a Rod when it comes to beating Armor (without convenience of no casting time and roll vs deflection, and without the attack damages), but should be in the range of what you expect from a Tier 8 spell. It should be very good for party synergy without having too much to worry about the number of triggers.
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I don't disagree. But I wanted this ability to be more distinguished from Rust, that's why I went with a pseudo AoE instead of giving it the same treatment as Hand of Berath. I'm leaning toward setting it to 10 Hit to Crit. That would make it solid enough to spam vs groups while benefitting various abilities.
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OK, I have changed the effect and I will test it. Another point : Entropy. I've already made following changes to this Tier 8 druid spell : Entropy:- Added 3 Base Bounce (Base 4 Targets)- Number of procs raised from 3 to 5. - Charges are not consumed by Graze and Crit anymore- Removed Interrupt part However, even with procs, I feel it is a bit meh as a Tier 8, and I think I will set the number of procs to either 7 or 10. What do you think ? Is 10 Hit to Crit too much ? It adds damages and sort of Bypass armor, but the charge limit makes it a bit let convenient vs Single Target than Rust.