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Elric Galad

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Everything posted by Elric Galad

  1. 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.
  2. 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.
  3. Wall of Flashing Steel isn't tagged "weapon only" so it's normal if it works. "Empowered bonuses" work a tad weird sometimes. I suspect they simply don't apply to hazard spells...
  4. Does anyone has experience with SC Rogue using dual Blunderbusses, but not mortars ? I would tend to think these 4 hits weapons would pretty much guarantee at least 1 Crit per swing, which is enough for infinite recursive Gambits.
  5. 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.
  6. Ney, I tried to fix it before but it looks to be broken beyond repair for some reasons.
  7. And investing on PER will also boost indirectly your spell damages (even if less so) while not hurting you and buffing your CC spells. DEX is very flexible and kind of good for any limitless ressource classes.
  8. 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...
  9. 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.
  10. 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.
  11. I'm using both mods without any problems. In addition, neither CP nor BPM modded this abilities.
  12. 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.
  13. When enfeebled ellapse, you can reapply it and get another +50% duration on all hostile effects (that cumulates with previously applied one). So with a very low FF duration, you can apply Enfeebled multiple time.
  14. By the way, I'm probably going to experiment a bit with a simple "Focus Regeneration canceled on Hit/Crit" without other adjustement. That's because my current run involves a Psion and I feel like cheating a bit now that it is acknowledged that the CP variant is a tad too strong. He's a Wand & Board ranged Wael's MC (so has access to Mirror Image and Minor Avatar to reduce Hit/Crit).
  15. Because they can't be regenerated by any means, meanwhile classical pools of ressources can be (through Brilliant, His Heart did Fill... - buffed by BPM, and finally Potion of Enlightenment that BPM introduced to avoid overreliance on regenerating ressource classes ofr Megabosses fights). I think it should be, or something close enough. The tedious part if about how to implement the various spiritshifts. Could be an extra form. The cancellable modal I'm not a big fan of the cannot cast spell restriction cause it is supposed to be the unique drawback of Shifters. Shifters are "sorta OP" IMHO, not because they are that much stronger, but because their drawback is almost unsignificant. Exact interactions with Lifegiver subclass should be thought about if you lift the no spell restriction. Spiritshift is strong, but require talents to really shine and not to the point it requires a specific drawback. Impossibility to cancel the Form could be the specific drawback of the Spiritshift spell. That could solve the 2 issues above. "1 additional Spiritshift" uses could be tedious to code, and is sorta covered by the extra spell. IMHO you could spend your effort on something else 🙂
  16. OK, I think I'm going to leave alone Minor Arcan Reflection and Arcane Reflection cause there is no consensus on proposed change (based on @Noqn and @thelee feedbacks) about how to fix them (with a technically feasibility and non-weird design proposal). I had this in mind for weeks without coming up with an idea. They will stay situational spells. Minor one will be the one you use when hit from time to time, normal one when against more intense fire (Auranic...). The important part is that these spells have some use where they feel optimal, even if they won't be part of an (optimized) buffing routine. I will change Llengrath's as specified above cause this one is the biggest offender as a Tier 9 and I haven't receive much negative feedback about the above proposal.
  17. Just another technical remark that comes to my mind : I haven't found any way to implement an effect scaling with a specific attribute (outside of the traditional bonuses). You can do it with Skills or PL, but not attribute. Attribute threshold is possible, but not incrementing effect (although a super tedious 35 thresholds could technically emulate attribute scaling 🙂 ). I'm also not a big fan of per encounter abilities*. A way to combine both of these issues into a solution could be to implement a pseudo cooldown, through a self-inflicted hostile effect when Mental Grit ellapses that prevent reusing it. Hostile effects are decreased by Resolve, so... That could be complicated, and I think implementing it a pseudo-cipher power (such as Telekinetic Burst or even Soul Annhilation) could be more simple. Cost, duration, cast time could be adjusted to so it won't be OP. (*Another note that has nothing to do with the topic : I always regret Druid can't bring back their Spiritshift. I wonder if a new Druid Spell couldn't provide a special Spiritshift, something like Tier 6 (because Tier 6 is a bit meh ^^), so you can still benefit from your Spiritshift Talent)
  18. If you're pushing people away, having some persisting psychic energy that repel a bit incoming attack for a short duration doesn't feel so weird IMHO 🙂 That's why I'm suggestion a Hit to Graze conversion. No Hit, no disabling and you don't even have to code a new effect.
  19. Or upgrade telekinetic burst (that I don't use that often) so it provides 100% Hit to Graze for something like 6s unmodifiable seconds as Psion Psychic Energy deviates attacks ? (or something similar) EDIT : Partially Ninja'ed EDIT 2 : Maybe the push away of TKB should be removed to simplify it a bit ? Not sure at all, just debating. EDIT 3 : It costs 10 focus and pseudo-guarantee a gain of 6s x Psion Generation factor. For a lvl 20 max level MC Psion without PL tricks, it guarantees a net gain of 14 Focus.
  20. Same here. I guess it's not meant to be faithful to the original intention, but I think it's a nice idea.
  21. Offtank Psion shall not be IMHO. It is a subclass that basically has a penalty when attacked. You can't have it tank and hope being optimal for this role. Or you're basically creating a subclass with a completely different feeling. At least an Offtank Psion WILL take hits. But the right build should be able to not get too many of them and still get a decent amount of focus. Priest should pick Shield for the Faithful. Etc... Bloodmages should work too. Troubadour... Hey... Not. But Troubadour / Psion is an Ultimate winning MC combo, so should be viable, just not as Offtank. Roll, not. But they do hit. I should have specified Hostile Hit and Crit indeed.
  22. Well, about this specific point, there are still dispells. It was so fun to remove Dracolich Safeguard just with 1 blunderbuss shot of Tranquilizing Shot 😉

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