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Everything posted by Elric Galad
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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.
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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).
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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
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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.
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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)
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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.
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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.
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Honestly, I start to think that the right solution may actually be very close from CP one : Just make Hit or Crit stop Focus Regeneration instead of just Crit. Compared to non modded design : - It excludes Graze - It includes Hit from various debuff, so overall it's not a real buff but a tweak (which is right when speaking about a subclass able to complete the Ultimate) The biggest difference is that you're a bit more likely to be prevented regeneration by various AoE debuff but staying in melee would still be viable to some extant (Psions aren't meant to be tank anyway). Excluding Graze means a slide of 25 points on roll result, and this can be enough to still get some Focus while taking a few attacks in melee. Stacking stuff such as Shield, dagger modal, high Resolve (fitting for a Psion IMHO), Borrowed Instinct and whatever your multiclass can provide can help toward this goal.
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The problem I have is that the cap is hard coded with spell reflection. It is hard to mix with a general spell resistance. There are 2 solutions : Having the spell reflection cap causing the spell resistance to wear off or ending while spell resistance stays active. Both feels equally weird to me. That's why I only mixed spell resistance with 100% reflection without cap. Also I don't really want to buff the 2 lower spells cause it would buff wizard (which they don't really need) and because wizard can deal with the situationnality of their ability. Situational does not mean bad if they still have their niche (cough cough Auranic).
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This is a good point. Official design is hard to play and completely prevent from sitting even just behind the frontline. A bit complicated IMHO. Why not, having 2 separate and not directly intricated effects could work. Still a bit strong if your defenses are high enough to prevent Crits. A bit complicated too IMHO. I don't know. The issue is that Psions being one of the rare suclass to have completed the Ultimate kinds of prove they don't need a buff. But what they might need is a tweak : making the focus pause a bit less punishing for semi-frontliner + adding another drawback can be the way to go. Psion being easy to interrupt (and loosing concentration) à la Grimoire of Vaporous Wizardry feels about right. I think this is a good idea, although I don't have a clear tweak in mind. But I think the targetted level of power should be comparable to the one proposed by the devs. "Hit and Crit interrupting + preventing focus gain for 6s" is an example of simple and clear design (Graze won't do anything, still a gain), although a bit too punishing so a conditional should be added. I don't think is it technically possible to remove exactly 1 Concentraion without Interrupting. Or is it ?
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Currently what I'm planning for Arcane Reflection line of spells : - Minor Arcane Reflection : 50% reflection chances* for 45s, not spell level limit - Arcane Reflection (unchanged) : 100% reflection chances* for 60s, 30 spell level limit (so better than the previous one in most cases, but the first may have an edge against intense fire) - Llengrath Arcane Reflection : 100% reflection chances* against single target spells and 75% spell resistance for 20s (basically a short duration almost absolute protection against most spells. Note that setting both to 75% would have caused the 25% non reflected single target spells to be resisted 75% time, which I find confusing.) It can be abused through WoD**, but not really more that what some MC can get (Unbending Trunk, Blade Turning) * Note that reflection chances vs single target spells also works with bouncing spells. **(though next version of BPM will set it to +0.33s/-2s per Hit only, so one need 3 targets for infinite duration) Tell me if this design would feel right for you. Full discussion below : Do Different Arcane Reflection Spells Stack? - Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS) - Obsidian Forum Community Sorry for posting it in 2 subforums, but the initial discussion may not have been in the right place.