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Everything posted by Elric Galad
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It is not directly linked to the question, but I would go Blood Mage just because it can get bloodied so easily. Wizard has a spell called Llengrath Safeguard that adds a lots of defense when you become Bloodied. It remains active for the entire duration once you have become Bloodied once, so no needs to stay under 50% health. But that's still a good synergy.
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Ok, so I started again. Basically I "grafted" a copy of Spark the Soul of the Righteous attack to Screaming Souls ability. Then, step by step, I modded it to redo the Screaming Souls effects. Now it's working fine, with original Vessel/Spirit only AoE, secondary raw damages AoE and Distracted status. Can be applied several times and affect all valid targets. Basically it works, but I haven't copied the original visuals yet. Needless to say that I have yet no clue why this works and why it didn't, but I don't really care at this point. (note that because I had to re-create the attack completely, I might make imossible the split of the changes between 2 separate files) I'll complete the ability and the mod version later. I have a plane to take But if you want to try (Edit : Mechanically it should be the same as final version, except cast/recovery time should be 3s/4.5s instead of 4.5s/3s ; haven't changed yet from Spark the Souls). Edit : Some feedback about how the ability feels now would be precious. Oh, Screaming Souls also works on Spiritual Ally that any priest can take. cl.cipher.screaming_souls_all_targets_scream.gamedatabundle
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Ok, still don't work, the holidays are about to end, I may come back to this... when I could. I'm leaving the files here, just in case some fellow modder has time and will to investigate what is going on : Here is the non-working file : cl.cipher.screaming_souls_all_targets_scream.gamedatabundle Somehow, the secondary AoE attack (the one that does the damages) seems to call back the initial attack (no obvious element that could cause that). You see the auto-hit of the first attack again in the combat log. This usually doesn't trigger the damages AoE once again. But the Status causing the attack seems to be caughts in an infinite loop that prevent future re-application. This should work like Spark the Soul of the Rigteous (except no ticks involved), but it does not. Here is the file reducing the AoE. This one is pretty surely not linked to the problem. cl.cipher.screaming_souls_aoe.gamedatabundle
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I think the big difference here is that Ciphers get one single pool of ressources instead of separate ones per Tier. You can play a decent Cipher with no more than about 5 abilities provided you pick the less situational ones. Priests, druids and wizards can cast more different spells, but they also HAVE TO.
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Some notes about BPM : - exhortations are much more cost effective. Hastening exhortations upgrades are 25s Nimble+Strong or Swift for 1 zeal (this is locked behind SC wall, HExho itself is only 15s Nimble). Exhortations are a blast for action economy compared with priest buffs. And you don't have to keep your party grouped to use them. - basically all summons are good with BPM summon components. I've done an entire run with a beckoner and I used Wurms most of the time. You only need a backup for fire resistant foes. Ancient weapons are still a super well rounded pick. - I wouldn't care to much about the damages. This is indeed not your role. Sacred Immolation is a good source, but then there is fire resistant foes... I would consider picking glorious beacon damages upgrade Vs these foes (better too with BPM).
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Good. Don't hesitate to provide feedback, especially for SC Paladin. For next version, I also intend to : - provide Avian Godlike Immunity to PER afflictions (instead of Resistance). Resistance to INT and PER feels a bit weak, especially since you can pick them as Paladin. Not worth the Headgear slot. I will let INT resistance only - provide Marine Godlike an actual fire immunity once every 12s (through a regenerating Water Keyworded status) instead of the very obscure fire status purge they get every 6s.
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Not tried. New proposal : what about : - initial AoE 5m (unchanged) - secondary AoE set to base 1.5m instead of 2.5m but still affects everyone - for each scream, the screamer isn't affected. It sounds like a nerf, but setting the AoE to 1.5m would basically make the effects much more controllable (I might split the changes in 2 files : 1 to affect all targets and the other to reduce the AoE) The pros : - can be deadly Vs Spirits and Vessels but still can't be spammed mindlessly. Since the secondary AoE excludes the Spirit/Vessel, it can sometimes be worse for you than foes. But with careful positioning and reasonably tanky frontline you will still be able to deal absurd damages while taking fewer. (I suspect spirits won't be easy to maintain packed, but they are often weak to PER afflictions so it compensates a bit) - Vs every vessel/spirit free groups, reasonably good summons placement can lead to great effects and not too much hurt. Better than amplified wave at concentrating damages Vs 1 target. - benefit a lot from INT and Shared Nightmare. The secondary AoE could be made decent without hurting your party. - Can still be used to cause Street fighter flanking
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OK, it works now. Each Vessels/Spirits in the 5m AoE generates its own raw damages scream. Now we can discuss further about balancing the ability. Note that a creature can affect itself with the scream. I'm not 100% sure it was the case previously, but anyway it can be tweaked. I'm still with the opinion that foe-only might be too good, but the 1.5m radius suggestion from @thelee makes sense, so I'm going to think about it. Also reducing the initial AoE so it could be a bit more controllable is an option. It shall be centered on a spirit / vessel though.
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Anyway, just wanted to confirm it is a bit pointless to address my modding. Overall it's fun, only Withdraw (+Beetle Shell ?) is a bit broken and it comes with some drawbacks : bad INT, usual Zerks' penalty, confusion on a priest (quite annoying) and ressource renewal a bit tedious since Brilliant interract poorly with Confusion. You might prefer your usual Devil of Caroc Breastplate. Also if you don't like it, don't use it on foes. It's different from some OP combos that could be interesting if they weren't broken (so you basically stop using Blunderbuss Modal with Streetfighter since it would lead to a pseudo-exploit). Of course, Strand of Favor was also a case of "if you don't like it ignore it", but Strand of Favor breaks the game in much more epic proportion.
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Stasis shell (and temporal cocoon) are good on their own. Especially because there are so many hard foes immune to INT and RES hard CC afflictions, and MIG/DEX hard CC don't have comparable durations. Withdraw + Self confused is kind of half- Broken indeed (without any clean way to "fix" it), but at least require a precise set up. Still removing 2+ target from fight right at the beginning of a fight, without any roll involved is... Well... Combo go brrrr
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I feel slightly targetted by this post OK, so basically we have a spell : A) That targets specific foes B) That is VERY unconvenient to use C) When A+B are fullfilled, deals tremendous damages (including to foes excluded from A) And then we have an alternate way to use it : A') That can use a not so complicated to fullfilled condition (pretty trivial in the right party) B') That not very convenient to use, but without risk to wipe your own party. C') When A' + B' are fullfilled, deals fairly good damages, but honnestly nothing that special for 70 focus. So, if the spell is set to foe-only : the second case would work fairly well, but it will IMHO trivialize certain encounters (Splintered Reef comes to my mind). Especially because, as a Cipher spell, you would be able to spam it when optimal. The root of the issue is that this ability sort of have 2 modes with disproportioned risks and consequences. I feel that foe-only and multiple AoE cannot coeists within this abilities. Alternate ideas (I'm set on nothing) : 1) We could imagine a pseudo-mindwave that only release 1 AoE, centered on a spirit/vessel target. This one could be foe-only. With appropriate summons, it won't be such much of a specialized spell. This would solve both A+B conditionality issue, but the spell would loose a bit of personnality. 2) We could also have the ability procs on EVERY spirit/vessel, including all allies, not only the initial target. This variant shall not be foe only. It won't be much better than the existing one vs vessels/spirits (but still incredibly good when you manage to set it up). But it would also have other use case with the right party. Granted this would basically rip your own summons (so not exactly a free cast) and possibly your own party, but I feel the risk/reward would be more balanced. 2b) Same but limitating the spell to spirit only. Why ? Because Chanters have a too easy time spamming vessel summons. Spirits leave a lot of possibilities (Wisps, Blights, Ghostheart pet, wizard's phantoms, monk's twins). I think 2 and 2b would also be an indirect buff to 1000 cuts, which sometimes feels a bit lacking when you need it (cough cough Dorudugan).
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Technically I think all pellets should carry special attack effects. That is what makes multi hits weapons so great for such attacks. Getting several rolls is ideal to increase the chances of getting at least 1 graze/hit/crit. Only 1 effect applies but you still keep the best roll. Except for Tranquilizing shot that substract 30s for each graze+ And interrupts that can remove several layers of Concentration. Scourge of Bezzello is especially great cause you don't even need a special attack to remove several layers of Concentration. Of course Scourge of Bezzello + Tranquilizing Shot will basically interrupt everything that can be interrupted...