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Everything posted by Elric Galad
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There is an unique parameter for all attibutes contribution to the secondary defense (Fort, Will, Ref) Yeah, it would have too. That's why I'm only rising it a little bit. Megabosses are basically the only case where it will be really significant. And all the abilities I've buffed will help in this case. Anyway, I've put this change in the optional "nerfs and rework" package, not the buff one for this reason. Thank you. I hope this could be the last change I try. I might change the game too much if I continue in this direction.
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Okay, even this is quite convoluted : it isn't possible to have a status adapting dynamically to changing value of constitution. It would be necessary to code like 25 new abilities and update the ability tree in parallel (all ability tree from all profession and possibly pre-generated kith foes) just to add a scaling con effect to Tough. Sorry for spamming this forum before checking what could actually be done. I'm simply going to tune up Constitution to +/-6% health (not realistic to do more since very low con would really be impossible to play, and it would buff Megabosses too much). 6% feels like double the effect of might, so "sounds" good ; yeah I know it won't suddenly make CON much better for long battle, but it would still better than nothing. Huge health pool still have some utility (easier to maintain threshold such as bloodied because of the wider absolute range).
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Oh my... Just realized that there is no attribute based scaling in this game (unless I'm mistaken). Only attribute threshold based effects (Amra). That means I might have to code 25 separate effects to give scaling bonus based on Constitution beyond 10. These separate effects will mess with double inversions if I go with damages reduction. I should avoid to think about changes without being able to check the game file
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Fun story : in the Gamedata files, she is actually called Fessina. Maybe it was the initial intended name. Maybe some correction occured after the translation. But from now on, we might call her this way. { "$type": "Game.GameData.CharacterStatsGameData, Assembly-CSharp", "DebugName": "Companion_Fessina", "ID": "7828ab9f-eaa9-4ccc-9623-f6fc56b72b70", "Components": [
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Exactly If you analyse the value above, you'll find that it is a bit less effective at providing benefits from healing than +3% healing received per point. But it applies also to the initial pool of hp (which is huge, with High CON). I don't think it's bad that CON has an edge for providing benefits early in the battle as long as it still has meaningful effects later on. When self healing is concerned, the choice is CON Vs MIG. MIG has an edge for long term healing while CON will retain early effectiveness (and greater pool of hp for convenience). Having less reliance on healing earlier can be interesting tactically. All that being said, if I had to do the design from scratch, I would probably have gone for CON +3% hp and healing received, CON afflictions doing something else and probably cut healing done from attributes entirely. It's not like MIG would have been useless.
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Ancient has good summons Wards count as summon You can only have 1 type of summon at a given time Go Berzeker
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Yeah, healing received would have been a possibility too. However : 1) Healing Received should probably have been integrated as part of attributes bonus. This would have been the best solution. As an independent bonus as I'm forced to do, I think it's better to do something else. Also "Tough" hints more toward damages reduction than greater recover. But that's subjective. 2) Unbending is indeed an issue. I've worked quite a bit to tweak it in a previous version. Now it gives back a fair amount of health back, but can only be beyond 100%* with the right upgrade, the right food and probably BPM's version of Nature Godlike. Healing received bonuses are rare enough so it works. Now if I have to deal with another bonus that can be between 0% and 75% (assuming +3% healing received for each point beyond 10), good luck balancing the ability for everyone ! 3) CON afflictions were the biggest reason. They cause healing received penalty. Felt like it would have been a weird double penalty if I added healing received to tough. * Note that current BPM Unbending isn't affected by INT and PL for % of health returned, only for base duration. See mod note for details. It helped balancing it.
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Now I'm planning to add 1.5% damages resistance to "Tough" ability for each point of Constitution beyond 10. Note the the purpose isn't to buff Tough but to buff Constitution. Constitution is often considered as the worst stats (at least to be maxed. Resolve can be great when maxed). At 30 CON you'll have twice base HP and 30% damages resistance. More or less equivalent to triple hp pool, plus more benefits from healing. Note that adding an effect directly to Constitution itself doesn't seem to be technically feasible.
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Well, I know how double inversion works, but you mentioned "double inversion fiasco" specifically so I wondered if there was something special involved. To be honest, in that case, it provides a pretty robust design. I was afraid that stacking damages reduction could lead to some invincibility, but it seems that there is no risk. So 2% damages reduction for each point above 10 added to the Tough talent, do you guys feel it enough (and not too much) ? I guess it could translate into great tanking.
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Yes, I was thinking about similar workaround. The easiest (so less buggy, and the one I could find time for) would be to add a new CON based effect to Tough Ability (or create a new Ability if someone is willing to make a new icon). Every class get it. This would enable high CON builds without nasty impact on Megabosses. Below 10 CON malus is annoying enough to prevent CON from being a dump stat, so being an optional talent wouldn't hurt. If you agree with this technical discussion, we could discuss further about how to balance it. EDIT : what would think about Tough providing 2% damages reduction for every point of CON above 10 (up to 50% at 35 CON) in addition to its current effect (so still useful for low CON and does not "cost" an additional ability point to get the high CON benefit) ?
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The symmetry is cute but it would be quite a big nerf to foes (who use much less healing). It would also make CON debuffs less interesting for player as a consequence. Also I really feel that CON afflictions would be weird. Like -15% healing received from -5 CON plus -25%/-50%/-100% from afflictions ? It doesn't sound very good. I wonder if something like -2% damages received per point above 10 and +3% health won't be better (values can be debated). It favors putting a lots of point in CON (like for RES), has a natural cap at 35 CON, still helps healing a lot. Maybe -2% damages received is too high though. Anyway, I asked on modding subforum if anything can be tweaked. Can't check myself for now. If it's hard coded, no need to debate (apart for an hypothetical future game).
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I think 3% would be fine. I don't even know of the effect of stats are available for modding (and I can't check right now). Yeah, Doru might indeed be the one exception when healing matters. So if it is a non issue, it could be good. For other foes, they rarely rely on healing anyway. For Characters, a build with max CON and MIG relying on self healing could become a thing. There would be a bit of redundancy between CON afflictions and regular debuff. Side note : Higher CON makes it easier for threshold based buff such as death godlike and Street fighter.
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Oh I do think it would have been a good thing. But the current base healing values are based on absence of such a bonus. So adding this effect without tweaking Base healing values could lead to some broken stuff. To take an extreme but relevant example, what would happen if Dorudugan self healing did benefit from its 35ish CON ?
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Funny thing is that CON is a top tier stats on... Summons. And in general on foes. That said adding healing received would probably work. I think stacking healing done from MIG and received from CON could be a bit too much. MIG could be removed healing done without being too bad. Or base healing values should be reduced granted that CON is usually above 10. I think INT is the most useful stat in general. But some build can partially ignore it. Lowish INT makes many builds mehish for some of the companions.
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The point is not to give them optimal stats. I only added 1 point to Maia and Konstantin because their 10 int was arguably the biggest offender. 13 Int can still be worked around with food and items. Actually, all 3 NPC godlike races would need a buff (compared to what I did to the other godlike races). But I didn't want to go in this direction, especially because Vatnir and Tekehu have very good subclasses. Note that Pallegina subclass has been buffed too by CP and BPM. Somehow, I missed that. Thx, good to know. Yeah but he has a pet slot unlockable through Berath blessing. Vatnir is a bit sneaky and treacherous, so rogue made sense in my book. The issue with rework specific to each NPC is that in won't provide a natural solution for many of them. +2 to total stats isn't perfect but it works for all of them.