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Everything posted by Elric Galad
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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.
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Please find below the list of changes I plan. I feel they are pretty reasonable according to their fluff, but don't hesitate if you find something out of place. Aloth : +2 PER Eder : +1 MIG, +1 DEX Maia : +1 MIG, +1 INT Pallegina : +1 PER, +1 RES Serafen : +1 CON, +1 DEX Tekehu : +1 MIG, +1 CON Xoti : +1 PER, +1 DEX Fassina : +1 PER, +1 INT Konstanten : +1 MIG, +1 DEX Edit : +1 PER and +1 INT instead as suggested Rekke : + 1 INT, +1 CON Edit : +1 PER (to distinguish more from Mirke who has similar class choice but is more on the tank side) Mirke : +1 MIG, +1 CON Ydwin : +2 DEX Vatnir : +1 PER, +1 RES
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Yeah, basically I count Eder (stat boost and pet), Maia (unique subclass without drawback), Tekehau (sweet druidic friendly Chill Fog and other goodies) and Vatnir (arguably the best priest nuker with varied damages types) as the superior companions. Then, there is a long list of companions of sidekicks with either normal subclass or unique ones but not so impressive as Xoti. Yeah, Serafen is bad but BPM already changed it. Pallegina is horrible too. Yeah, Herald is good but basically any hired Herald will be better (even considering that I nerfed troubadour). But both CP and BPM boosted her (I boosted WotFS, maybe even too much, and CP resurrected her PoE1 unique FoD). Well I agree with what you said, unique subclasses or abilities would have been perfect, but it will require deeper changes than what I intend. Also fixing all sidekicks would be difficult too. +2 stats is kind of first aid fix but I think it would work. It doesn't change much I presume. The main issue with +2 to 1 stat is that it could change a character fluff a bit too much. You're not the same person with 12 or 14 Int. But magical items do the same anyway. I'll check all of them individually. Good question. I guess the major impact is in the psychology of a min maxer. You know your character isn't going to have an optimal distribution but you get something in return. +2 stats is +4 to some secondary defense and a bit of something elsewhere. Worth at least a talent. Technically your character will be a bit stronger if your build is vaguely decent.
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Hi guys, What would you think about giving all companions and sidekicks a minor stat buff (something like +2 to total stats) in order to compensate for being less flexible than hirelings ? From a minmax point of view, they feel a bit suboptimal. I know some of them have unique benefits (special subclasses, Eder being pet-compatible and getting his own small stat boost after his quest...), but I think it would be more clear to give it to all of them.
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Frostseeker is also nice for its 3 rolls, independantly from its AoEs (which is nice for Rogues, by the way, but it is a bit Off-Topic) 3 rolls means 3 chances of getting a crit and refund Stunning Surge. Also I haven't tested it but maybe the AoE can apply Stunning Surge. I wouldn't be surprised because I vaguely remember it works with Focus generation and is classified "weapon". Getting Crit with a Fighter is quite easy given Tier 3 PER inspiration. Fighter Modal and Enduring Dance won't stack for accuracy though.
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Yep, that's 10% on Crit. That isn't much but is meant to synergize with Gambit and Assassin + Vanishing Strike. Of course it should work well with Multi Hit weapons such as Blunderbuss or Frost Seeker. BPM makes SoT cheese unavailable by the way. But Brilliant should still work on its own. And Potion of Enlightenment helps a tiny bit too by giving 1 ressource every 30s.
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As a Skald, you want to get a lot of crits. Ranger is unparalled to get accuracy buff. Ranger / Skald is a really good combo. Rogue only provides 10% Hit to crit. Apart for this, Concussive Tranquilizer provides buff dispell, pet provides an extra body (if you fear to have it knockdowned, you can go with Ghostheart instead), Takedown Combo can be really good depending on your party and I even like Binding Root (very long duration semi-hard CC effect).
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Maybe SC Ranger with Whirling Strikes, since you can use it with Melee & Ranged pair (and the Ranged Weapon will even been able to proc Driving Flight for each initial target) Scordeo's Edge will hit first and will build accuracy for Melee and Ranged weapons quickly with multiple hits. You will even have a decent chance to proc Blade Cascade. Scordeo's Trophy may hit twice per initial Target due to Driving Flight. With the right upgrade, it will add -10% Recovery with melee weapon per Hit. That means that after the initial Whirling Strikes, your attack speed and accuracy will be high even if you don't proc Blade Cascade. With Ranger perks and following Scordeo's Edge Hit, your accuracy will be even higher. This is an ideal setup for chain Interrupting on Crit from Stunning Shot. Not to mention the bleeding effect from Whirling Strikes will add up some noticeable damages. But Scordeo's Edge and one of the Mortar might be overall better for this setup. Anyway you can still switch when facing a really dense crowd.
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Yep, but for other fights, including Megabosses, summon can contribute significantly. I remember sending my Nalzpaca tanking one of Hauni first split while the rest of my party took out the other half. My Nalzpaca stayed in a corner and summoned the Twins. When the party had finished the first pack of ooze, I realied that the repeated cast of the twins took half of the HP of the Gigantic Ooze by themselves. I wouldn't say that's super good but that was fairly significant, especially for an ability used mainly for tanking. Dorudugan is a special case because it's only weak vs Crush and Shock damages and I think all summons with these types of damages don't have scaling weapons. I think a Wizard's clone with Essence Interrupter can still add up a significant percentage to damages done.