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Elric Galad

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Posts posted by Elric Galad

  1. 3 hours ago, Ivanfyodorovich said:

    Ok - this is very helpful. I went back and re-read your FAQ (should have done that to start), and realize what I was mostly thinking about was the trap effectiveness items being underwhelming. Just to summarize for my own benefit: 

    • +1 pt Mechanics = +3 Accuracy with Traps (no bonus damage)
    • +1 Trap Power Level (+1 gained every character level after 1) = +1 Accuracy, +.25 Penetration, +5% Effect Duration (no bonus damage)
    • Increased Trap Effectiveness Item Effect = + % damage (only on 2 items, Fool's Shoes & Seeker's Fang)

    I think I was wrong in thinking that accuracy was the issue here. Using your design philosophy, @Elric Galad, what do you think about these changes: 

    Feels like a good basis.

    3 hours ago, Ivanfyodorovich said:

    That's a good basis, but :

    - if trap power level reach 19, duration as it is shouldn't be too much an issue.
    - +100% trap damages is perfect.

    3 hours ago, Ivanfyodorovich said:
    • Fix Hazard AoE traps (Caltrops, Burning Ground): 
      • I'm poking around in the gamedata to see what I can find. So far it looks like the AoE Hazards are set to 9.0 sec duration. Not sure what's overriding that. Will poke more. 

    Let me know if you find something. 

    3 hours ago, Ivanfyodorovich said:
      • If we can't fix them to generate a hazard, we could just make it a 1 time attack like the other traps and increase the effect to compensate. Should be easy to do. 

    Sure. Burning trap could be a Burning DoT and Caltrop an Arterial Strike type DoT. The strange thing is that it is supposed to be already.

    3 hours ago, Ivanfyodorovich said:
    • (Edit) Change Trap Effectiveness Effect to be: +5 Trap PL, +25% trap damage

    Good. Usually I don't like changing items too much (unless they are really broken) but this change would make perfect sense given what is above.

     

    Unbroken : I'm considering not changing anything. The subclass isn't weak, sure could be even better but changing it won't be very consistent with my design philosophy.

     

    Guardian Stance : And what about adding "+3 ennemies required to be flanked" imported from One Stands Alone, to align with the +3 engagements. Granted the role of Defender/Guardian stance, this one would make perfect sense. This is a quasi-immunity to flanking (apart from Per Affliction and Phantom Foes) so it would be very valuable when engaging up to 4 foes at a time.

  2. 41 minutes ago, Ivanfyodorovich said:

    What about a flat % chance to prone w all melee weapon attacks on top of the 100% chance for disengagement attacks? 25%? 

    Granted that 100% interrupt on weapon hit is a Tier 9, even 25% prone on Hit feels a bit OP. 

    Also fighter already has KD to cause Prone, so it would feel a bit redundant. 

     

    I would opt for a -8% action speed for engaged target. Always useful. And to be honest, way quicker to implement. 

  3. 18 minutes ago, thelee said:

    w/out knowing what the actual cause of the bug is, i think those kinds of traps need much stronger up-front effects (maybe  long-lived durations for afflictions) [other traps have useful other effects i think] and all traps need significantly higher damage. the effects (was it jester's boots? and the sss soulbound rapier?) that increase trap effectiveness need to easily be 2x-ed IMO

    There was also a question above about trap accuracy. Is it... satisfying ? I mean, from what I've read it benefits a lot from mechanics which is... okay, no ?

    I think traps should have damages comparable to equivalent Priest Seals (Priest seals having the benefit of NOT using consumables).

    The 2 problematic traps should have a proper duration. Caltrops is supposed to have infinite duration raw DoT and Hobbled debuff. Something not working at all.

    Not sure trap effectiveness effect should be changed if the traps are given okayish damages.

     

    On another topic, I completely forgot Guardian stance. This one can't be fixed by +1 engagement. Some bonus per engagement could work. I have to think about one.

  4. 1 hour ago, Ivanfyodorovich said:

    Ok, that all makes sense. The new version works fine, I think. 

    -I didn't think about stacking w Beast Claw - good catch. Keeping the healing going works well and is a unique effect, so that works. 

    -Glad you like -duration per 3, too. I like that change. 

    -Would you tune it to 2 Bond for this version? 

    -My thinking with Swift was to give it a short mobility boost to help get out of danger. Intuitive is great, though Ranger is already the most accurate class out of the box with things like Hunter's Mark and Stalker's Link. The thing I don't love about Intuitive for 45s after, is that this becomes an ability you really want use at the start of combat to get the buff, which is at odds with the use as a defensive survival button. 

    -What if we go with that idea more, though, and make this a buff you use at the beginning of combat that vibes with the idea of the hunter moving through the shadows to stalk their prey, being harder to pin down? Would this be easier or harder to code? 

    • Cost: 2 Bond
    • Cast/Recovery: .5s/0s
    • Duration: 45s
    • Effect: Self & Animal Companion:
      • Intuitive (captures the ambushing from the shadows vibe), 
      • 15% incoming hit to graze, 15% incoming graze to miss, 15% incoming crit to hit (Potion of Insubstantial Form effect, captures the hard to hit while slinking between shadows vibe, could tune this up or down to adjust power level);
      • the first time either become Near Death, becomes invisible and untargetable, healing for 15hp per 3, -5s hostile effect duration per 3s (fixed 15s, breaks on first attack)

    First I wanted to keep SH at 3 bonds so Play Dead stays the only "pet saver" ability at 2 bonds. SH may have other great effects, but Play Dead shall remain the most flexible of the two.

     

    In additional BPM objective is to remain as close as possible from the original design. I don't hesitate to make changes when needed, but by default, I discard complete rework. Also I think it's better to remain as close as possible from previous BPM versions, since the mod changes are already quite complex to follow. 

    Like most of PoE2 players apart on this forum don't even know the mod exist, so better not to discourage the few daring ones with infinite retweaks. Granted that I do retweaks 🙂

     

    Also I think it's not bad if the ability isn't optimal to use at start of battle. There are enough self buff to cast at start (bonded fury, marked prey) to not add another one so your Bond pool would be half empty before even attacking. 

    Active abilities used as pseudo passive isn't the best gameplay IMHO. 

    Granted that the version above works well enough if used at start of battle. 

     

    Finally, I'm not too sure about a Near Death trigger that isn't 100% aligned with the vibe (you hide initially, not at some point during the effect) and is slightly less relevant for an instant ability. 

  5. For spell resistance, my proposal would be the following :

    - 10% hostile spell resistance
    - First hostile spell attack every 30s (need your feedback about the value) is guaranteed to fail. Note this isn't great vs multiple attacks, beams and ticking spells.

    Note the wording : "guaranteed to fail", means that a spell which would have missed anyway still counts. It is AFAIK impossible to count only the times when the resistance would have been necessary to avoid the attack. The game can't distinguish "normal misses" from "misses because of ability".

    That's why I propose to maintain also the vanilla game 10% resist.

    As far as party build is considered, it allows a character to be caught in the middle of one "friendly" Freezing Rake, Wilting Wind, Smashing Wave or Embrace the Earth Talon. Which would help even during caster-free encounters.

     

    Bonus fun-fact : I guess Aefyllath Ues Mith Fyr is still the best way to protect your allies from a Freezing Rake or Smashing Wave AoE, since Fire status cancel Water/Ice attacks 😉 

  6. 8 hours ago, Ivanfyodorovich said:

    I think you're right here. Looking at the other abilities at Tier 8 and 9, there are already a bunch of big attacks & buffs. This really seems to want to be a powerful escape / defensive power move. In that case, I'd recommend tuning the cost down and making it something you use more akin to Rogue Shadowing Beyond & Enduring Shadows. 

    Cost: 2 Bond

    Cast/Recovery: 0.5s / 0s

    Effect: Self & Animal Companion: Untargetable, Invisible, +10hp and -3s Duration of Hostile Effects per 1 second for 10s; Swift for 20s, +15 all defenses for 20s. Untargetable, Invisible, heal, & hostile effect duration reduction are removed on first attack; Swift & bonus defenses persist. 

    Consider my current proposal with a new twist :
    For max 15s or until attack :
    - Invisibility
    - healing 16hp per 3s
    - -5s hostile effect per 3s
    For 45s after attack :
    - healing 8hp per 3s
    - Intuition
    - no more hosile effect reduction

     

    Feedback from your proposal :
    - Intuition is great for ranger, I see no reason to change it to Swift
    - Shadowed Hunters shall have a different vibe from Enduring Shadows. It shall reward staying invisible longer. My point above was about how problematic it would be to give it an offensive bonus for staying invisible longer. But defensive boost is OK.
    - My proposal helps making Practiced Healer talent relevant for SC Ranger. Which is not very important but still a nice side effect.
    - Your proposal wouldn't stack with Beast Claw. Which is IMHO an almost mandatory pick for a melee Ranger.
    - As you can see, I think "minus duration per 3s" is a better idea than flat -50% cause it rewards staying invisible for longer duration. So I changed it based on your proposal.

    7 hours ago, Hoo said:

    First of all, I really thank you to keep enhancing your great mod with ceaseless efforts. 

    I personally like the ability and the subclass, but... Unbroken is already a good Fighter subclass imo, at least comparing with Black Jacket, especially on BPM version, because several synergized things, like  Powder Burns, universal effects of some unique items and so on, have been nerfed. 

    Unbroken isn't bad, it is just that their defining trait is a bit disappointing. As said before, their drawbacks are just so soft that they are an easy pick.

    My proposal isn't a plain buff since I increase the speed malus from -15% to -20%.

    The +2 Melee accuracy per engaged target is a nice, but not super strong either. Great stacking with Kapana Taga.

    The idea isn't to buff them but to help making their subclass a bit more defining.

     

    7 hours ago, Hoo said:



    I do not say that Black Jacket needs to be buffed, though. The subclass is probably still interesting and has unique feature that the other classes/subclasses cannot achieve.

    Black Jacket has just so much meta potential.

    • Like 1
  7. 6 hours ago, Ivanfyodorovich said:

    Yes!! @Elric Galad - cannot say enough how wonderful your work on this is. 
     

    Question for you (and others): what’s the easiest way to make traps worth using? If they had some added accuracy? A vendor to buy them from? 

    The items that boost “effectiveness” make me want to go for it, but my recollection is that it is really isn’t useful/worth it, b/c they miss so much. 

    Ahem, @thelee, what advice can you give about this?

    I've read the caltrop and fire trap issue from your faq btw. 

    • Like 1
  8. 54 minutes ago, Ivanfyodorovich said:

    It is a pretty unique effect (Xoti's Lantern is the only other source, yeah?), but I do think it's pretty powerful for specific builds that want the extra defense versus specific abilities (even though they are limited). Specifically, here, I'm thinking about Arcane Dampener/Cleanse for buff-dependent builds, and things like Disintegrate, Missile Salvo, etc. in the DLCs.  Elemental AR is very easy to acquire via Race & Gear. I would rather see it raised to a compelling level, e.g. +20%, or make it more dependable, but less frequent, e.g. 100% resist chance, but can only occur once every 45 or 60 seconds. It could also be changed to be more like Spell Reflect, resist 100% of spells up to x levels, where that is a reasonably small #, but enough to make the  difference at the start of a fight. 

    Actually, something like 100% defense with a Cooldown was another idea I got. Not sure it would be easy to simplement, but it is way more useful for party build since it allows using the character as a safe decoy when dropping AoE. 

    I will think about implementation. 

    Another simple possibility would be a ~100% graze to miss. 

    54 minutes ago, Ivanfyodorovich said:

    Defense at the start of combat shifts the focus/use case to more of a melee bruiser or tank ability, rather than something you'd want to take on your light armor casters (Furrante Armor is a good example, as that's built for a frontline Paladin type).

    I would be more interested in a modest constant +defense vs. Interrupts, instead (is that possible in the code)?

    Another option would be to make it a weaker version of Resolute, where you gain 1 Concentration every 30 seconds, or so.

    Yet another idea is to get a buff while you have concentration, e.g. +5 all defenses while you have concentration active. 

    Concentration every 30s just make more sense than everything else I think. Super simple yet perfectly suitable. It would work similarly as my backlash rework that was change from once per encounter to a 60s cooldown. 

    54 minutes ago, Ivanfyodorovich said:

    I agree that making the disengagement attacks better is not really worth it (arguably even if you are using a Terrify strategy - they already do enough on their own without the added boost).

    Adding engagement based buffs is a great idea (though Accuracy is in abundance for Fighters already). I'd actually recommend removing the buffs to Disengagement attacks altogether and replace with another set of effects. 

    Adding +1 engagement is actually not a bad idea, if you think about the trade-off with Mob Stance and promoting different builds (e.g. 2H single Class fighters). 

    The best option, though, is a debuff a la Persistent Distraction. This would make other Fighter builds more compelling vs. Swashbuckler (though it would make Swashbuckler stronger, too, but not until very late). Some ideas:

    - Enemies engaged by the Fighter have -5 Dexterity

    - Enemies engaged by the Fighter gain a -25% penalty to Recovery

    - Enemies engaged by the Fighter have -1 AR

    - Enemies engaged by the Fighter take 5% of Primary Weapon damage as raw damage every 3 seconds (vs. Deflection? Reflex? Auto damage?)

    - Enemies engaged by the Fighter take 10% more damage

    - Enemies engaged by the Fighter have -5 all defenses

    Well +1 engagement for Overbearing Guard makes sense indeed. Even if fighter has plenty of them, it gives the class more flexibility. One can either stacks engagements, or pick their favorite. 

    I prefer that to other solutions. And it is consistent with "On Engagement abilities granting engagement" principle. 

    54 minutes ago, Ivanfyodorovich said:

    I think the +AR for Unbroken is already pretty strong in terms of defense. I don't think Unbroken need more defensive buffs. If we are compensating for the lack of impact the Disengagement effect has, I'd recommend adding an offensive buff per engaged target. Maybe +2 Melee Weapon Accuracy or +.5 penetration with Melee Weapons per engaged target? 

    Yes +2 melee weapon acc is good for unbroken, since it synergizes with the shield while helping the Unbroken compensating for the lack of offensive punch from wearing one. 

    34 minutes ago, Ivanfyodorovich said:

    Admittedly I haven’t played with an SC Ranger, but one thing that always struck me about this ability was how it was essentially a defensive CD with the mechanics feeling more about tactical retreat vs. lying in wait for a powerful ambush. 
    Adding Intuitive is a great change, but I’d rather see it add more offensive potential. 

    Ideas:

    - Invis, untargetable (breaks on attack); while invis regain health, gain hostile effect reduction; gain stacking +accuracy, +damage, +penetration (have these effects last for fixed 10s, but apply a new stack every 3s while invis (effective max 3 stacks). 

    There is a big intresic issue about Vibe vs Gameplay for Shadowed Hunters. 

    Vibe is a prudent stalker that wait in the dark before lauching their attack. An offensive bonus based on time spent hidden would make sense. 

    But with a party, Gameplay makes your companions fight alone while you wait in the dark. So an offensive bonus you'll get would have to compensate for the offensive power you loose while waiting. 

    You would need a big Offensive buff to compensate for waiting. Which in turn could make the ability too good for solo. 

    It is way easier to give a defensive bonus for the time spent in the dark, cause it makes sense to stay hidden when you need protection/healing. 

    On top of this you can add an offensive bonus, but not based on the time spent hidden. So the 45s Intuition. 

     

    Also I don't want to change too much the existing design unless needed. Basically, I think people were happy with the Tier 3 Per inspiration independant from how many time one remain hidden. 

    • Like 1
  9. Proposed change for fighter disengagement abilties :

     

    Overbearing Guard :

    +15 accuracy, +50% damages for disengagement attacks -> +10 accuracy, +50% damages

    To add : +2 Melee weapon accuracy per engaged target

     

    Unbroken :

    -15% movement speed -> -20% movement speed

    To add : +2 Melee weapon deflection per engaged target

    (other features unchanged)

  10. 1 hour ago, thelee said:

    what does that mean? i guessed it might be french but my high school french is absolutely useless these days

    It means Hi

    1 hour ago, thelee said:

    sounds good, i almost never take the existing passive as-is

    Good

    1 hour ago, thelee said:

    my main concern is the symmetry; that mid-high level paladin-type enemies are already super annoying to kill because of how tanky they are and this would make them even more so.

    BPM has always been quite generous when buffing an ability makes foes stronger. The added challenge isn't bad considering the risk of powercreep of the mod. 

    1 hour ago, thelee said:

    *thumbs up*. enemies consciously disengaging is so rare that i think the fighter disengagement attack boost (Overbearing Guard) also needs some kind of buff (if you haven't already), and that one's arguably much better than the monk disengagement.

    Good for Parting sorrow. 

    Indeed, Overbearing Guard and Unbroken passive have caught my attention today too. 

    Overbearing Guard feels indeed better and buffing it is more complicated. Adding engagement won't fix a lot granted fighter engagement galore (hold the line has been buffed with Push/Pull immunity). Rising the values won't address its rare use, and would even feel a bit strong when abused with Terrifying ability (to some extant since it's not 100%  reliably either) ... Or just when used by foes. I guess it fits Trickster Swash or Battlemage. 

    Unbroken feels a bit... unsignificant. The bonus aren't very useful (except when wearing a shield) but the malus aren't very annoying either. Again Terrifying effects might be the best way to use the subclass. 

     

    Edit : maybe a small accuracy / damages bonus per engaged target for Overbearing Guard (and reduce the current bonus) and a small defense bonus per engaged target for unbroken would work well. 

  11. Coucou,

    I'm once again returning with a couple of change ideas.

     


    Souldblade :

    I buffed their per kill gain from 10 max focus to 5+level, because I felt the bonus was totally irrelevant. Not that I believed Soulblade really needed a buff...
    Now I realize that the bonus stack with itself, so it was never truly irrelevant.
    I feel it was an undue buff so I will remove it.

     


    A Soul'd Echo :

    15% Hit to Crit for spell vs Will at Tier 8 feels a bit meh.
    Rogue gets 10% Hit to Crit for anything at Tier 2.
    Cipher gets +10 Acc for spell vs Will at Tier 6, which is almost strictly better, except maybe for interaction with the Complete Self where A Soul's Echo is a better "insurance to always get a chance vs high Will" 


    I'm going to buff it to 20%. It is Single Class locked so I feel it is justified. 

     


    Spell Resistance :

    This is no DnD so the issue is that many monster abilities do not count as Spells. I already buffed it from 10% to 15%, but I ended almost never picking it because Tier 6+ points are scarce and it is too situational to justify. It is not even a problem of "value".


    I have the idea to complete the ability with +1 AR vs the 4 elements, which would be more widely useful and fits thematically. OK that's +1 AR vs 4 out of 7 damage types, but I feel element damages are way less common, so that's about 25% of incoming damages in my book.

    I would slightly tune down the Spell Resistance to 12%.
    It could be helpful for Barbarians (thick-skinned + Spell Resistance = +1 AR with benefits) and decoy-type that could stand in the middle of non-friendly elemental AoE.

     


    Combat Focus :

    Well, a Concentration point at the start of combat can really secure a critical spell. So why do I end up never taking it ? Simple answer : because 1 ability point for it feels a bit expensive, and there are a few magical items that gives that with benefits.
    So it's useful but weak.
    My idea is to add a second effect : +5 all defense for 15s at the start of combat. It fits thematically (Furrante armor has both Concetration and a similar effect) and synergizes with WoD/SoT (but not too much).

     


    Inspired Defenses :

    It used to be +2 AR before getting nerfed by Obsidian. Too good in some situation.
    BPM kept it at +1 AR but rise duration to 5s.
    Even with this, the thing is the effect is good... but not that much, and a bit random. Well, it's not technically random, but it's really hard to have any control over when the bonus +1 AR is going to kick in. Attacked by a sword ? No use. Attacked by a couple of foes with different weapons ? Likely no use. And it's not like you'll have a non-tedious way to check which weapons are really attacking you.

    So I'm planning to rollback over the 5s, and to change it to +1 AR for 3s without restriction over damage type (extended by INT, not by PL since it's a passive).
    Yup it's significantly better, but I think it's not OP for Paladins either.


    Base 3s is kind of a magical value. You need some INT just to get the bonus from a single naked goon attacking you with a dagger. Against a couple of foes, it will most likely work, at least against half of attacks if they tend to attack simultanneously. You can also use your own ticking AoE (example : Chill Fog, BPM Pallegina is immune to PER Afflictions) to refresh the bonus every 3s with minimal damages while getting Retribution charges.
    The point is that this design will have :
    - synergies (high INT, ticking spells) and anti-synergies (high defenses)
    - clear situation where it shines (vs several foes) or less (vs single foe)
    Which makes it interesting for both Builds and Tactics. And that's what we're here for, not for simili-random effect. 

     


    Parting Sorrow :

    Well, getting disengagement isn't very reliable, and the effect is well... nice but I won't expect getting more than a few Wounds even with a build that specifically synergizes. At least this one also gives 1 wound when an engaged foe dies (killed by you or not).
    I simply propose to add +1 engagement to round it up. Most talents benefitting to disengagement get bonus engagement so this would totally make sense.

     


    Bonded Fury :

    This one had a lot of changes in the way to make SC Ranger great.
    It is currently used a buff for a duration and a 15% Bond returned on pet damages for UNLIMITED duration.
    I used to think it was a good idea to ensure SC Ranger always has a source of refund but :
    - Ranger can also pick Distraction Training
    - Ranger can access various refund available to all classes (mostly Brilliant from Cipher buddy)
    - Ranger having to manage their ressource isn't so bad.
    Also it was very bad for Ghostheart whose duration was limited by the summoned pet lifespan.

    So now I think it would be more reasonable and less weird to give the refund on damages the same duration as other effects, and slightly buff it to 20% chance per damages.

     


    Shadowed Hunters :

    Another candidate for most reworked ability.

    Current version :
    For 45s, for both pet and ranger :
    - healing 10hp per 3s
    - -50% hostile effect
    - Invisibility until attack
    When invisibility is cancelled the ranger / the pet get Intuition Inspiration for 45s.
    So if you don't stay invisible for long, it is basically "Intuition, 10hp per 3s, -50% hostile effect" for 45s.

    A few issues I see :
    - With high Intellect/PL, one can be permanently invisible with a potion of Enlightenment. Not that critical but still bad.
    - It's too much "just a self buff".
    - Stole a bit Monk role for anti-hostile effect

    What I would change : 
    For max 15s or until attack :
    - Invisibility
    - healing 16hp per 3s
    - -50% hostile effect
    For 45s after attack :
    - healing 8hp per 3s
    - Intuition
    - no more hosile effect reduction

    What that would change :
    - more tactical (akka less dumb) use of invisibility. Staying invisible longer allows you to heal more in total.
    - less perma invisible abuse
    - a bit less strong as a pure self buff. If you don't stay invisible for long, it is basically "Intuition, 8hp per 3s" for 45s (plus 16hp on the initial tick for invisibility, so total healing isn't much reduced).

    • Like 1
  12. 12 hours ago, thelee said:

    unfortunately doesn't work with bellower in RTWP, only in TB mode.

    eld nary is so slow to bounce that the bonus power level effect from the bellower actually expires before you actually get extra bounces from it even with really high int (you basically need salvation of time). you get some scaling for the initial couple hits, but the potential is wasted on a bellower.

    TB mode is different because the game politely waits for the spell to fully finish before advancing time and expiring the bellower buff.

    Oh I though the bounce were fixed at launch, but the expiration of Bellower bonus just caused the damages of the latest bounces to not benefit from it. 

  13. On 12/26/2023 at 9:46 AM, SenSx said:

    Hello,

     

    I'm trying to remove the mirror image effect.

    I don't have FPS issues, but I find it visually very disturbing, can't see anything in melee with it.

    I tried to fix it by modifying a file, as explained here:

    But it just does not work...

    I would prefer to just reduce it to 1 or 2 clone reflexions, but removing it entirely is ok if I don't have the choice.

     

    Do you know any way to do it ?

     

    Thanks

    Probably by tweaking attributes :

    "NumberOfCopies":6

    In abilities.gamebundle file. As far as I know, it is not linked to the spell actual effects.

     

    If you don't know how to tweak a specific parameter from a specific file, refer to modding subforum.

    • Like 1
  14. 1 hour ago, limaxophobiacq said:

    Yes I know, I might have been unclear but the thing is the might inspiration, specifically, does not get a duration re-fresh when re-casting the abiility after its been upgraded by slayers claw.

    So if casting Each Kill Fed His Fury again with say 10s left on the duration of the old one (which means the tier 3 might inspiration has ~25s left because upgrading it with Slayers Claw seems to re-set its duration), the duration of the Con and Res inspirations are refreshed, but the duration of the Might inspiraion after upgrade stays the same and instead of having a suppressed tier 1 might inspiration that kicks in when the tier 3 runs out (which is what I thought would happen) Fassina ends up with only con and res inspiration and no might inspiration after the duration of the might inspiration from the first Each Kill Fed His Fury cast  runs out.

    Progression of ..Each Kill buff over time with first on cast with slayers claw equiped -> upgrade when blights switches element -> con and res inspiration run out -> re-cast -> might runs out

    eachkillfassina.thumb.jpg.6456e6b94d77eb2c6ce115398be23b6b.jpg

    I guess I just didnt really know how suppression with inspirations work, basically I thought the tier 1 might inspiration from the re-cast would exist but be suppressed and kick in when the tier 3 runs out but it seems it does not.

    Inspirations/Affliction themselves don't suppress each other. They just get cancelled by a higher tier one. You can use a 1s paralysis to "dispell" a 60s immobilisation.

    • Like 1
  15. 9 minutes ago, limaxophobiacq said:

    For this Fassina build specifically it seems a bit buggy. The Energized buff after being upgraded lasts longer than the con and resolve inspirations, but unlike the tier 1 inspirations the duration doesnt get refreshed when re-casting Each Kill Fed His Fury if it's still active so I have to wait untill it runs out to re-cast (it also doesnt give a suppressed tier 1 might inspiration which i would have thought if buffing while the tier 3 is still active).

    Contrary to the un upgraded version, Each Kill Fed His Fury does not technically grant inspiration, now I remember it. 

  16. On 12/18/2023 at 1:13 AM, Testlum said:

    Hmm, I'm not quite sure how to test that unfortunately. The damage breakdown when you hold down Shift doesn't seem to display whether the damage is affected by PL or not.

    Incidentally, I also couldn't figure out how to take a in-game screenshot while holding down the Shift key simultaneously lol.

    Haven't you tried with PEN ? Should be easy, if every +Fire PL increase your fire damages PEN by +0.25, it means it scales normally.

  17. 11 hours ago, Testlum said:

    Hmm, I'm not quite sure how to test that unfortunately. The damage breakdown when you hold down Shift doesn't seem to display whether the damage is affected by PL or not.

    Incidentally, I also couldn't figure out how to take a in-game screenshot while holding down the Shift key simultaneously lol.

    Checking penetration is probably the easiest way.

  18. On 12/16/2023 at 4:23 AM, Testlum said:

    Dropping by with a bug report. I'm messing around with Sacred Immolation for my own mods and went over the one here. It looks like the AoE damage doesn't scale with PL.

    2023-12-1611_13_02-PillarsofEternityII.jpg.7a9234267e1d44e255ba543a5a6a4b93.jpg

    I suspect that's because it's triggered from the ApplyOnTick status effect instead of linking the real AoE attack directly from the ability itself.

    In vanilla, the AoE damage scales according to PL even though the duration does not.

    2023-12-1611_17_38-PillarsofEternityII.jpg.1c3c2d8c122ee5f68a065d87e5f7af4b.jpg

    Unfortunately I'm not sure whether it is possible to have both AoE damage and duration scale with PL correctly. It might be down to a technical fault of the engine.

    It is display bug or real bug ? Because I remember that encapsulated effects sometimes works correctly even if displayed incorrectly.

  19. 16 hours ago, Noqn said:

    Oh how time flies by 🥲

    First of all, a thank you so very much for the BPM 💖
    Absolutely monumental work, well-deserved of being called complete!

    Also wanted to say that I'm really glad that you posted this and to hear people are still going to be here and available although less active.
    I feel a bit guilty since I've always been a bit lurky (never had much to contribue to strats and balancing 😅), though it's always been a delight reading your posts and the discussions in this thread. And fwiw, I am still lurking the forum!

    Lastly, if I remember correctly, someone once posted this in appreciation of the BPM and I want to say I share the sentiment:

      Hide contents

    Ahah OSS might be my favorite comedy movie. 

    And my hidden secret is that my wife is Polish 🙂

    • Haha 1
  20. Hi all,

    It's been a while since there has been no discussion on this topic, and the activity on the forum as a whole has been reduced a lot for a few months. I don't know if it is related to BG3 release (not playing myself, not enough time to launch myself into something as new as freaking real 3D) or just the semi-old age of the game in general.

    I think the mod has been stable for long enough to consider it complete and to take the time to thank everybody involved for this experience.

    I'm not completely quitting the mod (I would correct any critical issue) or even the forum but I just wanted to say goodbye and thank you before there is no one left here. Cheers to everyone who participated on this mod (it was my first mod ever), on this thread, on this forum or even on PoE1 forum !

    My first thoughts go to @Noqn who made some of the changes for the mod, resident @Boeroer for all his advices even he was not a direct user (I presume) and @thelee for his Faq and general expertise. And for all the ones who "liked" the release post of the new versions, it always help keeping oneself motivated !

    It's been a major hobby for a couple of years of my life, and I enjoyed a lot the community here !

    • Like 11
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