-
Posts
4039 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
It's an hard-coded effect called "prevent death". It's an all-or-nothing effect (no parameters apart duration) that basically prevents health from going below 1. Also auto-rez would get one wounded 100% of time. The wound is not part of the effect but because you have been knocked first. Also there is no effect in the game that cures 1 wound, only effects that cure all the wounds (such as potion of Luminous Adra). So not possible to generate a wound from knock-down and cures it 50% of time because of barring death door. The idea would be to keep the "prevent death" part so it would prevent knockdown anyway, but implement an additional side-effects that trigger when health is already below 5% and damaged (or whatever percentage... could also be 25% so it is in line with Near Death definition but in that case it coud happen witj a significant health total). That in the case you describe, you would be saved from death, stay at 1 health and get no side-effect. But the next damages taken will be very likely to trigger side-effects. Yeah, if at 4% and taking 1% damages, the side effects could trigger even if damages would not have been fatal. As I said, this solution isn't perfect. I think it would not proc with DoT ticks but probably with pulse ticks such as chillfog. Other note : we should keep in mind that Prevent Death might be the effect that keeps Death Godlike manageable. Without it (or with a complete rework), their special might become a bit too much tedious to use.
-
Anyway, I like the concept of drawing Berath's attention when you keep getting knock-knock-knocked on her door. (leaving apart the Deathguard part) I'm only concerned about the mechanic being too complicated, but let's see where it goes It would give a drawback to Shielbearer LoH so I don't like it Also it does nothing to prevent the broken part of BDD which is the potential invincibility. That's why I don't see it as the bulk of the tweak. Once more : this effect does not exist. At 0 health, you're knocked out. BDD keeps you at 1 health. The actual effect has to be worded such as "when taking damages under 5% health" or something like that if someone finds a better alternative. As a general note : if an effect does not exist somewhere in the existing abilities, it probably does not exist in the hardcode. And I'm concerned it can be cheesed using a lvl1 henchman with so few health that 1 health is still above 5% (which mean he can tank easily for the party). That's why I'm not a fan of such solutions. They might be good but one should try to express them in a technically feasible way (wo actual drawbacks are easier to spot). Some Vampire with cleric in their party I think. Not that many cases though.
-
Proposal 3 : could also be an auto resurrection upon death. Easy to implement and pretty safe from combo. Becoming a Deathguard is an honour for Breath's faithful servants, not a punishment for trying to trick her. I would not super fond of a single target Watchful presence effect. It would also make priest a bit too good as single target healer, which they are not at the moment.
-
Very good thread idea. An important thing to note is that Shieldbearer gets an equivalent ability. This is an auto upgrade of Lay on Hand so is meant to be a strict improvement from base Lay on Hand. I think both abilities shall get a similar fix. "every time fatal damages happens" is tricky to code. A %health threshold combined with "on damaged" event could do the trick. Wouldn't work on DoT but could be close enough. I'm not sure about adding Wounds. It would make the ability crappy. Maybe with a %chance to happen ? Proposal 1 : 10% chances of getting a wound when damaged under 5% health. Proposal 2 : -4s duration of Prevent Death effect when damaged under 5% health. Both could require a small upgrade to Base duration.
-
I think it's not a bad idea, in order to provide a drawback for using the potion and limit its common use. I agree with Boeroer that a non-random fatigue would suit better, especially fluff-wise. I'm not sure about asking Noqn to implement it for the initial release, but it's probably a good possible nerf if needed
-
I tried to copy the way ward worked but it didn't work. I don't know what is happening but I think I tried enough. The only difference is that the familiar checks if the target is the conjurer. It might mess up with hardcode or something. I will implement a dirty duration on the effect to limit the consequences. The duration won't match exactly but will be better than nothing. Maybe someone else will find a better way but I personnally give up on this one Actually the effect is purged in a correct way when the familiar is killed. It's only if it stays alive the whole duration that it persists.
-
Here is an infinite version of the cycling Brilliant. It required a special effect to clean up the remaining pseudo-period triggered from ticks (pseudo-perdio triggered from initial effect cleans up automatically when Brilliant is ellapsed, but not the ones triggered by the 18s ticks) : gn.brilliant_nerf_tweak.gamedatabundle @Noqn : basing Potion of Enlightenment on Vithrack brain wasn't the wisest decision to motivate my wife to translate the description into Polish...
-
ClearOnDeath works if familiar is killed. I don't know if it works if it is "unsummoned" because of another summon, cause I've just changed the ability to not count as a summon. Anyway, it doesn't work if familiar stay until max duration. A duration could do the trick but I'm unsure which INTELLECT is used (Conjurer's or Familiar's) so it could lead to discrepancies. It should be tested.
-
Yup, that's the issue. Fights down there aren't exactly easy, even if arguably not as much as the Drake's party. And you don't have any way of grinding more xp at this point. That's why I agree that the start is really difficult. At least Gorecci street can be skipped. A bit like PoE1 : Raedric hold was arguably the hardest early game fight but could be skipped or reported. Caed Nua spirit parties or Maerwald could not...
-
Just to give a technical recap : 1) vanilla game is bugged for Shifter only due to DurationOverride parameter below 2) BPM corrected it by setting Duration Override to 0 but also implemented duration scaling by PL for Spiritshift and fixed 4 ticks for raw DoT 3) It would be possible to implement a more conservative solution that only sets Duration Override to 0 (but not the other changes). Maybe @Phenomenum and @MaxQuest would want it for CP. "DebugName": "Spiritshift_Boar_Shifter", "ID": "bbde23db-5a4b-4aca-bd69-4c9a9496c480", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "DurationOverride": 22,