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Everything posted by Elric Galad
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1/encounter stuff does not bother me that much unless they are from passive. It's a bit infuriating to be prevented from choosing when using your jokers... (Unbreakable is fine because dying is rare and resurrecting always goo in this context). I wanted to go away from this while buffing a bit the subclasses.
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By the way, the same process could be applied to get Infinite cycles with CP version of Brilliant : The effect below is is a "master period" of 18s. The 3 statuses it procs are : - 3s delay +1 ressource up to Tier 3 - 9s delay +1 ressource up to Tier 6 - 15s delay +1 ressource up to Tier 9 So Brilliant would have infinite cycles. I think this could be a bit better, for Tactician mostly (in any context where SoT is prevented from being abused...) I haven't tested it yet. { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Brilliant_SE_ApplyOnTick", "ID": "9001acc5-edba-4413-8c51-607ab49cd1fe", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectOnEvent", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnTick", "IntervalRateID": "3aecb95a-a80a-40de-be86-efd9a01f9394", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": ["daa957ab-0adf-466e-8a04-fd09cca08211","a0c05364-c870-46c0-a941-2d1c341e1b60","27ddfb32-c601-4fdd-a147-52e3777be8bc"], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnInterval", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 }] }
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Yep, but will mess with multiple Conjurers. That's why I think the most fun but balanced way would be to enable multiple familiar but go back to normal casting time for them. Would be pretty fun anyway. Familiars aren't that good summon on their own, so with long casting time, it would be ok. The sticking bonus after familiar is gone is a glitch, I think. I'm going to try to find a way to correct it, unless @Phenomenum and @MaxQuest want to include such a correction within Community Patch. Pretty cool modding, not sure about balance and would feel weird on a Conjurer/Ranger. The issue is that I don't like bonus that only benefits your main school. It makes the subclass less interesting IMHO. It suits fluff wise an evoker who is basically a nuker supported by self buff but for the other subclasses I would prefer not. And I prefer to stay a bit closer from the original versions.
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Ah, that's a good find ! I think I tried it, but somehow I must have done a mistake and concluded it didn't work. KW destroyed attack would mess with multiple conjurer I presume... Stackable familiar + instacast might be an overkill though, especially with some ressource regen (a tactician will have an easy time flanking everybody with an infinite flood of familiar But this is really something to consider for Conjurer. I didn't know that. Must be a glitch. Even with non-modded version, it sounds slightly gamebreaking, especially if one tries to summon in succession multiple different familiars for multipe stats bonus (Familiar isn't only about PL).
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Transmuter : I already buffed Form of the Fearsome Brute. I think it is pretty solid at low level : Form of the Fearsome Brute changes : - Form of the Fearsome Brute Armor : +100% Recovery -> +20% Recovery - Form of the FearsomeBrute Fist : 13-25 damages, 6 PEN -> 18-24 damages, 7 PEN (-> probably going to set it to 8 PEN to match 2 handed weapons EDIT : ney, I forgot it was dual type) - Form of the Fearsome Brute duration : 30s -> 20s - Form of the Fearsome Brute engagement: +1 Engagement -> +3 The issue is that at high level, this isn't that good, especially because it replaces any weapon/armor set and prevent using spells. I had to buff other summoned weapons because of similar reason. I think Form of the Fearsome Brute needs some SCALING property to remain significant at high level. I thought about adding 2% damages resistance per character level (up to 40%). This is very strong (but not to the level of Unbending) and pair well with added engagements. That said, it is probably necessary to have something like this to compensate from unability to cast spells, compare favorably to stuff like Citzal Lance, compensate for the absence of CItzal' Martial prowess and remain an asset of the subclass. Enchanter : This is probably the subclass which benefit the least from +2 PL. It almost only buffs duration, and high level enchanting spells are quite situational. Also, like for illusionist, I don't like 1/encounter passive that prevent you from choosing the moment it triggers. My proposal is the following : 2 effects : - +15% duration of beneficial effects (on self) : general goodies of the subclass - Immunity to Dexterity Afflictions when under the effect of a Dexterity Inspiration : makes Fleet Feet and DAoM very reliable for this subclass. I think it's good enough for some builds, and makes self-buffing very smooth.
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Awesome, this is what we needed ! But I'm pretty sure I prolonged Brilliant itself with SoT when testing the file. Based on the file, I understood that the ressource part cannot be prolonged beyond 57s by any means, but Brilliant can be prolonged up to that limit normally. Beyond 57s, the +5 INT and +1 PL parts will still be prolonged. Only the ticks seemed to be hard coded. Or did I miss something ?
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Okay, I'm going back to Wiz specialist subclasses : Illusionist : I think I will go with a 10% chance of triggering Mirror Images when Hit or Crit Vs Deflection. This is an infinite version of their current passive, but less reliable. 6 Hits or Crits are needed before Mirror Images wear off, which gives a good chance of Mirror Images to be up again before being fully used. This is basically passive mirror images with a random factor. Do you think it could be a good change ? What do think about the 10% value ?
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If you can find it, you should copy the spawn rate of expensive potions such as Potion of Miraculous Healing, Potion of Ascension, etc... Lesser spawn rate isn't required. Basically this is the "Megaboss nerf" I was looking for some times ago. Even vs normal Bosses, it's probably not worth using over another expensive consumable scroll (such as dropping an additional Maelstorm vs Nemnok crowd) More specifically, it adresses the main Megaboss fights issue for me : they make "viable" "completionist party composition possibilities too narrow, just because of a couple of fights.
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Great ! It looks awesome ! @Noqn, I think you should have all the inputs you need, but don't hesitate if you have questions or you disagree about something. I think the best would be that you create your own mod on Nexus, then I will include the files in the next version of BPM, as we did for bashing shields.
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And bringing 2 ciphers would be even better The effect is at max 20% additional regen over a continuous application of brilliant for a single character. The non-stacking does not look too much necessary. The point is to make the cipher not stricly necessary for party building (especially because your healer has finite ressources, or your wizard relies on a very specific spell). The cipher is still incredible support. Cipher is an infinite ressource class, so it is meant to be top tier for "infinite duration fights" (I'm looking at you, Dorudugan). Note that "self-infinite ressource classes" such as Tactician or Bloodmage also contributes to the party sustainability for such fights, but they can't prevent others from being dead weights. Note that the balancing might cause reasonable power creeping. But there are mods to rise the difficulty anyway, and getting rid of major cheeses also make the game more difficult.
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Ok, so for the design of the said Potion, for your reviews : I would call it Potion of Enlightment Duration : Infinite, as Potion of Ascension. This potion is meant to address super long fights and can be considered as a key part of combat mechanic design. I don't want it to be too sensitive to dispells and such. Also I don't want it to force characters into speccing in Alchemy. It still costs a consumable slot, which is valuable for boss fights since you can fill it with 5 Maelstorm or something like this. Effect : +1 resource every 30s. A fraction of what a dedicated Cipher can provide to a party, and a fraction of what Infinite Ressource Classes do get but if everybody takes 1, it would provide about the benefit of 1 Cipher to a party spamming ancestor's memory (a dedicated Cipher may be able to do better) No +1 ressource on initial tick : this potion is not intended to enable chaining several Maelstorm in a row at the beginning of the fight. It is meant to address long fights. The first effect will happen 30s after the potion is taken. Cost : expensive, very. Something at least in the range of 1.5k gold, but I wouldn't oppose a cost around 3-5k. Vendors : Deck of Many Things, Treasure Trove, Splindle Man, Imp vendor at Forgotten Sanctum, Una. Not necessary all of them, but that's where I would expect such a product to be sold. Receipe : Don't know, Reagent for sure (always 1 for potion). I would suggest Awakened Adra and a bunch of Vithrack Brains (these ones are super tedious to get early on). Could have been Luminous Adra but I wanted a bit of variety. EDIT : If it is made with Vithrack Brains, I think the Splindle Man shall not sell it
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Other question about the potion/drug : Should it be a long duration/slow rate (something like +1 ressource every 30s for base 180s) which would limit max regeneration rate for a single character or shorter duration/fast rate (basically like 1 cast of Brilliant : +1 ressource every 6s for base 12s ) which would limit total max regeneration in 1 battle by virtue of consumable limit ?
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Ok, so a few brainstorming ideas : Tier VIII Paladin Passive : Inspiring Blows : x% chance of restoring 1 ressource to party on melee crit. Fury Shaper : add a x% chance of restoring 1 ressource on melee Crit with Blood Ward (since it's quite expensive at 3 rages, I think a buff wouldn't be bad). Basically a life + mana steal. Anyway I think I'm going to set Fury Shaper penalty to -1PL for something like 180s instead of until end of combat. Add somewhere in the priest ability tree : Infinite cast ability called "Prayer" : x% chance of restoring 1 ressource on OTHER ally without another effect. Cast time/recovery 6s/2s . Somehow I feel priest may be in need of a defining ability. This one seems validated. I can add it, unless another modder want to make a Stand Alone "Mana Potion" Mod. Mmm maybe@Noqncould be interested ? Maybe @Boeroercould create the icon