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Everything posted by Elric Galad
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Backlash could also be coded in a similar fashion to Tekehu defense vs Fire spell : 100% chance, but has to refresh with a delay (~30s ?). Both Backlash & Brutal Backlash are situational talents. Spending 2 points for something situational is the major problem with brutal backlash, even with a better damage value. But with a good value, it would at least be useful in the right situation, Ney ? If not, what could be your suggestion ? For Enchanter I wonder about giving them permanent Dex Aff Immunity... or maybe a +15/+25% beneficial effect duration ?
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Other changes I'm thinking about : Cipher Backlash (and brutal one) : what about making it 25% chance on Will attacks rather than once per encounter ? Illusionist : the unique ability is basically 1 extra cast of tier 2 spell. What about making it 10% chance on being Hit or Crit ? (Not Graze or it would be too easy to keep mirror image 100% of the time). This would be less reliable but much more handy for long fights (and a bit more unique). Enchanter : after dealing with Conjurer and Transmuter, this one strikes me as the subclass with the less purpose (which is even worse than simply being weak). Many of their high level abilities are very situational. Their spells also don't benefit much from +2PL. I think they would have needed an unique ability to be the corner stone of the subclass. Granted their current one is convenient but not much more. I have no precise plan for this one, so any suggestion would be welcomed. @MaxQuest I don't have an opinion about reducing Best Defence attack speed. Maybe it would fit fluff wise as a small shield. What matters is overall DPS so I'm waiting for your own analysis !
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For information, Storm's Rage (normal) scaling is planned and being tested for next version of Balance Polishing Mod.
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They also have a small DoT on Hit, but it doesn't stack for multiple Wurms. The upgrade would be pretty good but : - it costs +1 phrase to cast so the upgrade isn't really cost effective. - Wurms weapons don't grow stronger with levels which make them meh. PEN is only 9 which is nice at lvl 3, but useless on Endgame.
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To clarify a bit my design choices for KW : in most cases I added it as frequently as possible, because : - It makes the ability more clear. This is especially true for the many Poison / Disease abilities that did nothing Vs Poison Immune (because poison Status affected the whole attack). - It granted PL bonus from items by adding KW to ability. I don't think there are a lots of case where it could have been applied to the attack only to avoid weird interactions with Immunity mechanics. Spirit Tornado would have been annoying so you did well. IoBR is questionable since adding the KW to ability makes fire Immune resist the initial attack. But adding KW to ability is necessary to get the bonus from PL. And the ability would still be suboptimal Vs Fire Immune anyway. So I think leaving KW is better. - I don't mind too much having a couple of foes immune to the new keyword. It supports using different abilities vs different foes. That's why adding Acid KW is good in general. The questionable choices would be adding Fire / Frost / Poison / Disease KW to OFFENSIVE abilities since they are the most commonly resisted. However : • I don't remember adding Frost KW to an offensive ability. • I think all Poison / Disease KW added were already fully resisted. • For fire spell, I only remember about IoBR which is discussed above.
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After checking again, it's not so simple. The reason I believed that is because I tested Instrument of Boundless Rage with a +fire PL item such as Magran's Axe or Chromoprimatic. The Fireball has the Fire KW, but not the ability itself (in order to prevent the initial attack to be resisted by fire immune). I can confirm (just tested again) that the Fire bonus PL doesn't apply to the fireball. But for some other abilities, it works. 2.0 CP version of Spirit Tornado has added Frost KW on the Frost attack, but not the ability. And it works perfectly fine : only the Frost attack benefit from +frost PL item. So it depends. I think it may depend whether the attack is the "main attack of the ability" in the Ability Gamedata file (in this case it works) or a subsequent one triggered elsewhere (in this case it does not work).
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Several people asked themselves a similar question about Tuotilio's Palm DPS and came to the conclusion it was half way between DW Unarmed and Unarmed + (small) shield. That's because the main hand get a huge DPS bonus through DW speed increase. I think this is a reasonable design and should be kept as a reference for all bashing shields. That is what I call the "Tuotilio's DPS ratio" compared to DW Unarmed. Unarmed has approximatively the same damages as a normal speed 1-hander (0,5 higher actually) IMHO the DPS of "Normal 1-hander + Bashing shield" shall be equal to "Tuotilio's DPS ratio" x DW Normal 1-hander DPS. This target is reached by applying the same damages to bashing shield compared as Tuotilio's (0,5 lower actually, I've been a bit conservative because they have dual damage types). The reason why it feels a bit low is because Normal 1-hander DPS is significantly lower than Unarmed DPS (4s recovery vs 3s). Note that Unarmed has an significant opportunity cost : you need to be SC Monk and/or get a lots of PL Bonus to reach the same scaling as an enchanted item. This constraint is comparable for Tuotilio's compared to other bashing shields. There are other subtle differences involved : + Tuotilio's can benefit from a Modal proficiency (relevant, but not that much except for fighters) - Other Bashing Shields get Dual damage types (which is significant) Maybe you'll find that my value is still a bit too low. But I really thing that bashing shield should not have a DPS comparable to normal 1-hander.
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Just my 2 cents, but Balance Polishing Mod tweaked Magran's Blessing and Best Offense to align their base damages with Tuotilo's Palm's. Tuotilio's is faster but is based on Unarmed which is also faster than regular 1 hander and requires a specific talent. That leads 7-10 damages 7 PEN for both shields. The only difference is that Tuotilo's scaling is based on Monastic Unarmed Training / Transcendant Suffering while the other 2 is based on (Noqn's) quality scaling. (EDITED because I needed to remind the values and reasoning behind it)
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On the technical side, my understanding is the following : - Different attacks from a single ability may have different KW. Provided the ability does not have KW itself, the attack without the KW won't be resisted. But the attack with the KW won't benefit from any KW PL because it requires the ability to be keyworded (but the Elemental PEN talents do work). That's why putting a KW on the ability can be detrimental. - The ability won't be advertised to "carry the KW" if only subsequent attacks or status carry it but not the ability itself. I think this can be an issue for understandability. - Any attack with a keywords substatus will carry the KW itself. That's why some attacks such as Vile Thorns are fully resisted by poison immune despite only the status being keyworded.
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After your suggestion, I kept the idea of adding Frost KW to Spirit Tornado on my TO DO list. But after speaking with @MaxQuest, he agreed to add it to Community Patch. So now it EDIT : is will be included included in CP 2.0 that has just been released. EDIT : It already appears in the Keyword list. Cheers !
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The issue for me is that Single Class Cipher does not bring much to DPS. As Cipher, disintegrate is going to be your bread and butter DPS spell. It does not benefit much from higher tier Cipher Passive such as Shared Nightmare. Casting faster with Time Parasite won't help much your DoT Vs Single Target. Single Class Beguiler with Shared Nightmare is super great to spam Crowd Control while getting focus back. It won't prevent you from casting disintegrate. But it can't truly be described as a DPS Cipher.
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Never say never. But I have just become father of a second daughter, so my free time has never been so scarce and I have to manage priorities. For the future of the Mod, I have a couple of bugs to address and small changes that are my priority. I don't even know when I will be able to update the mod. Just be sure I will "eventually" do it. And the Steam Forum crowd didn't seem interested by the mod at all (promoting the mod on reddit was more successul)...
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Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community I can recommand my own mod that goes better with Community Patch (has been tested with it) than deadire tweaks and that has been discussed a lot on this forum. It essentially avoid trap builds that would be annoying for 1st playthrough and suppress Gamebreaking builds that you aren't likely to abuse on 1st run anyway.
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Nice to know. Indeed not mod related. That how all upgraded non-weapon based abilities work. Favorable but legit given the double ability cost. The most noticeable case is Barbaric Tier 9 shouts and Spirit Tornado. They both count as PL9/7 for base Acc ans Pen bonus and Tier 1 for Acc/Pen/damages scaling.
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OK, found from where it comes : "PowerLevelScaling": { "ScalingType": "Never", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, It doesn't seem related to BPM. But I will address it in next version. Any objection to standard scaling (as PL1 Druid ability) ??