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Elric Galad

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Everything posted by Elric Galad

  1. Encore is the superior upgrade. Consider that a SC Skald Can spam 4 Eld Narys in a row with it. Refreshing Finale is simply funnier to use.
  2. I don't know. Dragon leap does not work vs Fire Immune and is meh vs Might resistant. Building your whole playthrough on it is risky. Corpse Eater has a lot of downsides such as not being able to spam Driving Roar or insta-CC Spirit Tornado. And Leap is 3 rages for him. The fact that an endgame Single Class Barb build specifically geared for it can be so strong with it does not feel wrong to me.
  3. I personnally found this more challenging, but I would keep it in mind in case I get several feedbacks in the same direction. Granted that early and midgame in PotD is considered as the most challenging parts of the game...
  4. There is no hurry. Your translation still cover 95% of the mod content. I just wanted to keep you informed.
  5. Always nice to hear I probably poorly explained my motivation on the mod change list. It is more detailed here : https://forums.obsidian.net/topic/109535-mechanics-various-testing/?tab=comments#comment-2200814 Basically my motivations to change the ability were : - the behaviour wasn't consistent. I suspect even a mere lash (including the one from deep wounds) caused the def buff to be cancelled by the 1st attack. - the deflection buff often only worked when you were invisible (which is pointless) I went with a very straightfoward change rather than trying to code a secondary effect that only activate when invisbility break because such coding leads to many bugs in my experience. Also it makes Shadowing Beyond & Upgrade more worthy of 2 guiles cost. I changed a bit the mod description though, because my motivations weren't clear at all. Fore sure, that was my initial plan but it wasn't technically possible without a lots of side effect. To make it short, an "attack" can have a random component, but a status cannot. So yes this is a nerf in the middle of many buff. I don't think casters would get something significantly less valuable than martials (the later can use their ressources in a more versatile way It also has 2 interesting (IMHO) consequences for party/character build : - It makes Single Class Chanter the only class able to regenerate high tier spells. Casters still benefit much from "His Heart Did Fill with the Light of the Dawn", which makes SC Chanters more unique. - It makes Tier 1-3 spell picks more strategic. For example, a non-ancient druid should pick Minor Blight summon if the party include a Cipher cause it is the only renewable summon. Divine Mark could be picked for boss fight which also happens to be the longest fights. Yep, but still work only for a given time period. SoT has that much of a long duration. This also lead Chanter to select 4 different "non situationnal" Chanting abilities, which you can usually skip. So there's also an investisment cost. Overall, I don't think it is specifically overpowered. It is certainly not the most broken thing you can do with the "new" SoT. Nice to hear it !
  6. Just added in the priest changes description : For deeper changes about Priest Subclasses, feel free to check following mod : https://www.nexusmods.com/pillarsofeternity2/mods/476?tab=description It adds subclasses for all gods and all priests get an unique or "borrowed from another class" spell on each tier depending on their deity. The mod has been designed to be compatible with Community Patch and Balance Polishing Mod. I think you should be able to register CP and BPM in the "Nexus Requirements" field of your mod. The good point (if I understand well) is that it will automatically add your mod in the "Mod Requiring this file" field from CP and BPM.
  7. Are you sure what you get isn't +50 all defenses vs Stun/Prone attack ? I can't check the code now but it seems the most likely way to explain the Immunity. Then the bug may depend on how you coded the KW filter.
  8. Great, no time for a complete review, but I'll add a link from my own mod for people who wants more Priest tweak. Note that in the latest version of BPM, I've added a "Favored Weapon" (+10 accuracy) mod to all Spiritual Weapon but Woedica. You might be interested to reuse it for your new subclass spiritual weapons. Also there are a couple of new spells (Hylea and Ondra) which are not explained (since they are not just renamed spells but actually new spells... from the other priest mod I think).
  9. It sounds fun but I usually don't like changing too much the purpose of abilities that are already "functional" There is only a couple of abilities for which I changed the purpose. For example Strike the Bell and Healing Chain. When I did it, it was because the ability felt redundant. SC Paladin already had an AoE heal. I'm very happy that you like this new healing chain because I scratched my head a lot in order to design something that felt unique !
  10. Mortification of the soul does not work "as usual" though. You deal yourself damages equal to Shattered Pillars wound threshold : 2×30 instead of 2×10. But at least it works.
  11. Shattered Pillars generate a Wound every 30 damages done through basic attacks. Lesser Wounds has the same proportional effect as for other monks : -20% threshould, so a Wound every 24 damages done through basic attacks.
  12. But I think Recovery bonus and Action Speed bonus are different type and stack, even if they come from active abilities, nay ?
  13. Well, Pistol & Sword is a legit setup. Some people like it, so changing it would not be a "balance change". It's easy to mod yourself I think Storm or Elements are more a Druid stuff. But Ice KW would be okay. I'll add it for next release (which might not be too soon )
  14. I suppose so. @coralzombie is the expert on this topic. But why would it require "fixing" ? Not all enchantments have to be mutually exclusive.
  15. Damages and healing chant do scale. But that's 3 chants out if many. Linger duration for exemple does not scale. And they scale with pseudo PL as Monastic Unarmed Training, so SC chanters don't even get an advantage (tried to change this but didn't work).
  16. OK, so Version 1.4 Notes (changes in green are in the nerf package) : 1) Added Keyworks : Lightning Strikes : Added Electricity KW Dichotomous Soul : Added Fire and Ice KW Zandethus Draconic Fury : Added Fire KW 2) Empower Passive : The general idea is to promote the use of Empower by adding to Empower Passive a lasting bonus after Empower has been used. This bonus is stronger that what a passive usually offer, but this is counterbalanced by the need to time your Empower and is not compatible with ressource refill. 1 - Accurate Empower : +10 Accuracy to Empowered Spell, +5 Accuracy for rest of battle2 - Potent Empower : +30% damages to Empowered Spell, +15% damages for rest of battle (tried "Healing Done too, but was bugged)3 - "Fast" Empower* : Instant Recovery to Empowered Spell, +15% Action speed for rest of battle4 - Penetrating Empower : + 2 PEN to Empowered Spell, +1 PEN for rest of battle * to replace the bugged Lasting Empower. Weyc's Wand : Instant Recovery of Empowered ability -> +15% action speed for 20s after using an Empower ability (to avoid redundancy with Fast Empower) Chopping Wood : 100% Hit to Crit for Empowered ability, 20% Hit to Crit for rest of battleMurderous Intent : (100% Hit to Crit /+100% Crit damages) against foes under 50% health for Empowered ability, (20% Hit to Crit /+20% Crit damages) against foes under 50% health for rest of battle Great Soul : Currently a worthless talent for any individual battle. Therefore I wanted to seize the opportunity to give Single Class a bit more ressources, especially Chantesr (since Chants don't even scale with PL, I think Single Class Chanter feels less optimal than multiclass one). So in addition to +1 Empower, it now provides : - Martials : + 1 ressource- Chanter : -15% phrase duration (~+17% chanting speed)- Cipher : +3 focus / 6s (I wanted some straight +20 focus at start of combat, but it wasn't technically possible) - Casters : +1 Tier 1 and +1 Tier 2 spells. (not meant to be powerful, convenient at most) 3) Summoned Weapons and Spiritshift : I'm paying special attention to Summoned Weapons and Spiritshift because they replace actual weapons/armors. So if they are not as good as endgame equipment, they won't be used. All of them need either good stats or a niche. Llengrath's Warding Staff : Added +12 Deflection since the description advertise for a Deflection bonus. Citzal's Enchanted Armory : Quality set to Mythic Duration : 25s - > 35s Added 100% Miss to Graze to Weapons Added 100% Crit to Hit to Armor Spiritual Weapons : Removed the casting time bonus from Community Patch (the Martial Casting talent buff covers it) Added +10 Accuracy to all gods weapons except Woedica's. Spiritshift duration: Duration scale with PL (I had to set Boar Wounding DoT to a fixed 9s to avoid its scaling too). Spiritshift Stag : +7 all defenses - > +10 all defenses Carnage (as implemented by Community Patch) adjusted to base 33% weapon damages. Spiritshift Wolf: +25% Stride - > +50% Stride 1 Knockdown - > 3 Knockdowns Wildstrike : Now also provides +1 PL to corresponding "element" when shifted (Fire, Electricity, Acid/Decay, Ice/Water) Greater Widstrike : Now also provides +2 PL to corresponding "element" when shifted (Fire, Electricity, Acid/Decay, Ice/Water) Note this is intended to make Shifter malus more significant. 4) Miscellanous : One Handed Style : Also add 20% Miss to Graze and 20% Graze to Hit Pistol Modal : -50% Recovery - > -40% Recovery Hunter Bow Modal : -50% Recovery - > -40% Recovery Spell Resistance Ability : 10% Resistance - > 15% Inspired Defense : +1AR for 3s - > 5s Strengthened Bond : +15 All defenses vs AoE - > +17 All defenses Greater Focus : +10 Max Focus - > +2 Max Focus per level (was +1 per level in previous version, but since it only provides 25% Ma Focus at the start of battle, I felt it wasn't enough) Keen Mind : +10 Focus on Start of Battle - > +1 Focus per level (was +1.5 in previous version but I realized it provides much more starting focus than Greater Focus so I decided to lower it a bit. Soul Blade on Kill effect : +10 Max focus for 30s - > +5 +1/lvl (was completely unsignificant at high level. Still not very strong but at least visible) Echoing Horror : Add a +1 Accuracy scaling bonus for PL beyond 7 (rather unsignificant but aligned with similar passive abilities for sake of ruleset consistency) Fractured Volition : Corrected a bug that caused Enfeebled Affliction to last indefinitely. Added Missing item "Torc of the Falcon Eye" (headgear, +2PER) at Una's Shop Stun : Cyclopedia updated according to Community Patch (Cyclopedia said it was -10 all defenses but it was wrong : it is -10 Deflection and another -10 Reflex with CP) @Sergeant Arch Dornan привет !
  17. This is a good idea, I haven't thought about it. But this is a big change. It's especially tedious to remove the ability to cast Familiar. I do not wish to study this for now, but it's always good to gather technical possibilities. I went with only setting casting time to 0,5s/0s in BPM. Summoning Familiar is useful in the context of BPM because... Brilliant is limited to regenerating Tier 3 spell. So this is the only Wiz Summon that can be infinitely regenerated. BPM change log : Transmuter : 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 - Form ofthe Fearsome Brute duration : 30s -> 20s - Form of theFearsome Brute duration : +1 Engagement -> +3 Note: these changes also apply to Form of the Fearsome Brute Potions
  18. Thx Wizard can use crackling bolt for this, but don't you need a wall to hit yourself reliably with it ? I'm not sure if other spells could be used.
  19. Yup, but at this point, do you even need the Boar DoT ? I think that lashes stack additively. Therefore, maybe the cat "better DPS without Lash" could be more significant.
  20. Fireball was already meh in BG2. (was good in BG1 though due to 10D6 damages cap) I used it all the time when I was young. Not used it for a while when replaying. True cRPG veteran should be prudent with this spell. It was good in PoE1 due to super fast cast though.
  21. Exactly, and as in BG2, the obvious spells are not necessarily the strongest ones. There is also less trap spells than in BG2 (but less spells overall), bar a couple meh or situational ones. It's like missing Modenkainen Sword, glitterdust or Spook potential.
  22. What is good, or at least not worse with a Conjurer : - Citzal Spirit Lance +2PL, one of the best weapon of the games - Phantom Conjuration +2PL (with Spirit Lance if cast before) - General Enchtment self-buff, which often does not even have a recovery - Flame Wall +2PL+ Combusting Wounds - No mirror Image ? What about Arcane Veil +2PL + Wall of draining +2PL ? - The only calss/subclass of them all with acces to a generic stacking +1 PL (familiar, a bit slow to cast for its HP but that's about it) - Death Ring +2 PL - Binding Web +2 PL for the lulz Don't hesitate to use Transmutation when versatility needed. +10% can hardly be felt. Missing Chillfog on PL1 is sad for a main character, but by the time you get Fassina she would have plenty other stuff to do at this tier such as support buff.
  23. Agreed That's good naming for everything that Citzal stands for. I'm changing the weapon mod name to these ones. Whatever I keep in the end, that's perfect names Can't cast spell would make it impossible to cast with Citzal's Martial power. I doubt Citzal would have designed mutual exclusive spells. There is also another Tier 9 wizard spells vs spells. Protection vs spell is situational (Mage Slayer knows it) and I think it is better to have a dedicated spell for it. For both reasons, I feel it is a bit redundant. OK, this is doable but it is a bit redundant with Wall of Draining then. There is also another Tier 9 Wiz spells for dispell. And for extending duration... well I'm reluctant since we all know how degenerate it could become. Also extending your own incapacity to cast spells feel somewhat wrong. That said, I see plenty of people giving new ideas, that's nice, but I hadn't much feedback about my 100% Miss to Graze and 100% Crit to Hit. Don't get me wrong I don't claim it is perfect but I sincerely don't see why it could not be fitting and it is pretty unique IMHO as well as coded and working . I'm also thinking about rising a bit duration (25s->35s) since Tier 9 can harly benefit from much added PL. Version 1.4 as a whole is coded, tested and working. I'm just waiting a bit in case I have afterthoughts.
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