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Elric Galad

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Everything posted by Elric Galad

  1. 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 )
  2. I suppose so. @coralzombie is the expert on this topic. But why would it require "fixing" ? Not all enchantments have to be mutually exclusive.
  3. 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).
  4. 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 !
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Yes, it's (1+ (22s*Int bonus / 3)) × 10% base damages x a Factor that depends on how you "refresh" the wound tick. Yep minimum 80% added damages.
  13. Depends on your definition of Good vs Bad. That's a single player game. What is sure is that it is unintentional. The discrepancy between Shifter and other Subclasses and the gamedata files themselves (I've spotted from where it comes, it is from some outdated overriding parameter that has no other effect) show that it was not intended. So for my part I will correct. I would feel like using a glitch.
  14. So for once, I'm not going to speak about my mod, but I have some important information : 1) Boar DoT follows the Unbending rules in term of damages : https://forums.obsidian.net/topic/109535-mechanics-various-testing/page/2/?tab=comments#comment-2213583 That means the ticks apply not every 3s but every minimum(3s;next boar wound apply). With a 2.7s attack speed, the wound will tick every 2.7s. The total duration isn't changed, which means one can apply more 10% damages than (duration/3s + 1 for inital tick). With 3.1 attack speed, the wound will tick 3s, 0.1s, 3s, 0.1s, etc... greater increasing one's DPS. 2) The Shifter version is bugged : wound base duration isn't 6s but 22s (same as the modal duration). Now I let you figure how you can abuse this...
  15. Pallegina is the worst IMHO when compared to a full custom build. Her race is bad (not worth a helm slot, especially since you can get the resist from abilities) and her Paladin subclass is arguably worse than no subclass (bar the access the Sworn ennemy upgrade for a super bad effect). Not to mention her temper. At least Serafen can go single class Barb ^^ Vatnir, Maia, Tekehu and Eder (with Berath Blessing and bonus from self-quest) are the ones with good feature that custom NPC can have.
  16. I think the added value of cloak of death is above what Citzal provides above "normal endgame weapons" (I usually use Mowdyr DPS as a comparison cause it is pretty easy to guess compared to more conditional effects) for a melee wiz indeed. I don't compare it to other Tier 9 and I'm not saying it is super uber by itself. My definition of a good weapon for a given build is "better than Mowdyr" Not that it is the best weapon in the game (there is no such thing), but is arguably one of the less build-dependant.
  17. I've found an issue when trying to implement Duration scaling : it is most likely going to increase duration of the raw DoT as well. A simple fix (complicated fixes don't seem to work ) would be to make raw DoT duration fixed. Good thing is that it would align it with how Community Patch treated Deep Wounds and Wounding Shot (by giving them fix duration). My question is : should it be 6s for 30% raw damages or 9s for 40% raw damages ? 9s would be equivalent to +10 INT which is generous... but not in all cases. But Cat Form get +33% base speed increase so 40% over 9s does not seem to generous (let's say cat flurry and boar regen/engagement bonus are equally strong ) What do you think ? I wish there was another solution, but it does not seem so for now.
  18. I agree with Boeroer : the mere existence of Cloak of Death means there is only a few cases where you want Armory instead. And Balance Polishing Mod makes regenerating Tier 9 cast extremely difficult (Brilliant is limited to Tier 3, Blood Sacrifice much more tedious to use). Casting both would cost something like an Empower and is quite committing for the benefit you get (better to keep a Cloak of Death cast for later). The problem with some conjured weapons is the absence of niche. This is also true for Spiritual Weapons (late game weapons making a subclass specific spell obsolete is sad). That's why I'm adding a +10 Accuracy bonus in next version (+10 accuracy bonus is inherited from PoE1 god Talents and are not easy to find on other weapons). Of course, I didn't add it to Woedica's fists cause they are strong enough as they are ; other Spiritual Weapons would be just a bit less good than Woedica's, but less significantly. Even Firebrand has a niche with its Burn damages and Fire Keyword. But Armory is just stats, and not worth of a Tier 9 cast, especially for the weapons. My idea about 100% Crit to Hit for the armor sounds powerful but in general case, but Wizards have cheaper solution to avoid crits (various Deflection self-buff, and/or holding a shield). 100% Miss to Hit is more unique than raw damages (reaping knives cover this, and Mythic Quality also helps penetrating). Roughly equal to 20% multiplicative damages vs equal deflection, lower against low Def, much bigger vs Def monsters. Both of these effects are an unique niche (vs stat monster foes). Both these changes are almost working, so for now, I think I'm going to keep them unless someone points why they are OP. Also, we're speaking about Tier 9 25s spells. Wall of draining and Salvation of Time are both nerfed in BPM too, so it's hard to keep it up for long. So to make it short, I think the reason why this could be OP (overextending duration or regenerating Tier 9 cast easily) are IMHO not applicable in the context of BPM. And I don't care so much for a reasonable bit of Powercreeping
  19. It seems from the game code that your idea was close to what was initially intended, given the name : { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "One_Handed_Style_SE_MissToGraze", "ID": "c5194896-0e76-4d39-855c-3459c4a9f56d", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Bonu****ToCritChance", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0.2,
  20. Technically, Citzal weapon do have higher base damage/PEN. They are 1-hander with 2-hander stats so that counts. I would have to desactivate the actual modals by changing weapon type or something like this... It could be messy. Also it would lead to complicated explainations on the item I doubt this could be corrected with gamedata files. If anyone has a clue about it, I may take into account.
  21. The thing is that Citzal is a very "straightforward brawns" archmage. It's hard to think about something very straightforward and unique at the same time. I think I have a nice idea fluff-wise and game-mechanic-wise but unsure about the balance. Anyway, it's a Tier 9 25s combat buff so it has to be strong somehow : - Both weapons would get 100% Miss to Graze (significant vs normal foes but very convenient for the strongest ones) - "unfailing weapon" - Armor would get 100% Crit to Hit (so if your Armor Rating is above foe's PEN, not even crits would break it) - "unfailing armor". - Set all of them to Mythical (instead of scaling up to legendary equivalent) to reflect the unique power of Citzal Armory (and maybe compare better with Endgame weapons...) As I said, I like the feeling of it. It is quite very strong but I don't think it could go out of control. Even Citzal Lance has better Combo potential... PS : there is no coded effect that extend hostile effects by a flat duration
  22. Maybe +12, equal to a Legendary small Shield without the talent. For Armory, the issue is that a bit of additional DPS Can only be either OP or too weak. Concelhaut staff is a modest Tier 1 spell but with an unique draining. Ogre Form is comparable to Spiritshift but I added an unique +3 engagement to make sure it is never strictly obsolete. Pure Raw damages would be too similar to reaping knives. I'm thinking about rising a bit Citzal Armor AR vs elemental damages, maybe to base 10+quality (equal to Bear Form). For weapons, I'm still wondering, but it should be unique and worths a precious Tier 9 cast.
  23. Another topic : Llengrath's Warding staff states about a Deflection bonus that does not exist (except with the staff modal). Should I add one ? It was +25 Def in PoE1 (feels a bit huge of added to the modal) Also Citzal Enchanted Armory does not offer much for a Tier 9 spell. Using 2-hander in one hand is the equivalent of a good lash and no recovery breastplate is... an action speed or stacking AR bonus ? Sort of lack an unique effect...
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