Jump to content

Elric Galad

Members
  • Posts

    4003
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Elric Galad

  1. Same with Decay KW that is affected by Spirit of... Decay. In addition to Acid KW. Anyway, the only Decay tagged KW that deal damages deal Corrode damages (Touch of Rot, Autumn cone and Rot Skulls)... but aren't tagged Acid. Once more Chromoprismatic only gives +1 PL to Acid spells, therefore Touch of Rot & friends aren't affected.
  2. I don't think CP gives +1 PEN to maelstrom though. It was already tagged Water and secret of rime also apply to Water KW. As far as I know, Secret of Rime gives +1 PEN to (water or ice) KW, not +1 for both. CP change adds +1PL from Chromoprismatic though since it only applies to Ice tag and each chromo +1 PL are separate effects.
  3. The description part is confusing, but the Spiritshifting table after it seems to confirm it as a Spiritshift bonus.
  4. Oh, insufficient testing + misinterpretation from my part ? Anyway the wiki is as wrong as me and lists it as a Spiritshift bonus https://pillarsofeternity2.wiki.fextralife.com/Druid
  5. For your information or feedback, what I'm planning to do with my Balance Polishing Mod : 1) Keep stag carnage from CP and set it to same value as Barbarian's. Carnage isn't so strong in PoE2, so no need to let an inferior version. Oh, in PoE1, Stag Carnage + Avenging Storm was a hilarious mob cleaner (even once per rest). Set the bonus defense to from +7 / +10 like antelope pet. This would make Stag the optimal semi-offensive choice vs mobs. 2) Set Wolf bonus speed to +50% (Wiz can get +100% from a mere lvl 1 spell...) Set Knockdown number to 3 (as a lvl 1 fighter). That would emphasize Wolf as an assassin/disruptor. Knockdown also adds accuracy and damages with high PL. 3) Make Spiritshift duration increase with PL. 4) Wildstrike has always felt weird to me. 2 talent points is costly just to have your 15s duration weapons basically as good as your usual endgame weapons. I wanted to add a bit of utility to it (since increasing DPS could be OP with cat or boar forms). My plan is to add +1 PL to the related element (Fire, Ice/Water, Electricity, Acid/Decay), cumulative for the fist 2 talents (for a total of +2). This would work as an alternate caster stick (since you loose weapon/armor while shifted, this won't really provide bigger benefit than Magran's Axe, Deltro's Cage, Chromoprismatic, Sun&Moon, etc...). The advantages of this design would be the following : - Emphasize Spiritshift as a key ability of druids - Indirect Buff to Fury (who looses their caster sticks while shifted) - Indirect nerf to Shifter. Shifter basically don't have true drawback since the shift is cancellable and you get a bunch of them. Note that there are still a couple of non-spell abilities from multiclass martials that would synergize with this. - Provide support to Decay Druid
  6. Wolf and Stag ? No one cares about them Good point. I need to be careful and avoid adding undue scaling. Boar HoT and DoT should not become better (they are passive like effect).
  7. No, except spirit frenzy AoE. The attacks are not elemental tagged. And for this, it might even require Community Patch. By the way, how do you feel about Shift duration not scaling with PL ? It's a bit weird that's it is the only activable duration effect that does not scale with PL.
  8. Just be aware of Blood Mage nerf with BPM : Blood Sacrifice has a 3s recovery and has been added a base 6s self curse that prevent healing for the duration.
  9. Berath Incarnate summons for 25s a level 20 fighter immune to pierce damages and a level 20 cleric with complete access to spells. The mod : - Reduced the duration (30sish due to PL penalty to 25s) - Increase their equipement to legendary quality (which is paramount for a Fighter. What the point of a level 20 Fighter with a freaking normal sword) - "Flattened" the PL penalty (last longer but value is far lower) Basically second best Priest Summon and just below Eotas Trio and Chanter high level summons in term of Quality. Not controlling your Summon is more Elricish I think. Now that I'm thinking : Menilbonean have a strong tie with Dragons, so going Chanter Wurm/Drake/Dragon summons is another good option. Single Class Chanter may not fit, but Drake Summon is powerful enough (with BPM ) Soft Winds of Death draining chant may fit Elric and is probably suited for Solo. Maybe completed by the Long Night, Ancient Memory or Skeleton Summon ! Skeleton Summon + Winds of Death may not require long range, so they may fit a Bellower. Longer Summons is good !
  10. Mwahahahaha The later was made by someone using Elric as his Internet Avatar first name The main benefit for you is that the Summon Rebalance package makes every Summoning spell viable. I won't recommand Blight as summons in general, but with BPM, they are OK. Low level Chanter summons are okay as well. Even spiritual ally is Okay with it (it is still a good punching ball without it though).
  11. Druid maybe ? It sounds weird but he actually summons elementals pretty often. I think he even summons a swarm of sort of divine insects vs lizardmen at some point, if I remember well. I guess you have to Roleplay it a bit. Maybe it's unperfect but in the books, he isn't just a guy with a blade (and he doesn't have cipher power, even if from a game perspective, it makes sense).
  12. You can't play an Elric of Menilbone that cannot summon stuff. He literally wins half of his battle this way. Non-Psion melee Cipher is mandatory though.
  13. Yep, I guess the whole Empower isn't the best thing in their gamedesign (and the refill is a straightforward benefit). Not tested, sorry. Maybe I'll go to +5 stat point equivalent. Better looking numbers, more fun at using Empower . There's tons of difficulty options after all in case of powercreep (and I'm pretty sure it will be marginal given the current popularity of Empower Talents).
  14. And same with Tier 9 Class Passive : Chopping Wood : 100% Hit to Crit for Empowered ability, 20% Hit to Crit for rest of battle Murderous 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 Empowered Strike : +100 Accuracy, +100 PEN for Empowered Ability... hum... this one is enough The ratio has to be a bit lower but I think it is fine like this.
  15. I think I'm going to mode Weyc's Wand into +15% action speed for 20s to avoid overlapping with my new Fast Empower To put some values, every talent would give the equivalent of around 4 stat points (EDITED) +5 stat points for the rest of combat, twice as much for the Empowered spell 1 - Accurate Empower : +10 Accuracy to Empowered Spell, +5 Accuracy for rest of battle 2 - Potent Empower : +30% damages and healing done to Empowered Spell, +15% damages and healing done for rest of battle 3 - "Fast" Empower : Instant Recovery to Empowered Spell (because it works), +15% Action speed for rest of battle 4 - Penetrating Empower : + 2 PEN to Empowered Spell, +1 PEN for rest of battle (Of course, if the lasting effect applies to the Empowered Spell, I will tweak the values so that the effects is effectively doubled and not tripled) Sure, it would be a notable self-boost, but it costs many Tier 7 Talents (and Multiclassed only get a total of 3 of them) and alternative is a refill of half of your ressources rounded up (another Missile Salvo, Wall of Many Colors, Phantom, Shadowflames, etc...). So overall, I don't think it would be THAT strong. Consider that only few people use these talents, to the point almost no one spotted that Lasting Empower applies to everything...
  16. Probably. Or not to all the effects of the spell (Same as Bellower using Eld Nary) Most likely abusable using wand of the Weyc and/or Salvation of time. The issue then is that it won't be in line with your CP Icon Also this would have disproportionate consequences on Multi-projectiles/Bounce spells. To be honnest, as I've said above : I have now a clean effect for this passive, even if not in line with the original effect. Maybe it's not interesting (due to redundancy with Weyc's Wand) but at least it works. If somebody comes with a coded and tested solution, I'll consider it. The main issue is that the Empower Mechanic itself is too rarely used to spend more time on it. It also means that only a few people actually have educated opinion and feedback on it which makes tweaking dubious. The only thing that could save it IMHO is additional effects lasting for the whole battle as Weyc's Shield provide. The benefit from re-filling ressource is much better IMHO except in a couple of case (Missile Salvo) that are already too potent to consider buffing the Empower itself. The reason why I'm thinking about lasting effect (such as + 5Accuracy, +10% damages, no idea about the right values) is that the comparison between refill and empower woud be divided in 4 phases : 1) When you use Empower, Empower is obviously much better. 2) After using it, Empower would be a bit better due to bonus. 3) When ressources have been used, Refill would be much much better for a certain time as long as refilled ressources remain. 4) When even refilled ressources have been used, Empower would be a bit better due to bonus. That would be more or less balanced IMHO. The advantages of these "phases" is that it ensures that the better use strictly depends on the length of the battle, which is less true with a mere "lasting effect" such as Weyc's Wand lasting +3PL. But this is a very speculative design that would deviate much from current one. Just tell me if you think this idea worths considering.
  17. Well I went with the No Recovery stuff that has the advantage of working and being bug free. It is not fun to have redundancy between this and Weyc's Wand but on the plus side it ensures that I'm not creating OP combos since the ability already exists. It is also quite relevant for Martials that don't want to use a Wand. I spent too much time on these Empower Talents compared to how much the whole Empower Mechanic is used. In an ideal World, I think Empower Talents could have provided bonuses lasting until the end of the encounter so using Empower could be more tempting but it is too much change for a "Balance Mod". Sorry to chose the easy route for this Time. By the way, I wonder if People would start to use unmoded Lasting Empower cause it's quite powerful as it is
  18. Ach, it does not work. Action speed buff is only applied after the spell is cast. I have to think about it again.
  19. I'm dumb. Weyc Wand already has 0 recovery After Empower attacks. Which is close enough for not bringing NEW degenerate Combos. Guess I should go +200% action speed si the 2 won't overlap too much.
  20. I don't get it. No recovery allows to have regular casting Time but next action happening few seconds sooner. Action speed affects both casting and recovery phases so it would have worked for casters and martials. Martials have more abilities with low casting Time and normal recovery, so they would benefit more from No Recovery (this is intended). I fear Maelstrom and Salvo with very reduced casting Time. But maybe 100% faster casting + no recovery once peut battle would be worth a Talent Point and opens New possibilities for using empower.
  21. Apparently, lasting Empower applis its +20% duration boost to every Inspirations/Afflictions even if not Empowered. It is the case in the base version of the game, but the ability is so rarely used that no one ever realized, except for this guy : https://steamcommunity.com/app/560130/discussions/2/1843566500513031693/ Then, Community Patch tried to change the ability to make it applied to every Empowered Duration, not just Inspirations/Afflications. @Phenomenum realized there was something wrong but thought it was CP's change fault. Then I tried overwrote CP change to go back to base version of the game. But when I tried tweaking the values in order to make the ability relevant I was suprised about what I was. Since there was mods involved, I'm not 100% sure it is true. But I'm quite confident this is an actual base game glitch, especially because of the Steam Post. If confirmed, I'm probably going to address it in some way. I think the glitch comes from Hard Code, so can't be fixed easily. I'm probably going to change the ability entirely. It shall be in line with @Boeroer CP icon (Empowered symbol + Sandglass), so I'm leaning toward giving Empowered Action something like +200% Action speed (helps Empower design toward economy, will benefit any class by "grating" a couple of seconds in critical situations) EDIT : Or Skipping Recovery for Empowered Action to avoid Insta-missile salvo becoming a thing.
×
×
  • Create New...