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Everything posted by Elric Galad
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Congratulations, you have found a PoE2 bug !! Youhouh ! I confirm it's not related to my mod and Accurate carnage applies to every melee attack (and carnage rolls of course). +10 is indeed too strong in this case. I'm not sure what has to be done. At very mimimum, I should revert back to +5 and change the ability text. The code is correct, the acuracy is filtered with carnage KW but the issue, I think, is that the whole attack becomes carnage tagged if it carries a carnage sub-status (a bit like an attack with a Poison status is tagged Poison and does not work on carnage immune). Barbarians OP
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Can anyone confirm this ? I wanted to pause a bit the game after releasing next mod version which was ready... It seems unlikely that a flat +5Acc (in vanilla) to all melee attacks would have remain unknown for so long. I confirm I only edited the value of carnage, I didn't changed the filter so it should not be the cause.
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It depends on your party and the needed role. Druids are healer, arguably the best ones. It also depends if you want to play them multiclass or not, and with which combination. Blood Mages are especially good vs Megabosses though. But only Priest (who can completely cheese 2 megabosses) and to a lesser extant Cipher (for easy Brilliant) are really important.
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There is no Sky Dragon summon. There is an Adult Dragon Summon (but this one is a NO. it should be chanter only) There is a Drake Summon (this one could be a legit Incarnate, even 2 of them would fit : remember that Incarnate Duration should IMHO depend on their number and that Incarantes join Team, not Party, so aren't controllable.). 3 Summons is strong, even if they are individullay weak. 1 would be good enough. Don't create a new summon spell : build your design on Conjurer's familiar, without random component. Possibly tweak up just a little bit its stats. No, too strong. Cannon fodder + Swift as a Tier ~3 is too good. Swift on its own without +15% Action speed and self damages from DAoM could fit. Could be 60s duration. You got the principles right. Do as you feel, it's not THAT critical. I'm working on Poison keyword missing at the moment for BPM 1.3.2. All 3 work. I was thinking about Wilting Wind without weakness for Tier 7 too, so it's OK. Good idea. The table is clear but a "Magic the Gathering Color Pie" drawing would be wonderful to understand who gets what within Eora'scosmology. Yeah, more complicated with 11 gods than with 5 colors
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Here we go : https://forums.obsidian.net/topic/109535-mechanics-various-testing/page/2/?tab=comments#comment-2211923 But the true key to understanding is here : https://forums.obsidian.net/topic/109535-mechanics-various-testing/page/2/?tab=comments#comment-2213583 So basically, against sustained fire, you're indeed immortal.
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Apart for the Poison/Acid/Disease/Decay clarification and White Wurms auto-hit correction, here what is planned for next version : Boil their flesh and upgrade : 0,5s/4s cast time24 - 27 raw48 - 54 corrode on near death kills Magran's Priest version of Torrent of Flames (which they get at Tier 7 instead of 5) : Cast with +15 accuracy and foe-only Purge of Toxin : 30s -> 60s 0,5s/3s Cast time (aligned with the priest single target "prayer" line of spell ; it was too weak for a single target situational Tier 3) Beetle Shell : 0,5s/4,5s Cast time (aligned with Withdraw) Probably going to think about buffing a bit the Fox & Farmer chant, because it is too situational (-20 acc on disengagement attack), not guaranteed (target Will) and overall weak compared to Silver Knight (which provide a +10 Deflection and an extra engagement !) and other chants in general. EDIT : I think a -20 Reflex penalty would be fitting. Consider that it on the same tier as Sure handed was Illa that provides +25%/50% attack speed to all ranged/firearms and 1 Tier below than the long Night that provides -14 fortitude on top of other things. EDIT EDIT : -15 Reflex is enough to stay relevant as the highest AoE Reflex debuff. It's very easy to combine with DEX and PER afflictions for a huge nuker support. Most of them are coded and tested, but in case you have opinion or suggestion, feel free to tell. Each time I'm trying to make a final version, but soon I find something to improve (call it a moditisis)...
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So basically, we have 3 options : - Both White Wurms and upgrade with Disease KW - Both White Wurms and upgrade without Disease KW - White Wurms without Disease KW and Upgrade with it (my preference but it raises question as Boeroer pointed) Then we could adjust the balance depending on this choice.
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Yes, thank you for your testing. So, White wurms and its upgrade do not misfire anymore ! And as we've testing (I've also checked Toxic Strike code), any ability with a Poison (resp. disease) status does not work on Poison (resp. disease) immune. Therefore, any ability with such a status shall be KW as such, so the players will have the info and beneficial effect from KW could work too. That is what we initially thought but now we are confirmed that there is no alternative. (I think this is possibly not intended and that's why the ability itself wasn't tagged Poison/Disease) About White Wurms itself : - White Wurms has only Crush damages. I don't think crush damages should be tagged Disease, so I propose to remove the tag. - White Wurms upgrade has a disease effect. The upgrade is therefore partially detrimental. My proposal is to add Dual damages type and Acid KW but only for the upgrade, as well as the disease KW on the ability itself. So it will be clearer. I don't know if it is enough. 30s Sicken is pretty long after all. The spell would work better on Acid - vulnerable foe and worse vs all disease immune, so it won't be that bad. Other question : Should Spreading Plague be tagged disease ? It would make sense but it would indead be a nerf.
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I suppose you have checked in the abilities files that the UUID of the various speed haven't been changed This is my only idea "GameDataObjects": [{ "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Average", "ID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "Components": [{ "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1475, "Duration": 3 }] }, { "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Fast", "ID": "e4c738a7-4d3f-407f-b035-cc76191fe26b", "Components": [{ "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1474, "Duration": 0 }] }, { "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Slow", "ID": "3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a", "Components": [{ "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1476, "Duration": 4.5 }] }, { "$type": "Game.GameData.CastSpeedGameData, Assembly-CSharp", "DebugName": "Very_Slow", "ID": "e2258426-92df-4a1d-b12c-927feb8328cd", "Components": [{ "$type": "Game.GameData.CastSpeedComponent, Assembly-CSharp", "DisplayName": 1892, "Duration": 6 }] },
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What ability could fit a spell Tier has a tricky part when martial class are involved. For Spellcasters, spell Tier and ressources are equivalent. For Martial, an active ability can be on a given Tier but their cost is a distinct component : Concussive Tranquilizer is Tier VI but it only cost 1 bond. Abilities that cost 1 Bond should be equivalent to Tier 1-3 spells (that's what I call the "Trickster equivalence" based on the cost of trickster spells). Of course, Concussive Tranquilizer is from a higher Tier and is technically an upgrade (which costs 2 ability points to get), so it worths "a bit more" than a Tier 1 - 3 slot. That's why I tier Concussive Tranquilizer on Tier 4 is okay. And then : 4 : Concussive Tranquilizer 5 : Leap.6 : Borrowed Instinct I'm happy with the tables. Could you confirm Eothas is getting Sacred Immolation on Tier 7 for information ? I still don't know what Hylea's familiar is. If it is an equivalent to Conjurer Familiar summon without the random factor I think it's OK. Just remember BPM has buffed this ability with 0.5s/0s cast/recovery time. I think it should apply.
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Perfection Plague of insect already in Berath's list (could be an exception but preferrably not). My suggestions : 5 : Base Leap. I think it's fitting this way. 6 : Borrowed Instinct. Emphasize Galawain's tricky side and Acc self-buffing gameplay 7 : Savage Courage (BPM version). Yes healing is already a priest thingy but this one provides instacast and insta concentration. So I think it's good. As you wish. Both are nice and fitting. WIlting Wind is a bit powerful and not really fitting. Hylea is a "good" goddess. I'll go with Weather the Storm (and gives Eothas some reckless Sacred Immolation that would fit him better). Both are OK for me. Tier IV is really crowded for priest anyway. Yep, I see what you mean, but we've been generous enough by giving her eld Nary. I think the unupgraded version would be safer. Yup Tell me when you have any update about the incarnate. IIt is also necessary to check if Hylea's Familiar is in line with the Summon package of the BPM. EDIT : Abydon's Hammer isn't technically an additional spell if it summons Abydon's version of Spiritual Weapon, ney ? You can just give him Mind Blade as a free pick, and Hammer as normal Spiritual weapon.