Everything posted by Elric Galad
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Balance Polishing Mod Release 1.0
What I have in mind currently : Graceful Retreat : Monk Tier 2 passive that grants +12 vs disengagement attacks. Basically a lesser tumbling that probably exists only to compensate the absence of fast runner. I would advocate adding it a mere +5 Reflex so it's not entirely worse than tumbling. It's really weak at the moment. Inspired Defenses : Used to be +2 AR before being cut in half. Now it's only a +1 AR that doesn't work in many cases and require high INT to have a chance work vs a single attacker. Maybe the nerf was in a wrong direction. Maybe they should have kept the +2 AR but lowered duration to 2s so it won't usually work vs single attacker. I'm unsure about it. Currenlty it feels meh but I can see it become degenerately good. Spell Resistance : We know from Mage Slayer example that spell resistance is situationnal. This ability also happens to be lowish. I'm thinking about setting it to 15% resistance. Tier 7 Empower Talents : This is basically a bunch of meh talent about Empower which aren't very great to begin with. The issue is that there is a couple of case where Empower is good (Missile Salvo, Elf Nary, Inner Death + Empowered Strike), so buffing them could cause some balance issues. I don't want to do more that changing their numbers. Don't want to waste to much effort on such low used abilities. Here are my thoughs : - Penetrating Empower : could be set to +4 PEN without much risk. Empowered abilities already get some additional PEN from PL so this one would essentially ensure your ability will penetrate. With only +4 PEN, the risk of double PEN isn't so high and would be limited to +30% damages in SOME CASES only, which doesn't seem too degenerate for an ability point. - Accurate Empower : could be set +20 IMHO. (EDIT : +15 Accuracy would be enough) +10 is too low for a single attack. Once more, this one is more an assurance than anything. Benefit from Accuracy are capped by nature. - Lasting Empower : could honnestly be set to +100% without much risk. I don't see many case where buff or debuff applied this way could break the game. It does only apply to Inspiration and Affliction (and changing it has been proved to be tricky by the Community Patch) - Potent Empower : the tricky one. Contrary to Acc or PEN, the benefit from additional damages isn't capped. Could be set to +40% but might be degenerate with stuff like Missile salvo (EDIT : +30% damages would be enough). Great Soul : Currently a worthless talent. I'm considering to upgrade it to the effect of Luminous Bath (+1 Empower Point but also additional ressource). And recall it ""Luminous Soul" for consistency I would probably rebalance Luminous Bath ressource effect this way : - Martials : + 1 ressource - Chanter : + 1 phrase - Cipher : +20 Focus - Casters : +1 Tier 1 and +1 Tier 2 spells. It would worth taking in this case, mostly for martials but still. I would have to check it stacks properly with Luminous Bath effect. What do you think ?
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Balance Polishing Mod Release 1.0
I'm quite reluctant to go in this direction, even if I feel it could be legit. I had a glimpse of everything wrong about scaling from passive abilities. I would suspect there is a bunch of weirdly scaling issue within item abilities. If I had at least a "general rule" about how items scale or not (I think special attacks from weapons scale sometimes with weapon quality as I found when fixing Magran's Blessing), I could estimate how much work it would require to fix them all. Is spearcaster an exception or a rule ? If this is the rule and the rule is rotten, it would require a lot of work to make everything right. So if anyone can make a few test and inform me about the situation, it would be great. How are activated abilities ? How are attacks triggered on event ? Do they get weapon quality bonus ? If yes, do weapon "passive" abilities scale better than non-weapon ones ? Are there known exceptions ? For now, I prefer avoiding any commitment about items. Honnestly, this kind of testing could have its own thread. Findings would interest everybody including people not crazy about mods.
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Do same chant stack between multiple chanters?
I read Somewhere that Dragon Trashed is the exception. I might be wrong. Anyway, Dragon Trashed is super bad in PoE2, so...
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Balance Polishing Mod Release 1.0
Loot list : I don't think so. Vendors ? If people here tells me it is indeed nowhere, I could add it to a vendor of your choice. Worst case scenario : it would be one additional occurence of an existing item. It is not a specially strong one, so it won't really cause powercreeping.
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Balance Polishing Mod Release 1.0
The idea is legit. As you tested it won't work with Heart of the Storm (it would have required attacks to be Lightning tagged, but this would cause Lightning Immune to be immune to monk attack, so it won't be that great). But it will work with Deltro's Cage and Chromoprismatic staff (will only increase duration, but still a nice interaction. Draconic Fury will have to be Fire tagged for consistency (it provides a Fire lash). I think about Fire and Ice tagging Dichotomous Soul. Still only provides increase spell duration but I feel it would be a nice touch too. I'm not favorable about tagging a summon just because it does a certain type of damages, but the twins are literally made of the said elements. Fire Stag is fire tagged so the twins shall be tagged too. I'm going to wait a bit, gather a couple of ideas and (bug) feedbacks before releasing a new version though.
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Why has PoE2 been sold so badly?
Elric Galad replied to local.man's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)From Steam PoE2 page it is now written : Owners: 500,000 .. 1,000,000 https://steamspy.com/app/560130 Is that steam only ? I suppose so. Does it include console ports ? This number does not look so bad. Did the game have a rather long tail ?
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Party Advice: Can this group (the "Fellowship of the Ring II") handle mega-bosses?
Not related, but I am currently thinking about a "Magic the Gathering Color Pie" party. It feels like a good idea since there are exactly 5 colors of mana in Magic the Gathering (and they have strong connection to game style and are not that cliché).
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Balance Polishing Mod Release 1.0
So, Version 1.3.2 is released : Boil their flesh and upgrade :0,5s/4s cast time24-27 -> 48 - 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-onlyPurge of Toxin :30s -> 60s0,5s/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)Fox & Farmer chantAdded -15 Reflex penalty to foes Carnage (also for Community Patch Stag Spritishift) : Added +1 Accuracy per PL as for other abilities Pet Stag Carnage : Added +1Acc, +0.25 PEN and +5% Multiplicative damages as for other abilities EDIT : White Wurms & upgrades : Corrected the "bug" that required to hit the corpse to trigger the explosion Added a bunch of Acid/Decay/Poison/Disease Keyword that were missing (see the mod for details, also apply to priest and scrolls equivalent of these spells) https://www.nexusmods.com/pillarsofeternity2/mods/438
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Dragon Chanter Questions
Good thing to note about Beckoner's drakes : the drake upgrade that summons another drake upon initial drake death summons a normal drake. - Summon 2 drake with 25% health - Get them killed - Now you have 2 normal drakes ! You can't control these new drakes but they "do not count as summons". You can summon another summon at this point. Drakes are still subpar summons to be honnest (everything is subpar compared to animated weapons, but drakes even more), but with beckoner they are better.
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Balance Polishing Mod Release 1.0
Mystery solved. It's a carnage indicator glitch to be fixed soon. No need of BPM change (apart for the +1/PL acc scaling)
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Does Accurate Carnage passive also apply to main attack roll ?
Obscure mechanisms are obscure. You can't just think about all that negative testing necessary to guarantee the absence of impact. I think their hard code could have been better about KW. This makes poison attacks rather bad and Pokemonish. "Take this Poison thorn - I'm immune to poison. - But not to thorns ! - This is a poisonous thorn so I'm immune to it" Ok, that will fix it I think. Unfortunate but not critical. Not a big issue. I spotted carnage improper accuracy scaling thanks to that. It would have remained a discrepancy from my passive ability scaling rules. Simply because Carnage does scale, I forget that its scaling was incomplete.
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Does Accurate Carnage passive also apply to main attack roll ?
As I said in the other thread, there is a small probability that the bug also happens on games where mods have been used previously, due to persisting modifications of passive. Rumors say that there have been some mods on your PC. (EDIT : sorry if this sounds paranoid 🙂 ) Sounds very much like a vanilla bug to me though. Attacks tend to inherit the keywords from their own status, which would explain.
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What Are You Working On? And What Do You Wish You Could Make?
Elric Galad replied to Grape_You_In_The_Mouth's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)Maybe @coralzombie knows ?
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How bad was that ending? (Spoiler alert)
Elric Galad replied to KindCollusion's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)I wish there was at least a "secret ending" where Wael's Titan could crush Eothas before he destroys the Wheel. I like crushing him because Eothas deserves it anyway. Revealing Ukaizo to mortals would have been enough to fullfill his goal without endangering the whole creation. Eothas is the god of Hope, I think he is just biased toward Hope. Power of Friendship isn't enough to suddenly rise the Animancy skills of Valians (not even speaking of Huanas) toward the level of Engwithans. I'm not even commenting on "goals justify means" and the hundreds that were killed in the process (including main character), I'm just saying his goal is crazy.
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Does Accurate Carnage passive also apply to main attack roll ?
As per title, it seems that the +5 Accuracy modifier from Accurate Carnage also applies to main melee weapon attack roll (the one that procs carnage) and not only to Carnage hit roll itself. It might be due to modding but since it also works when mods are deactivated, this is rather unlikely. The suspicious mods are Community Patch, Balance Polishing Mod and Carnage Indicator from @Noqn. https://forums.obsidian.net/topic/114861-balance-polishing-mod-release-10/page/7/?tab=comments#comment-2235863 Could someone who doesn't use mod confirm the issue ? If this glitch appears in vanilla, everybody needs to know 🙂
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Balance Polishing Mod Release 1.0
As far as I know, some passive need to be re-acquired for the change from a mod to be applied correctly (their static part ; their active part such as fire godlike fire shield work in general). There might be a reversed effect in this case. Anyway I'll be more at ease if someone without any mod could confirm the issue. Carnage indicator mod could be the most likely cause. I use it too. Anyway, I'm going to create a dedicated thread about this cause it goes beyond BPM. I'll try to address it when the diagnostic is confirmed. I admit this would be the easiest fix. I also have to adress carnage accuracy not scaling with PL (since I did a similar thing with other "offensive passives" to align their accuracy with those from active abilities ; a +1/PL acc bonus should apply).
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Balance Polishing Mod Release 1.0
Oh that's weird. I have different results with vanilla game. And carnage accuracy should IMHO scale with level but does not. It looks like 1.3.2 will be delayed a bit.
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Balance Polishing Mod Release 1.0
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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Balance Polishing Mod Release 1.0
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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Druid vs Wizard
Wizard/Paladin and Druid/Paladin are both excellent. Wizard fits Gandalf bestthough. Dorudugan and Belranga. The others have some dispells. Paladin is not mid-line. Paladin/Wizard is among the strongest tanks and even Paladin/Druid is tanky.
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Druid vs Wizard
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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How does Unbending/Unbending Trunk work exactly?
But if you have a priest, he will be able to cast Barring Death Door with Salvation of Time : you won't even need unbending. With a source of Brillant, priest Can make your whole party immortal.
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Priests and the Deadfire Balance Polishing Mod
Elric Galad replied to bell88's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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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What Ranger abilities work in melee?
All ranger abilities work in melee bar Twinned Shot and Heartpiercer. Concussive and Wounding shots work. Marksman and Driving Flight obviously don't work. Whirling strikes work with a mortar ranged weapon in left hand by the way. Driving Flight even applies to the ranged weapon attack.
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How does Unbending/Unbending Trunk work exactly?
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.