Jump to content

Elric Galad

Members
  • Posts

    4003
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Elric Galad

  1. There is no such thing as ineffective Chanter multiclass either
  2. Yep but I still feel like healing would be even further from his portfolio. Fire itself may not be very Rymrgandish, but ashes might tolerably be so. I wasn't suggesting to give his priest fire spells but that healing spells should be removed in priority (which I don't think would be good balance-wise)
  3. Only issue is Pierce Immune. I guess that's a case where one needs Monastic Unarmed Training.
  4. Well, Rymrgand is not that much into that Ice vs Fire thingy. He's the god of slow destruction. Fire isn't "his stuff", but it is still about destruction after all so it's not clearly opposed to his beliefs. I think Rymrgand could be less pleased by healing spells than fire spells. Now preventing access to a whole specialty is a huge blow to the subclass balance. It can't be done without adding many more potential ability picks. I think it's not a very good idea (or you need to make much more changes, but I don't think it was your initial idea).
  5. OK, so here comes Version 1.3.1 patchnotes : Added Saphires and Rubies in Una's shop. Reverted Adran Ban back to its original 850 gold cost. Added Acid Keyword to following Wizard's spells : Minoletta's Minor Missile Concelhaut's Draining Siphon (Concelhaut's Draining Touch was added by the latest version of CP. It had a bug - no KW to the spell itself, only the attack - but I fixed it) Caedebald's Blackbow (the attack had the KW, but not the spell itself : I added it to align with Firebrand Design) Minoletta's Missile Salvo Corrected Fractured Volition Display bug @Sergeant Arch Dornanmight be interested in this for his russian translation. https://www.nexusmods.com/pillarsofeternity2/mods/438
  6. Indeed, but Acid Immune are quite rare and wizard can always switch spell. Spirit of Decay needs a bit of support. Anyway, my main motivation is consistency of rules : spells with dual type of damages usually have tags, so I'd rather have all of them tagged (or not tagged, but I think tagged is better cause it opens build possibilities/encourages attacks diversity).
  7. This is not a small request 1) Consider that the line between Bugfix and Houserule isn't that clear. Scaling for Passive abilities is consistently not applied, so it may not be seen as a bug. Is increased cost for Chanter upgraded Invocation a leftover glitch or a design ? Each Kills fed his Fury applying stat boost instead of Inspiration like its unuppragded version : glitch or design ? Eoathas 3rd Incarnate not working : this one is a bug, but replacing her by another 2nd Incaranate is basically a bug fixed by a houserule. All missing Keywords : Bugs or Design ? Perplexing Sap : Bug or Joke ? I know that there are examples that are more obvious bugfix, but I would rather let players decide : Consider that the modified abilities all have their own file, so picking you want is already relatively easy. 2) That leads me to the second point : Files are split between abilities, but there might be several changes for a single ability within a common file, and some might be bugfixes while other are Houserules. WotFS is indeed a good example. Changing the files is relatively easy, but what is more annoying is having to re-test all split abilities. Because there could be syntax error and stuff like that. This is very time consuming... and honnestly not very rewarding for me (my second child is arriving in a handful of months, so my ambitions about the polishing mod are now focused on essential/simple/rewarding stuff...). However, I think there's a handful of abilities in that case. The rest can be done by picking. 3)And there should be other mods that could do it anyway I won't be too angry if someone "got inspired" about my bugfix to make her/his own package (I would be more angry if the balancing stuff was copied...) On another topic : I did what I can to make Fury Weapon work with Driving Flight, I tried to code it as close as possible from Watershaper's Focus, but it didn't work. I'm afraid Fury Ranger won't have specific feat . Fury can provide an early source of bounce for an Arcane Archer, and Watershaper Focus isn't too bad for Fury either (use Arcane Archer Imbue before shifting then) so the build is still decent. Fury won't have provided something better than Watershaper Focus anyway, so the combo was more fun than unique.
  8. Yep it does. I checked yesterday. But the ability isn't tagged Acid, so it won't benefit from being cast with chromoprismatic staff. It would have been only duration boost from PL but still disappointing. I will add the Keyword with my balance mod (it's similar enough with Druid's Flaming sword summon which is fire keyworded). There are other acid Keyword missing here and there such as Minor Missile and Missile Salvo (does crush/corrode, so it counts) and Concelhaut Draining Siphon. Acid based (at least partially) builds would seem decent with these ones added.
  9. In theory this is indeed the way most things can be modded. In practice, Progression Tables are the exception. Elements in it are within a list without Type.
  10. Sorry this was a false alarm. Driving flight works fine with Watershaper focus. The test conditions might have been wrong. I can probably mod Fury SpiritShift weapon code into something closer to Watershaper Focus (make the Bounce a "Weapon property" rather than a characteristic of the attack). It might work but the Weapon mod only Bounce to targets behind the main one, meanwhile attack that bounces naturally can bounce in any direction backward. This would make Spiritshift Fury a little worse in general (and it will be a discrepancy compared to other Storm Blight), but better with Driving Flight or Kitchen Stove self buff. Well, if it works I don't know what you guys would think about this. I could compensate by giving Fury Spiritshift a lower Bounce modificator (-10% instead of -20%). Side note for game mechanics maniacs : the damage reduction per Bounce is a property of the weapon, not Driving Flight. Most ranged weapons have a -50% damage per bounce coded, that's why people think it is a Driving Flight property. That means that using Driving Flight with a weapon with a lower damage penalty (such as watershaper focus, not sure how many other weapons have this characteristic) per bounce will not apply the -50% damages but the weapon value (watershaper focus : -25% for 1st bounce, -25%²=-44% for 2nd) Corrected, tested, will be included in next version. This is technically possible but incredibly annoying to do. You basically have to copy the WHOLE progression table in the progressiontables.gamedatabundle to your own file (that would be a big file compared to other data changes) and adjust the level there. This would conflict and erase any other mod that makes similar modification. At least I can say that neither CP or BPM conflict with this.
  11. OK, coded and tested. I will include it in next version (probably 1.31 once I've clarified the Driving Flight issue). I thought about crafting and I think you are right. Limited ressources for crafting sounded wrong. Excessive price too so and reverted Adra Ban to its normal value. Yup, it's a bit of powercreeping but I think it's better for enjoyment. Here your hotfile : gn.all_gems_in_shop.gamedatabundle
  12. Well well, in my current version of the game, it seems that Driving Flight does NOT stack with ANY bouncing weapons. I tested Fury weapon, Watershaper Focus and Fire in the Hole. It is not what I expected, but I haven't modded Watershaper Focus, Fire in the Hole and Driving Flight so it should be the same in the normal game. Have anyone checked recently ? Fury weapon works with other "ranged weapon passives" such as Marksman, the range I added to Sharpshooter. I have also re-tested it for focus generation and it works.
  13. OK, I admit I haven't tested all abilities that should count Stormblight claws as weapons, especially ranged weapons. Do you benefit from Marksman Accuracy bonus ? I've checked the file and the bug/glitch does not seem obvious. By the way, does anybody know whether driving flight actually work with Minor Blights and Rot Skulls in general ?
  14. I'm happy to announce that the Balance Community Mod has now a Russian Translation thanks to @Sergeant Arch Dornan !!! https://www.nexusmods.com/pillarsofeternity2/mods/467/ (delivered as its own package for because of some installation tricks) Shame on me I haven't even translated my own mod into my own French language
  15. Only minor stuff for me : - No planned respec. - No stat dump (not below 6, rarely below - My own mod Nerfs (it kills all gamebreaking combos) I would also like to define some home rules to prevent myself from fully minmaxing companion. (Such as "rolling" semi-random stats and imposing one of the class)
  16. Yeah, I knew about this one Changing it was too tiring for its level of annoyance so I wisely skipped fixing it
  17. Berath : not much changes and Plague of Insects is a little out of Berath version of death, but not much more that Speading Plague (but better than other alternative I guess) Overall it's okay. Berath's Symbol and Incarnate are great. Magran : I like the replacement by Combusting wounds, great utility. Too much flame overall. Offensive priest already have a weak spot vs fire immune... I would argue that Iron Skin would be better than another Flame Wall on Tier IV. Magran is also about Iron and Weapons and this would help diversfying what she provides. For the same reason, I would go with Minoletta's Precise Bursting on Tier VII. It's close enough enough from a Goddess of War spirit and would provide at least 1 non-fire based offensive spell. Ryrmgrand : I can't say I'm a big fan of replacing Corrode based Noxious burst by another Ice spell. This one is a bit unecessary and focus the subclass too much toward Ice. But otherwise I like it. Sidekicks need unique advantages. Skaen : makes sense thematically and not so much power creep Wael : makes sense thematically and not so much power creep Eothas : good. Makes him a better healer (and fire damager) without providing too much added utility. Eothas has arguably the best symbol and Incarnate, so buffing him too much could have been a prblem. But Moonwell on Tier III is a big NO. Too strong. It's already very strong on Tier IV for druids. Watchful presence was okay. Gaun : Okay for Garden. This spell IS Gaun in a nutshell. Vile Thorn being Druid Tier I and Autumn Decay being Druid Tier II, I would swap them in your list (Vile Thorn on Tier II and Autumns' Decay on Tier III) Good improvement overall. Companions need unique advantages. Woedica : Fealty would be okay on Tier IV, I think. Still higher than Tier III from Cipher. Tier VI is a bit too high. Or it should be improved compared to Cipher's Version (that would also scale more with PL). Pillars of Fire on Tier VI didn't make much sense anyway. Maybe Ring Leader on Tier VI and no Puppetmaster ? I can't say I'm a big fan of adding a Symbol to Woedica. It contributes to the subclass uniqueness that it doesn't have a symbol (but other unique spells to balance it). About including it in my own mod : I feel that I have to test myself all that I provide just to make sure it works. And honnestly, I have done my share of testing (Unbending and all those freaking summons), so I think it's better as a separate mod. Also consider if I suddenly disappear from the Internet for a time (I'm not refferring to anybody specifically...), you won't be able to update your content. But what I can do is adding a link to your mod in my mod description.
  18. I would consider this for a version 1.4 (which I'm not planning for the moment, sorry). Ruby and Sapphires are less needd, but it's true that it is annoying for crafting. Not sure I would lower the prices that much.
  19. Fire godlike uses a hidden untypped PL that does not depend on your single class/multiclass. Basically Multiclasses have also untyped PL9 at level 20. Therefore, the only benefit Single Classes get is through Prestige (which is legit IMHO).
  20. Please find below the description Version 1.3 that I'm going to upload on Nexus : https://www.nexusmods.com/pillarsofeternity2/mods/438 Changes on the Nerf (and complete rework) Package are in red. Passive damage ability scaling : There is a couple of passive abilities that deal damages, but contrary to Active ones, they don't scale which make them supbar on endgame. I added standard scaling to these abilities (+1 Acc, +0.25PEN and +5% multiplicative damages per PL) Rooting Pain : Added scaling (+0.25 PEN per PL was already implemented in version 1.2 of the mod) Wildstrikes Frenzy : Added scaling Brutal Backlash : Added scaling Base damages : 20 raw -> 40 raw (conditional 20 raw damages once per encounter wasn't worth an ability point) Racial Tweaks : Beware that the racial tweak might only apply to newly created characters. Island Aumaua : Added +10 vs Ground Based attack (small buff to a race with a very situationnal passive, suggested by @SArgentus ) Godlikes : The general idea is to give all Godlikes something worth of losing the helmet slot. I gave all of them 2 abilities, at least one being not (too) conditional, and one of them shall also scale (to match the progression of headgear). Moon Godlike : Silver Tide : set to 10 + 1/level (to avoid weirdness of non class PL scaling à la monastic unarmed training from version 1.2 of the mod) Added passive Crescent Purity : 25% resistance to raw damages +4 Corrode AR The general idea is to give Moon Godlike good interaction with self-damaging abilities. Even without using such abilities, Corrode AR is there to give a critical edge against a certain Megaboss. Death Godlike : Death Usher : set to 20% + 2% level. +60% in late game feels nice enough to consider the rae oustide of Barring Death Door combo, but considering that there are insta Death effects when a foe is near Death, I don't think it would be too strong. It would have good synergy with On Kill effects though. Nature Godlike : Added passive Evergreen Vigor : 10% + 0,5% per level healing received while ABOVE 50% health. This will mostly help regeneration abilities, not critical healing. Their +1PL is very strong but felt a bit dry compared to what a helmet can provide. Fire Godlike : (I kept the +4 fire AR and +2 AR under 50% health from version 1.2) Their Fire shield is now unconditional and has 2-4 damages, +20% damages per PL, 7 PEN + 0,5 per PL and +2 Acc per PL. Fire Godlike getting all their bonus under 50% health felt too narrow. With this new tweak, their fire shield damages is comparable to Darcozzi fire shield at high level (but with more reliable PEN). Miscellanous Change : Their Companion Braved the Horde Alone : Cast time/Recovery : 4,5s/3s -> 0,5s/3s Far from Defeated, His Heart Filled with Joy : Cast time/Recovery : 3s/4s -> 0,5s/3s This invocation has a huge cost for a single self-target Inspiration. It has its niches but I think reduced cast time would make it more competitive compared to other high Tier Invocation. Corrected a mod display bug that caused Their Companion Braved the Horde Alone to be displayed with the upgrade description. Unbending (and upgrades) : PL Scaling as a Tier IV ability -> PL Scaling as a Tier V ability This is a small bug that caused it to get +1 PL. Nature's Terror : Set to foe only. Boeroer suggested to buff this spell. Previously, I only decreased its casting time because I was unaware it wasn't foe-only. I think it will be more balanced (compared to relentless storm) without friendly fire. Dragon Trashed : 7 PEN -> 9 PEN Cancelled part of Community Patch buff to 5+5 damages per tick (set back to 4+4 damages per tick) Due to weird scaling mechanics for chants, Dragon Trashed doesn't get the +2 PEN it should get as a Tier V spells. That's why I buffed its PEN but tuned done CP bonus to its damages. I think it's fine now (it also gets +0.25 PEN per PL as if it was a PL 1 ability). Soft Winds of Death : 2 damages and healing per tick -> 3 Buffed to be more in line with CP buff to Dragon Trashed. It deals 3 damages instead of 8, but this damage is raw and comes with self regen. Constant Recovery (And Rapid Recovery) : 45s Duration -> Infinite 3s ticks -> 6s I found annoying that this ability auto-trigger at the beginning of a battle, and not when one needs it. It is also annoying that Fighters defenses are so sensitive to dispell. 45s limitation comes from a PoE1 nerf when infinite healing was far more rare than in PoE2. I think this limitation is obsolete when one sees all that infinite healing that Paladins and Chanters get. The healing rate is halved to compensate. Dorudugan : 35 RES -> 30 RES -15 Base Deflection -1000 Base HP Base AR -> 14 Slash AR -> 16 Due to the nerf of most cheese of the game, Dorudugan has become harder to beat with my mod. It was anyway to tedious to beat based on most people feedback. It still hits as hard as before, but should be a bit quicker to deal with. See discussion thread : https://forums.obsidian.net/topic/115388-should-megabosses-be-tweaked-if-yes-how/ (This change is include in the nerf package because it is meant to compensate for the removal of most cheesy combos from this package) Shadowed Hunters : Corrected a bug that caused the pet raw damages to be applied on each attacks until end of battle.
  21. Wow Such Garden Very Gaun => Maybe Wicked Briar Tier V and Garden of Life Tier VI. Remember that Haunting Chain is buffed to 40s in my mod if you plan to use it. That's very Tier IX. In general comparing Spell Tier between "normal" spellcasters is legit. Between Cipher and other spell casters, it is already tedious cause the ressource system is quite different, but I would say that they are similar level of powers. BUT Cipher has an edge on single target crowd control and even single target DPS (but that's the point of priest subclass to provide edges priests aren't suppose to have...). For Chanters, it's a whole different story. Invocation are superior on equivalent Tiers. Summons are crazy strong (though they have an opportunity cost : only 1 summon spell per chanter), offensive spells are usually super convenient and even damaging for their level. You also get a Triple Party Tier I Inspiration on Tier VI-VII (Each Kill, Set to Their Purpose) instead of VIII (Crown). 2 Fingers of daylight clearly isn't the most powerful Invocation, but still this immunity to Resolve Afflictions could be very convenient, especially when coupled with Brilliant. And instant 60 heal on a given party member if you aim right isn't bad either. I would say it is okay on your list but I just wanted to add a bit of my "theory" in case you would like to change the lists again.
  22. ROFL The most funny thing about this is that we are most likely among the World greatest experts of PoE2 ruleset
  23. Yes, all of them stacks with active generic +ACC and stacks with each other. Not because they're conditional, but because they come from Passive Abilities except Marked Prey which stacks because it's indeed a specific effect.
×
×
  • Create New...