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Elric Galad

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Everything posted by Elric Galad

  1. Problem I see with AR reduction apart crush and shock is that it won't help that much. In PotD, Doru has base 18 AR. Even a couple of point less won't make penetrating easy. You'll still be better swapping your weapon and use Crush damages. I could add Freeze or Corrode vulnerability but there is no unique weapon using these types of damages (except a freezing mace, that can deal crush damages anyway) and spells aren't very spammable vs Doru anyway. I feel like lowering Pierce or Slash AR won't make sense either. Don't hesitate to propose a complete AR table for all types if you have some idea, but I can't find something that makes sense and would actually help. And I think I won't go below -15 Def (total -20 Def with Resolve reduction) I can also nerf a bit it's self heal, but I'm not confortable at adding a weakness to Per Affliction to what is supposed to be a juggernaut. Or nerf its mouvement speed (-15%) to make sure You Can kite it forever and basically change the encounter into a shhot em up sequence.
  2. Be careful @Scrapulous, you're using values from my mod. Divine Terror is 20s, not 30s without the mod. Hand of Berath is only -5PL and does not auto hit in the base game (it targets Fort, which is meh). Incarnate is -5PL for 35s, not -1PL for 120s and I don't think it can be reduced by Resolve in the base game. Also Pallid Knight is meh cause she has a non magical weapon in the base game, which lead to PEN troubles. My mod gives all Incarnate Legendary equipment, but I nerfed Berath pair duration a bit. Usher is a full Time lvl20 Priest so it is still a rather good summon anyway. However, SoT doesn't break the game anymore with my mod's tweaks (it is just a good spell with nice combos). By the way, the best part of Berath Symbol is that it deals Corrode damages. Priests offensive spells rely a lot on Fire Damages, so having another type as your main attack spell is extremely useful. I think it might actually be the best Symbol in pratice even if Eothas sounds better on paper.
  3. Fun fact : Heart Seeker does not benefit from driving flight but Whirling Strikes does, if you hold a ranged weapon in left Hand.
  4. Fortunately, Axe modal is bleeding cuts so You have an easy source of raw damages.
  5. It's nice to hear. I've tried to make it foe-only but unless I'm mistaken, it is one of the rare case where it is hardcoded. I'm still not too worried about it. It still carries a permanent Tier 3 Constitution debuff in the current mod version. The fact that it can't be used every encounter doesn't prevent it from being a top tier ability vs boss. It targets Deflection, permanently decreases fortitude by -10 and remove 25% of base health with one shot (in addition to its damage). If the target isn't resistant to Con Affliction, evey crowd control or DoT would be increased by 50% for the rest of the encounter. You have to think about it as a kind of Ultimate trick, sort of desperate measure. It's more an utility than a damage ability, though, I agree with that. If you need AoE with ranger, Melee + Mortar + Whirling strikes is great. If you need single target DPS, Twinned Shot is there. The greatness of Single Class Ranger is that he has extremely varied attacks, so you have to choose the right one. One thing that can help its spammability could be to fire it "through your pet". Removing the permanent Enfeebled is relatively easy with Hardy Companion or Bounded fury (or just not care and sacrifice your pet for perma Nimble and Tenacious). Or go with melee/ranged weapon. Or just go to melee range and jump back with evasive roll. That said, it might also be a build issue. As an Arcane Archer, you might simply have too many attack abilities, so an additional one might be too much. You might consider a passive instead. Or just keep Heart Seeker for (Mega)bosses. My version of Druid's "Touch of Death" is also rarely useful, but is still critical when needed.
  6. I would try to patch this though. Yeah, me too, that's why I was suggesting it I haven't check Ancient Memory. I was only refering to Dragon Trashed and Soft Winds. But that's a good point, I have to check Ancient Memory too. I suppose it works the same.
  7. I can check. But I'm pretty confident that I've seen accuracy (+2/PL, which is interesting to note) and PEN scaling for both abilities in a very PL manner (+0.3PEN doesn't get out from nowhere). Damages is a bit harder to check since it doesn't appear on the ability description and isn't displayed separately on combat logs. If you time you might also double check on your side Bellower bonus not working is predictable since these abilities aren't flagged "Chanter". This might be Something interesting to note if they suddenly benefit from chanter.
  8. For my mod, the buffed subclasses (that we discussed together some times before I started modding) were the following : - Conjurer, Transmuter - Corpse Eater, Mage Slayer - Sharpshooter (this one was more meh that underpowered, but still) Also I changed Paladin of the Five Suns and Wildmind as NPC-only subclasses. Not to forget Psion and Arcane Archer (scaling PEN issue) that were buffed by Community Patch (so my mod did not have to cover them, but they count as "underwhelming" in the base game) and Shattered Pillar that Community Patch buffed too, but with a bug about lesser wound that I corrected. That starts to sound like "many" I wouldn't have said better myself. The only comment I had about the difficulty with my mod installed was that it made (megabosses) fights harder. There are much less nerfs than buffs but they are targetted where it "hurts". Most (or even all ?) of the combinations that completed The Ultimate would not have worked with my mod. To add a side note, don't forget that NPC, especially Kiths, often use the same abilities as players. They are buffed too, even more since their builds are much more random than experienced players. So it makes their crappy abilities much more relevant. When an ennemy paladin skeleton uses Glorious beacon against my clumped party, I always think "oh, I'm so proud of you, my boi".
  9. OK, I'll test it in game, althought given the few changes I've made, I don't know what could explain this. Just to be sure, do you have other mods installed ? (except CP, since I tested my mod with it installed) I've a couple of real life stuff to deal with, so it might take a few days before I answer sorry.
  10. Okay, it seems that the damages chants (soft winds and dragon trashed) actually do scale with PL. Apparently, they get +2 Accuracy, +5% damage/healing (estimated) and +0.25 PEN. Casting Brilliant on the chanter does increase acc, PEN and damages. The weird thing is that they seem to follow Single Class progression even if multiclassed (this might be due to a wron parameter in gamedata files, but I'm not 100% sure). Also they scale as if they were both level 1 (which is weird for Dragon Trashed) Also Fire Keyword added by Community Patch to Dragon Trashed does nothing, not even appearing on Ability tree. I haven't found any apparent cause for this. For my purpose of modding, I'm probably going to renounce changing this. It's weird, but not too bad for character progression, and seems to be at least partially hard coded. I might look further about the thing that prevent actual class PL to be applied though. My only remaning interrogation is : do Dragon Trashed need a bit more PEN because 7 PEN + 2 is lowish at high level is meh. Setting ts ability level to 5 (since it is wrongly set to 1 in gamedata files) will technically give it +1 PEN (due to how PEN work for spells) while reducing its damages, but it might be the best way to go.
  11. To make it more clear, I was looking for an effect that didn't cause to remove all injuries, but only 1 for the current knock-out. It might not have been very clear though. My point is that there is no effect that only removes 1 injury.
  12. No, it doesn't. It also removes all injuries. So if Unbreakable / Unrelentless is added this effect, it will enable resetting all injuries once per encounter, including the ones from traps and previous encounters. I think it's safer not to add this effect, even to Unrelentless. Since I've already coded the change for Unrelentless before thinking about this, I'm still able to share the change, as a bonus one. Beware it's not tested and description not upadated though. cl.fighter.unrelentling.gamedatabundle
  13. OK, so what I plan to do to Dorudugan : Base HP : 2000->1000 (new total for PotD : 14 075) Resolve : 35-> 30 : (Will in PotD : 167 -> 157) Deflection -> -25 (total Deflection in PotD : 142 -> 112) No change to other megabosses. Included in the optional "nerf" package, meant to compensate for cheese nerf. What do you think ?
  14. Unbreakable is per encounter, Providence is not. With a party of 5 SC paladin with also Divine Retribution, every knockout remove 3 zeals from the knocked one and give back 2 zeals to all others. This sounds close enough from an immortality combo for me. Currently, only injuries limit it (or at least it costs you many potions). So Providence not causing injuries is not possible for me. Unbreakable is more questionnable. Not sure how balanced it is. Maybe limited to Tier IX upgrade ? Also technically speaking I don't know any effect that cause a Knock out to not cause injuries. There's the Survivor Tusk effect, but it removes all injuries. But it is more or less equivalent for a per encounter ability (especially since you an't unequip it).
  15. I'm not that sure. There are indeed a handful of combos that break the game in PoE2 that couldn't be identified by the devs (or they simply didn't want to remove), but we have tracked them down on this forum during the last months. Honnestly, it seems that once Wall of Draining and Salvation of Time are excluded, the whole system feels pretty game-breaking free (strong or OP abilities aren't the same as gamebreaking). I think PoE2 ruleset is quite robust in general.
  16. Or the "Boring Rectifier" I haven't been paranoid enough with my checking recently . I changed my mind, because we have neglected something : the initial tick ! For passive effect it doesn't matter but for Ancestor Memory, making it 6hp/6s will basically make the initial tick give +5hp than now. +5hp per phrase is huge, especially with Brisk recitation. For sure, hp per tick can be tuned down to compensate, but I think it's too much tweaking for a minor concern. Also I start to think that adding PL scaling for passive/modal/phrase Healing is a bit unecessary. Exalted Endurance and Ancient Memory are good enough as they are, constant recovery is going to be tweaked anyway and other Healing effect are self-rez more than healing (providence and unbreakable). Only one that seems necessary is Soft Wind, but more because it is a drain than a Healing effect. I had more concern for damage abilities, mostly because of PEN, but adding damages and acc scaling still feels appropriate.
  17. I was thinking about it too. It would make scaling and MIG bonus clearer. Zealous endurance has 3s ticks by the way.
  18. OK, so same values as before, tick slowed to 6s, infinite duration. And I will still add 5% scaling per PL. Sure, Memory trouble, I suppose.
  19. Yeah, I had a Moon Godlike Rogue once, and it was even worse than what you described given the low HP pool + massive burst of self-heal. I get the point about interaction. My current Jacket aims at getting the Broom so he can clean the annoying Recovery of ennemy fighter. However, I think that Fighters already have many self-buffs that can be interacted with. Refreshing defense can be cleansed, Unbending can be suppressed, not to mention the offensive self-buffs. You already need some kind of dispell to get rid of fighters, and it is not really because of constant recovery. That's why I think that having a reliable defensive ability that doesn't get dispell could be nice. Also I'm really annoyed by the fact that you can't choose the moment you trigger Constant Recovery, especially when facing thoose arcane dampening wizards... This is a really weird design for me.
  20. Another idea : I have always been dubious about the fact that Constant Recovery has a limited duration, especially because you can't choose the moment you activate it. In PoE1, Constant Recovery used to be Infinite, then they decided to limit Infinite healing (which wasn't technically possible because of the health system) so they added a duration. Then PoE2 and Herald happened and Constant Recovery was left in the dust. How the Signature Ability of the Physical Tank Class could be toped by what Support Classes add to the whole freaking party ? Nowadays, even Bloodmage has Infinite self heal, but Fighter, nay. My idea is to bring back Infinite healing for Constant Recovery, add the 5% PL scaling and tune down a bit the values. It could be seen as powercreeping but given the number of Fighters that the game throw at you, I guess it would help ennemies too. So my proposal : - Constant Recovery 4 HP / 3s - Rapid Recovery 4+2 HP / 3s - Black Jacket Constant Recovery 2 HP / 3s - Black Jacket Rapid Recovery 2+1 HP / 3s - All Infinite Duration - 5% more per PL beyond 0.
  21. I agree with this. Also makes Doru regen through fire damages less significant. I understand the idea, the problem is that I don't know where the AI behavior is scripted for now. I'm not sure it's feasible. If anyone knows... Changing the trigger delay is possible though, I have just checked the files.
  22. Now I'm a bit dubious about the HP tweak. The reason is that the initial issue was that my mod made solo megaboss harder. If HP are nerfed, it means that I have to increase some offensive ability. Even if Doru HP are halved, this would only made the battle shorter, not "easier". The possibility to kill a megaboss does not really depend on the duration of the battle. "If it can bleed, it can die". On the other hand increasing offensive ability (including movement speed) would lead builds previously working to not work anymore. I guess Doru fire damages are non significant for solo since you can itemize against them. Increasing Doru fire damages could be a valid route to follow, but I'm unsure about the consequence on "Party PotD crowd" which is a larger audience than "Solo PotD elite". Also there are some new builds that works in Solo with my mod even if some builds are out. For example, Single Class non-Ghostheart ranger has Infinite duration Nimble from Vengeful Grief which enabled kitting forever. And Bloodmage can still kite forever too. Fighter may be able to Unbending tank infinitely through Toughened fury (tactician can probably crit itself with a caster Multiclass). Now I'm wondering if tuning down Doru (and possibly Hauani) HP down WITHOUT other changes could be seen as a measure of public sanity, and could be seem as a compensation for removing most cheeses. Doru is the most cheesable Megaboss anyway due to its unability to dispell or add injuries beyond BDD. Maybe it's not needed to tweak them up. Edit : the issue is also that I'm a "small indie company" so the changes I make have to be somewhat conservative. I lack testing capability to ensuite a change does not break the game. Simply reducing Megabosses tedious hp can't really break the game. I can include this in the nerf package of my mod since this is meant to compensate cheese purge.
  23. To be more generic, I would say "do they need tweaking to be beatten without cheesing" since most of my mod's nerf are about cheesing. I don't think Auranic and Belranga need tweaking. Their HP pool is huge but appropriate for their "puzzle". I wonder about reducing Hauani 2 first form hp by a third and raise their attack. They feel more tedious than dangerous.
  24. Yup. But Community Patch nerfed resonant touch and my mod nerfed SoT + blade cascade. That's the problem it's a fight that more or less require cheesing to win. So if cheese are nerfed, how to do ? That's the difference with other megabosses who don't require it. They're grindy but not that much.
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