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Elric Galad

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Everything posted by Elric Galad

  1. To some extant, but that still cost money to buy. Godlikes also enable you to prioritarize other party member for helmet. Also they would be more powerful on Port Maje if they came already scaled. And Port Maje is really significant in term of tediousness for a given run. Damages and healing from Moon and Fire Godlike are also better to scale as for similar effects from abilities anyway. But if other people think like you, I might consider removing the scaling from Death Usher and my new Nature and Moon godlikes passive. Well, not everyone seems to agree : https://forums.obsidian.net/topic/117267-death-godlike-vs-human/ Yup, Pallid Fate is great, but it requires a lots a building around to work. That's why I plan to buff Death Usher a bit instead. In the right conditions, Death Godlike would be great, but at the cost of a lots of efforts, so it's normal if it is rewarded a bit. It would have been a good idea but I specifically wanted to add a Passive to Moon Godlike so they stay relevant once Tidal Waves are consumed. By the way 5-25% raw damage resistance eventually felt a tiny too situational (better for some classes) for my taste, so I plan to also add a +4 Corrode AR on top of this.
  2. Yup, in the initial post I added that the bonus could only apply to Hurt or ABOVE (so not to bloodied or near Death). +10% healing received +0.5% per lvl when Hurt or above would fit I think. I'm also considering 20% +2% per cl lvl for Death Godlike against Near Death so it won't start too much lower from current version.
  3. Sure, I'm not 100% sure about this one. Still the +1 PL bonus feels a bit dry, especially since it's not guaranteed (even if it isn't too conditional either). Compared to a Stone of Power (since we're speaking about equipment slot), it feels meh. Sure stone of Power only works for a fight every day, but it is still more convenient for boss battle and add INT on top of PL. Healing received felt okay fluff wise but I agree it is a strong bonus. I tried to give it a value comparable to the healing done talent, even a bit more since healing done is arguably better on a healer, but I guess +15% healing done is simply a very good talent. I think the idea that it heals less the less health you have fits Nature Godlike fluff and is interesting mechanically. I still have to set the "right"values. I'm even considering up to 25% healing received but only for Barely Injured characters.
  4. Well, the pb here is that PL scaling for non class ability may lead to Monastic Unarmed training oddness. Between 2 evils, I'd rather go class level scaling. There are some cl lvl scaling in the game yet, such as Cipher Focus or Tough talent. Possibly. The fact it is low early on isn't a Big concern for me because it competes with early headgear. At lvl 8, you'll already be higher than current value. I really think that scaling passives help balancing Godlike traits with headgear. A finishing blow style bonus would fit, but "Near Death" effect sort of mirror Pallid Fate which is good from a fluff point of view I think. Also an effect which would scaling with both level and target health loss would be complicated to describe. Yup. But I agree that the values currently in my mod are too high for this. I plan to go back to 2-4 damages 7 PEN with +20% damages and +0.5 PEN per PL scaling. PEN would be quite good but endgame damages still low (comparable to Darcozzi fire Shield in endgame rather than a true fire Shield). I really think that a Godlike race that does almost nothing while health is above 50% has too narrow build possibilities. That is what I want to change.
  5. I am currently thinking about tweaking up Godlikes for next patch. I think they should have powerful effects to compensate the absence of helmet. As a general rule, I think all of them should have 2 effects (to avoid Relying on only 1), one of them should not be too situational, and these effects should preferrably be scaling since no one has helmet in the early game. So my ideas : Nature Godlike : PL bonus is quite strong but a bit lacking compared to endgame helmet. So my plan is to add them a passive "Evergreen Vigor" that adds 5% + 1% per cl level to healing received. +25% in endgame would feel nice, maybe a bit strong when combined with the PL bonus. Maybe limited to Hurt or above, so would favor constant regeneration over critical healing ? Moon Godlike : I might consider tweaking to change bit their tidal waves a bit, but I also wish to add a passive "Crescent Purity" 5% + 1% cl lvl to raw damages resisance (as voidward do). This would combine well with tidal waves for classes that inflict themselves lots of self damages. Death Godlike : Pallid Fate is fine but very combo relates, so my Idea is to tweak Death Usher up to 10% +2% per cl lvl. +50% in late game feels nice but considering that there are insta Death effects when a foe is near Death, so I don't think it would be too strong. It would have good synergy with On Kill effects though. Fire Godlike : a little trickier since it already has 2 conditional effects. My mod already set fire AR to +4, AR under bloodied to +2 and buffed the fire Shield damages. My plan is to make the fire Shield effect unconditional (so less situational...) and tweak a bit my current buffed values so it won't be strong early game. What would you think of these changes ?
  6. Np, I had no Time to play either. Mod patch 1.3 is probably going to be releases in september, and I am still wondering about some godlike tweaks.
  7. No one has a bit of time to try it ? I'm going to keep the values above without feedback. It would make the fight less tedious anyway.
  8. Good Luck then. Unfortunately I won't have much Time to help about this. You might not have been a modder until now. But 7 months ago, I hadn't modded a single game in my life. And I'm not a dev IRL either. Si it's doable !
  9. The problem is that I have no Idea where Phenomenum let his add on... If he uploaded it anywhere.
  10. So, I've tweaked Dorudugan with the values above. I also decreased : - Resolve by 5 - Base Deflection by 15 (so -20 because of -5 Resolve) - Base HP by 1000 (around 2k less with CON bonus) I've checked in-game if the implementation was correct (except HP because too tedious to do). Now since this is more a pb of suitability than pure mechanics, it would be greatly helpful if someone could test a bit the change using following file. I'll be on holidays now so there is no hurry. That would be very kind because this is the only change that is too subjective to be properly self-evaluated. gn.dorudugan_nerf.gamedatabundle I think even with the cheese nerf from the mod, Doru should still be manageable using Revku Cloak, some immunity to Pull or engagements, Essence Interrupter and some lasting movement speed.
  11. AR 14 AR Burn - AR Crush 12 AR Corrode 14 AR Pierce 14 AR Freeze 14 AR Slash 16 AR Shock 8 @thelee So, this, for example ? (+2 on PotD of course). It's close from Hauani O Whe in term of range. And what would you think about reducing slightly its movement speed ?
  12. 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.
  13. 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.
  14. Fun fact : Heart Seeker does not benefit from driving flight but Whirling Strikes does, if you hold a ranged weapon in left Hand.
  15. Fortunately, Axe modal is bleeding cuts so You have an easy source of raw damages.
  16. 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.
  17. 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.
  18. 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.
  19. 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".
  20. 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.
  21. 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.
  22. 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.
  23. 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
  24. 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 ?
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