-
Posts
4003 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
For reference, all Megabosses HP (based on Gamedata files, +/-1 because I'm not sure about rounding, but it doesn't matter) : Dorudugan : Normal : 13 450 PotD : 16 825 Belranga : Normal : 5 504 PotD : 6 880 Auranic : Normal : 2 457 PotD : 3 072 or 2 572 (Auranic is a Kith who has probably normal HP for a lvl 28 Wizard. She benefits from a status giving her 2 000 additional HP. Since "Tough" ability is coded the same, I assume these 2 000 hp doesn't benefit from CON but I don't know how this interacts with PotD +25% HP. Sigils : Normal : 1 250 PotD : 1 563 Hauani O Whe : Normal : 7 201 PotD : 9 002 Gigantic Black Ooze : Normal : 3 746 PotD : 4 682 Agreed. This would completely change the nature of the fight. I'm not sure. Dorudugan is already denying many player's ability, and this would deny its ability to react. And it won't be easy to balance. Still interesting to consider.
-
Megabosses have been discussed a lot for being too different from other encounters. And overall a bit tedious. This is not that they are simply harder, it's that they rely too much on sustainable/renewable builds and often deny a whole bunch of abilities or builds. Therefore, they only favor few tactics. Many of them are cheesy ones that I nerfed by my balance mod.I know that Phenomenon (one of the author of Community Patch) wanted to tweak Megabosses for less HP. After a feedback about my mod, I now wonder the same. If only a few builds can beat them it might be annoying, especially for Solo runs (people tend to be completionnist you know). That's why I wanted your opinion about the subject. If I lower their HP, I might consider buffing them in other ways (More Accuracy, PEN, new effects ?). My goal is to make them more interesting, not simply easier. Dorudugan might be the most critical case. Not sure there is even a problem with Belranga, Auranic or Hauani O Whe (even if less HP can make them less tedious). For Dorudugan, I think the following could be nerfed : 1) Less HP 2) Resistant to Perception instead of Immune. 3) Only 32 RES (-66% negative effect duration instead of -75%) 4) Can be interrupted. But I'm not sure what could be buffed to keep him challenging. Maybe something to counter summons spam more easily ? What is your opinion about this ?
-
I think I've figured what is happening. What remains true : A) Each tick heals for 15% of received damages (20% for unbending trunk). B) Each time damages are received, an Unbending charge is added, for base 5s increased by INT and PL. What I've found : 1) All Unbending charges tick simultanneously. 2) Each time damages are received, a tick happens. (If no additional attack is received, the next tick will happen 3s after) Because of 1) + 2), each time damages are received ALL ACTIVE UNBENDING CHARGES HEAL FOR 15% OF THEIR CORRESPONDING DAMAGES. That's why when one take of lots of attacks with Unbending active : each attack that doesn't do more damages than 15% of the sum of previous attacks with an active charge (including itself) will heal the Fighter. As an example, if Unbending charges last 9s, they will heal 15% from original attack + 3x15% for each 3s tick = 60%. But if the Fighter is attacked every 1s, the Unbending charges will heal 15% from original attack + 9x15% = 150%. (multiple attacks such as Blunderbuss only count as 1 attack because they are simultaneous and don't proc multiple ticks) Yeah ! I suspect similar mechanics happen for other DoT / HoT with multiple charges. For example Bleeding Cuts, Spiritshift boar attacks, or maybe even deep wounds. I guess it is the reason why the Bleeding Cuts + Blade Cascade combo managed to kill Dorudugan that fast in a video published on this forum.
-
Yes, maybe. I will probably need more feedbacks from other players before starting to tweak encounters. In particular, I would like to know if the main issue is with Dorudugan or if other megabosses are a problem too. Auranic feels OK to me, Belranga seems manageable and even Hauani O Whe is more about preventing the merges than pure stats cumberstop. All of them require sustainability, but not that much more than Survival Aspect fights.
-
Thank you very much for your feedback. At least this confirms that my mod avoid the usual mod powercreeping tendancy ^^ That said I think that the issue is that PoE2 is a party CRPG and that the rules are overall balanced for playing with a team. Solo play is a kind of perversion in the freudian sense, a deviation from normality (What is the Ultimate then ?). Of course, it's fun (perversions are fun, nay ?), but the ruleset is not meant to be robust to it. Some classes are better for Solo play, and some just don't fit. Solo play relies quite a lot on various cheesy tactics, and my mod just cuts a lot of them, so it's expected to have more consequences on Solo than Party runs. So my question would be : if we leave the question of Megabosses apart, how did Solo feel with the mod ? Is the general experience was better or worse ? If it was worse, I may consider adding a warning about the nerfs package for Solo play. If it was better, then we have to speak about Megaboss. Megabosses have been discussed a lot for being too different from other encounters. This is not that they are simply harder, it's that they rely too much on sustainable/renewable builds. I think it has been said several times on this forum : the ruleset is not very robust to megaboss, since it favors few tactics (and many of them are cheesy and nerfed by my mod). Also the issue is a lot about Dorudugan itself since it is so hard to beat by conventionnal means AND has no way to dispell gamebreaking combos. Auranic and Hauani O Whe have some dispells and I believe that Belranga is more manageable than Doru. I know that Phenomenon (one of the author of Community Patch) wanted to tweak Megabosses (maybe not simply nerfing them ? What if Doru could summon fire elementals in exchange for lower HP or less immunities ?). I think this could be a better solution than de-nerfing broken combo. That's why my question about how the rest of Solo feel is quite important. If it feels good, I would sort of confirm that the problem is about Megabosses.
-
Community Patch Poll suggested to make chant scaling with PL. I'm wondering about it. For version 1.2, I added a PEN scaling to rooting pain. The reason is that passive abilities do not benefit from scaling (they do get bonus PEN based on their ability level, but not through PEN scaling). I think an ability without scaling PEN is a problem. When it does a fix amount of damages (or Healing ?) the absence of scaling is also a bit meh. The same could be true for modals. Duration scaling for passive/modals/chants could also be suggested, but I think it could mess with balance and there are already abilities (rays for example) for which duration doesn't scale. What do you guys think about passive/modals/chants scaling ? For my part, I think : - PEN should always scale. Not scaling PEN is incredibly annoying at high levels. +1 PL -> +0.25 PEN, as for active abilities. - Fixed damages (such as brutal backlash, rooting pain, dragon trashed, wildstrike) should scale as active abilities. +1 PL -> +5% damages - Healing effects should scale as fixed damages. This is important to make Come, Come, Soft Winds of Death consistent with its damages part. +1 PL -> +5% damages. But I have a concerne abou Ancient Memory and Exalted Endurance because they are already quite good. - Duration should not scale, especially because linger duration scaling would mess with chanter subclasses (and chanters chants are powerful enough as they are) List of targetted abilities (leaving apart duration) : - Exalted Endurance - Providence - Come Come Soft Winds of Death - Dragon Trashed (CP rising damages from 4 to 5 per tick could be unnecessary with an added scaling) - Ancient Memory - Wildstrike Frenzies (they are high level so don't need scaling that much) - Rooting Pain - Brutal Backlash (could also be buffed a bit) - Unbreakable / Unrelenting - (I think Constant Recovery already scales) Am I forgetting anything ?
-
My mod add a cap for SoT effect : Blade cascade (or any other effects) can only have its duration doubled by my version of SoT. It's very strong, but less than normal. Blade Cascade is extremely strong by itself anyway.
-
I'm happy to announce that the mod has reached its 100th download (from actually different users) on Nexus. Apparently, it has been "hottest" PoE2 mod from its release (appears first on Nexus for PoE2 because of number of recent download, I suppose). Once again, thank you for your support ! I advertised for it on Steam forum but got a single "I-would-have-done-otherwisish but vague" comment (my favorites ). However, it received a much warmer welcome on reddit. I don't know how much this contributes to diffusion, but I wanted to share this experience.
-
Multiclass Edit : I meant Single Class basically... grants +1.5 focus per second because of PL (with Prestige). You need some +1 PL to make it actually +2. Might still worth it (also with Shared Nightmare), even if multiclassing with caster sounds better. One good thing with Psion is that it regenerates focus while casting, which is ideal for spamming moderate level powers such as Soul Shock (better than an auto-attack). Beguiler might be better at it though. The main drawback of Psion is that it stops generating focus when damaged. This is the reason why CP change makes it much much better. I guess it could be tedious to play otherwise.
-
I just checked in-game some stuff about Unbending : 1) Unbending does not benefit from "healing received". That deserves to be noted, especially with a chanter in the party. 2) For some reason (akka bug) Unbending count as Tier 4 instead of 5 for the purpose of PL scaling. I checked in the Gamedata files after spotting it in game, so it seems to be actually a mistake. Basically you get a free +1PL from casting Unbending. I could correct it in my mod... or maybe not Note that this also applies to both Upgrades. 3) The secondary Unbending beneficial status last for a base 5s and are supposed to give you 25% (/33% for Unbending Trunk) over this duration. INT and PL have a multiplicative effect on this duration, so it is actually 25% * (1 + INT modifier + beneficial effect modifier) *(1+ PL modifier). Each tick gives you 25*3/5% health But this is pretty well known. What you are not told is the following : if you're not at 100% health when hit, you also get an initial tick of 25*3/5 = 15% health back. For free. Yeah. So Unbending at PL 5 with 10 INT actually gives you approximately 40% Health back (the approximately comes from point 2) above ). The INT/PL scaling does not apply to this initial tick though. So the complete formula is 15% + [25% * (1 + INT modifier + beneficial effect modifier) *(1+ (PL - 4)) ] (for unbending trunk, simply replace by 33%) So it seems possible to target 100% damages restored without Wall of Draining.
-
I never heard of it after the poll. It seems like a non-trivial change (especially because of shifters), so maybe they had technical feasibility issue, or was simply discarded because of lack of time. Maybe be a good old bug. I'll check it with my version. Maybe Flanked from actual flanking stacks with everything though (sort of passive). We (I and Frykas, who suggested the change) had similar issue with persistent distraction but I tweaked it to avoid it. EDIT : OK, my intuition was right : actual flanking maluses stack with everything because it counts as passive. Actual flanikng + divine mark = -35 deflection for example. Confounding blind only cause stacking deflection malus if flanking is applied first by actual flanking (or by Persistent distraction if you don't use the nerf part of my mod). It doesn't work with flanking applied by status, especially the blind from Confounding Blind. I don't think I can change the stacking of actual flanking since it is most likely hard-coded,. At least my mod does not make things worse than they were. I will simply change the mod notes to precise it doesn't stack with flanking from Blind part of the ability.
-
Just a little message : if you want to support the mod recognition, there's 2 easy things that you can do : download it on Nexus, and (after 15min) endorse it (but only if you actualy used the mod, let's be gentlemen). Please don't feel forced to do so (especially if you don't have a Nexus account) but I would be grateful ! Edit : suddenly realized I had never endorsed CP