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Elric Galad

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Everything posted by Elric Galad

  1. You get +1 focus per second for 2PL. Well I meant Single Class, not MC. So +2PL at lvl 20 +1 for Prestige is basically +1 or +2 defending on tout setup.
  2. 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.
  3. This is somewhat close from 1.2 version of my mod. I think his version of Moon godlike silver tide might be a tad strong. I wondered if Nature godlike needed another passive too but I eventually did nothing.
  4. Was it Scout Maïa ? I suspect deep wounds count as a separate attack. (And possibly other lashes too)
  5. 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.
  6. 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.
  7. 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
  8. And here it is on Nexus : https://www.nexusmods.com/pillarsofeternity2/mods/438 Feel free if you have any comments about this Nexus release !
  9. Aren't engagements Worth considering for a party tank too ? Paladins/Wizards aren't very useful for this.
  10. Well, the reasons for this are : 1) This is a balance mod. Changing Companion subclasses is not tied to balanced since Vanilla Classes are supposed to be as powerful (albeit less specialized) than subclasses. Note that I have tweaked Wildmind and Paladin of the Five Suns since they felt underpowered. 2) You don't need a mod to change subclass. A Console command is sufficient, as described in the link below : I think all mods disable achievements. EDIT : For some reason, I thought they did, but they don't. I plan to release it on Nexus the day after tomorrow. No idea for Vortex, but I think Community Patch doesn't work with Vortex, so I think my mod won't work either (and I recommend using CP anyway). Maybe @Boeroer can confirm ? The thing is, this is my first mod ever, so I'm not very experienced with such things. I have very few available time to work on Vortex compatibility (consider I've more or less sacrified actual playing while creating this mod ) Thank you ! I wasn't much into using mods either since rule changes mods tend to powercreep too much for my test. I was convinced by the CP that some mods could feel legit. I don't think there will be further patch though, that's also the reason why I felt "I had to do it myself" if you see what I mean
  11. I would say that Full Attacks are really optimal with Rogues (because their additive damages bonus pretty much negate the damage penalty), Kind Wayfarer, Skalds (1-handed style being also an option), Single Class Melee Rangers, Dual Mortars SC Barbarian or Monks... and that's about it. For other class with Full Attacks, going Dual Wield isn't that necessary (even if nice). Primary Attacks are optimal with 2-handers (Knockdown, Clear Out being the first one to come to my mind).
  12. By the way, PoE3 would probably require a canon faction controlling Ukaizo. This would have a great effect on how to choose the setting (or the contrary, the dev can do what they want).
  13. 33mn ago and still no post from Boeroer about WotEP's Offensive Parry ?
  14. Good work, Next question now : Now how many builds are theoritically possible given ability variation ? Don't forget some subclasses are forbidden specific abilities. And some abilities are common for the 2 classes from a single multiclass. Time to wish good luck then ! Edit : And now what if we add item variability ? (don't forget consumables, that counts, ahahaha some items even open additional consumable slots !)
  15. I would love Old Vailia for my part. I imagine crumbling cities with civilisation stronghold in some quarters, decadence, weird cults, buried secrets, powerful and rich families warring against each others. Well, and Ships and Firearms. Maybe we had enough of this.
  16. That's the reason why I added 10% Guile on Crit on Wall of Flasing Steel with my mod It isn't much but should help giving back a handful of useful guile points for long fights.
  17. I didn't have problem in my last playthrough with 5.0.
  18. This one is only a temporary bug though. Once you complete the Final Maneuver, Nungata is back (and Una the gem seller too).
  19. I agree this could be annoying for TB, but as stated in the initial post, the mod wasn't designed (and was absolutely not tested at all) for TB. TB is too far from being balanced anyway and I have not enough experience with this mode to commit Something about it : that's why I discarded it from my objectives. Please take into account that the Blood Mage nerf is a dedicated file that you can delete, as stated in the installation instructions : "- If you don't want a particular change, search the file with the corresponing name in the PillarsOfEternityII_Data\override\xxx\design\gamedata directory and delete it. "
  20. 1.2 Changes Greater Focus : +1 starting and max Focus per character level, up to +20 starting and max Focus Keen Mind : +1,5 starting and per character level,+30 starting Focus Complete Self : (minor buff) 50% +5 focus on Crit. This one should be enough. Brutal Takedown : Interrupt on Hit -> Interrupt on Graze (to give it more interest compared to Takedown Combo) Rooting Pain : +0.25 PEN per PL above Tier 4 (instead of nothing). The total absence of PEN scaling (passive usually does not scale) was annoying. Moon Godlike : 10 health +2/PL (I think it's pseudo-PL like Monastic Unarmed Training) so it would sit around 30 at max level. CP made it 10 health +1/PL This would be comparable to restore (except for PL scaling) but with much greater AoE. This 3x per encounter would feel enough, even if you don't control it. Maybe even a tad strong. It's around 100 party health for the price of a Helmet and Racial. Fire Godlike :(I have already set ashen skin to +4 Fire AR to match Pale Elves)+1AR under 50% -> +2Base Damages 2-4 -> 4-5Damage increase : +20%/PL ((I think it's pseudo-PL too), so ultimately close to fire shield. BalancePolishingModBuffs 1.2.zip BalancePolishingModNerfs 1.2.zip BalancePolishingSummonRebalance 1.2.zip I hope I'm done now (and I can finally release it on Nexus)
  21. So for Godlikes, what I am thinking about : I'm trying to make the effect weak at low level, since you don't get good helmets at this point. Moon Godlike : 10 health +2/PL (I think it's pseudo-PL like Monastic Unarmed Training) so it would sit around 30 at max level. CP made it 10 health +1/PL This would be comparable to restore (except for PL scaling) but with much greater AoE. This 3x per encounter would feel enough, even if you don't control it. Maybe even a tad strong. It's around 100 party health for the price of a Helmet and Racial. Fire Godlike : (I have already set ashen skin to +4 Fire AR to match Pale Elves) +1AR under 50% -> +2 Base Damages 2-4 -> 4-5 Damage increase : +20%/PL ((I think it's pseudo-PL too), so ultimately close to fire shield. PEN scaling (from base 7) : +0.5/PL (so it would be comfortable at high levels).
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