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Elric Galad

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Everything posted by Elric Galad

  1. Well... I don't agree with that. Bigger shields are better at defending. You trade Accuracy for Deflection. It's like saying big Shields should provide a bonus to caster cause acc malus make them worse at casting.
  2. Perfect, I'll include this in next package. I will tune down the bashing shield damage to normalized 7-10 damages 7 PEN (from 13-16 damages 7 PEN for a 1-hander not fast). Dual Type of damages too, and fire keyword for Magran's Blessing. That's the same reduction factor that Tuotilo 8-10 damages 7 PEN (from 14-16 damages 7 PEN for fists).
  3. One of the author, Maxquest, is not active anymore. And he is the one with the Nexus account, so no one can upload a new version of the CP now. Other authors are still a bit active, so there's a Community Patch Add On, but I think it only addresses Shattered Pillar + Lesser Wound bug. I will include any fixes from the base Game, CP or and course my own stuff. But I have to be aware of those problems first. I have quickly read the Nexus Comments about CP specific bugs, so in addition with the issues I've found myself, I plan to correct : - Shattered Pillar + Lesser Wound bug and Shattered Pillar updated subclass description. - Toughened fury generating only discipline in 20% of crits instead of 25% written in patch notes. - Deep Wounds only adding 15% damages instead of 20% - Lasting Empower applying to everyting including incoming effects (but for this one, I will simply revert the changes to Base Game) - Defensive Mindweb not working (to investigate first) - Carnage missing string (to investigate first) EDIT : also Sacred Immolation AoE increased didn't work on SI's Upgrades in the CP. But that doesn't matter because I overrode this change anyway (as I said, nothing personal just class design consistency purpose) For other bugs, I have to find them first. "There's missing string" as I have heard, is not enough for me. I need the ability and preferably the language one is playing with. The next version of my mod (the 1.0) is planned to include these fixes as well as fixes from the original game.. Yes, that's the plan, but I wanted the mod to be complete first.
  4. One thing to note about SC Priest is that Symbols spells are among the best AoE Damage spells of the whole game, are incredibly easy to use and also bring some utility. But Hand of Weal and Woe isn't half bad bad for Woedica. Magran's Might is a good Tier IX, single target complement to Symbols most Incarnate are either bad (Wael's) or broken (Eothas, one of the trio does not even act). Eothas is meh for SC cause it does not bring much new spells and you'll have enough Ability point to pick this if you need. For a pure powergaming perspective, I would pick Wael cause it bring new stuff to the class which are useful for a caster (contrary to Skaen, which is as good, but bring stuff more useful for spellsword hybrids). But you're going to be a very powerful caster anyway, so feel free to pick what you want.
  5. Yes, if you can do this for the Quality bonuses. As I said, I would prefer not changing the way Tuotilio's work. I will directly add your mod file to my mod (with credits) and tweak the shields stats accordingly.
  6. Well, I don't really want to change how Tuotilio's World currently. It's quite balances. Do you think it would be possible to add some keyword to your mod so it dors not apply to fist-tagged attack ? I might try it on my side.
  7. OK, your mod is probably the cleanest way to do. There should be a way to prevent this side effect. I will try to think about it. But tomorrow...
  8. I would like to use it as part of my mod, I think. This would probably require to tweak the stats of the shield again (possibly, err, nerfing base damage) Hum, is there any side effect on Tuotilo's Palm ? I fear it will receive double scaling from your mod and scaling fist bonus...
  9. Be careful about PEN and Acc. Passive / Weapon effects don't benefit from PEN and Acc scaling. You can make an equivalent to weapon quality, but it won't be upgraded by quality upgrades, so you may have to create separate upgrades... but I have already told you. The closest item from what you describe in case #1 is Aldris Blade : https://pillarsofeternity2.wiki.fextralife.com/Aldris+Blade+of+Captain+Crow It adds 10 damages but only on Crit and is considered as a good weapon. So for proc on Hit, 10 damages is certainly too much. You're basically adding base damages to an Attack roll, so the value shall be interpreted as a multiplicative % increase. It is close to a Lash effect, but will be better with fast weapons. Lash effects are around 15-20% in general, so the right value for a 100% bash should be around 2-5 damages due to not benefitting from weapon quality % damages (or decrease the proc chance for higher damages, or apply it only on crit). In any case it shall be lower than the benefits of Dual Wielding (-30% recovery). For #2, the closest thing is flame shield. That's a Tier IV spell but it does a comfortable 8-12 damages, scaling. It applies on all damages, not only Hit and Crit. You shield probably shouldn't be as effective as a Tier IV spell, but Something around 5 damages should be Okay.
  10. Here I go for the last version of my balance mod with "new content". Next package should only be about bugfixes (and glitchfixes) from base game bugs (such as Spirit Tornado not applying Staggered on Spell Hit while unupgraded version did). This will be the first release of the complete mod !!! I don't exclude to make further modifications later but to be honnest, I want to take some time to play a little (But of course, I'm not closed to suggestions, and I will try to address any bug) So now it's time for Druids and Priests and the shining star and final point of a rightful balance mod : addressing Salvation of Time abuses (included in the nerf package of the mod !) I) Druid Druids have weird spell Tier distributions : some are a bit crowded (Tier V especially), then Tier VI, VII, VIII are full of spells which might be good but are often situationnal (due to poison damages, meta-dependance for Avenging Storm, weird inconvenient mechanics for Nature's Bounty, summons unavailable to Lifegiver...) And finally Tier IX only has a Shining star (Great Maelstrom) and a sidekick (Pollen Patch), rest of spell being meh. I've tried to address that, and also buff Wildtrike Frenzy a bit so Single Class can benefit more from Spiritshift. Wall of Thorns : No actual changes, but this ability displayed a base PEN of 7 which was wrong : it is actually base PEN 9, so I corrected the display Nature's Terror : - Casting time changed from 4,5s/3s to 3s/3s. This spell suffers from comparison with Relentless Storm. In order to be a bit more friendly toward its melee focus, I lowered its casting time a bit. Sunlance : - Casting time changed from 4,5s/3s to 0,5s/4,5s. - Added Interrupt on Hit. Even if this spell wasn't terrible, I wanted to give it a bit of Oomphf, given that spells of this Tier aren't very spammable (especially because of poison/disease damages from 2 of them...). Priest gains Pillar of Holy Fire, Wizard gets Minoletta Precise bursting while Sunlance is not even multi-target and Disintigrate laughs. I thought Interrupt + fast casting would give it the special touch it needed. Interrupt has a very good interraction with its crazy Range ! Nature's Bounty : - Now its effects (20 health restored, +2 PER and MIG, +20% Action Speed for 30s) will apply directly instead of summoning potion. - AoE reduced 5m -> 2,5m to compensate that it now affects summons and everything. This spell was just too much of a headache to use. I think that this spell looks good compared to Crown for the Faithful, for example. Entropy : - Added 3 Base Bounce (Base 4 Targets) - Number of procs raised from 3 to 5. - Charges are not consumed by Graze and Crit anymore (yep, this spell was THAT BAD) - Removed Interrupt part (was good when it was single target) This spell is designed to be an AoE Alternative to Rust, albeit less appropriate for Single Target Focus. Tornado : - AoE set to 10m radius. I really wanted something a bit silly because it is a freakin Tier IX spell. It would also allow to avoid any friendly target quite easily. Thematically, it would fit the destructive nature of druids. - Range set to 20m (a bit necessary because of the increased AoE) - Added a true "Interrupt on Graze" effect, which is consistent with the Vertical Launch part. - Casting Time tuned from 6s/2s to 4.5s/3s, to be more easy to use as an alpha move. This spell suffered from comparison with Maelstorm. This version is a screen-wide attack with 3,5s of Hard CC due to Vertical Launch, so it could be situationnally better than Maeltstorm. Also, it is fun ! It can be complicated to position indoor, but, hey, it's a freaking tornado ! Touch of Death : - Set casting time to 0,5s/3s instead of 3s/3s. - Add a +25 Acc modifier for this spell. So if your accuracy is equal or greater than foe's Will, the kill is guaranteed (Club Modal for the win). Not guaranteed against the strongest foes, but still high chances to land. Probably not to be used every encounter, but very useful vs bosses ! Wildstrike Frenzy : - Changed from Procs on Kills to Proc on Kills Designed to have good synergy with Entropy, and less dependence on Kills. J) Priest Priests don't have many ability balance issue IMHO (their subclasses might have been more original, but that's not what I'm trying to address, there are other mods for this). But, overall, their abilities are OK (of course the few changes made by Community Patch did help). Apart for the infamous Salvation of Time (and its combination with BDD and Brilliant), most of the problems come from their weird and disappointing Tier IX. Divine Terror : - Duration 20s -> 30s OK, Priests may not be true Crowd Controller, but this spell was still too weak compared to its counterparts (Secret Horrors, Nature's Terror). In addition, Priest Tier IV was crowded with good spells, so this wan't too weak in comparison. It is still only 1.5m radius, which limits its power. Salvation of Time : Change to a lasting beneficial effects which adds 0.5s to every beneficial effects every 1s. That effectively halves their ellapsing speed of buffs (including SoT itself : it lasts 20s with a base duration of 10s). Basically still add 10s but : - Now benefits from PL and INT - Now applies to effects cast after it (especially useful for Vanishing Strikes...) - Useless to cast several times in a row - The most important : now a single effect cannot have its duration more than doubled. It is still a very good spell, even better than before, but it is now impossible to abuse by combining it with Brilliant, and all other buffs will also have to be re-cast again at some point. Hand of Berath : - 5PL -> -10PL - Now auto-hit. Basically a boss fight ability. No one can escape neither death nor Berath. Since it only debuff abilities, and Resolve of the target still applies, I think it is fine like this. Revenge of Skaen : - Range 5m -> 10m - Added a -20 Accuracy effect in addition to Blind. The idea was to create a "Greater Blind" from the "Greater Skaen Darkness". The -20 Acc does not stack with -10 Acc from Blind but the idea was to create an effect that goes through Perception Resistance Disoriented and -20 Acc is roughly the same as Blind and -20 Acc. Even Perception Immune will suffer from this spell. It is meant to be a good debuff with an enormous AoE. Blessing of Wael : - +5 All defenses -> +10 - Now works vs any kind of attacks (not just melee ones) - Now targets Will - Changed the Blind affliction (which was too redundant with Skaen's Revenge) for a random effect of -10 PER, INT or RES. Once again, I wanted a god power that goes through Affliction Resistance. INT Afflictions could have been nice, but would have been trickier to balance. Foes who strike several time, or several party member because of AoE attacks will quickly suffer from 2 or 3 large penalties to their mental attributes. Also, this feels more Waelish than a mere Blind Affliction... Miscellanous change : Bashing Shields : Since Bashing Shield (apart Tuotilio's Palm) have weird mechanics that may cause the character holding it to do less damages than with classic sword and shield ( refer to https://forums.obsidian.net/topic/114801-bash-mechanic-question/ for more details), I've changed a bit their stats. For Best Defense, I've added +16 Accuray to its roll, and attack is now 11-15 base damages with 11 PEN. +16 Acc ad 11 PEN are because it's supposed to be a legendary item. For Magran's Blessing, I've added +8Accuray to its roll, and attack is now 11-15 base damages with 9PEN because it's supposed to be only exceptionnal. Since you can't upgrade it, I've let the same damage as legendary Best Defense. I've added Fire Keyword to the attack so it can benefit from Scion of Flame and Ring of focused flame. That's a way to compensate the absence of upgradable quality. I've also tweaked Magran's Blessing fire shield to +10 Accuracy and 10 PEN (for both base and upgraded version) since it did not scale with level and was stuck at 7 PEN. They are the only items I've planned to address because they were really weird. I don't think there is really a big need of balancing items in general. BalancePolishingModBuffs.zip BalancePolishingModNerfs.zip BalancePolishingSummonRebalance.zip
  11. The best thing with RTwP is indeed that you can go through Trash Fights faster (or the "trash part" of fights, when a couple of useless mobs are standing.
  12. Just a question : Does Trickster's and Priest of Wael's Illusion spells tagged as Illusions ? If not, I would add the keyword for my mod.
  13. To be honnest, if PoE2 devs went with an ATB system rather than this absurd round-based ruleset, the transition between both systems would have been much much smoother. PoE2 TB is beyond redemption in term of balance. It's probably fun enough though, so I guess the goal is reached.
  14. Go to page 4 of the first link. I've even found the cause of the pb for the quoted abilities in the gamedata file, so I'm pretty confident. That's one of the few mistakes in @thelee gamefaq
  15. PL scale with the initial level of the ability, even if you upgrades it, except Mule Kick and Leap upgrades as far as I know. And fo those 2 it's a bug. (Lay on Hand is a different case because the "upgrades" are separate abilities). Upgrading is always a gain.
  16. If it can be any help, I had trouble with antiviruses trying to mess with the loading time / Access to saved games. Leaving the game out of their dirty hands improved my experience in a significant manner. EDIT : good synchro
  17. Bash shield should have been coded as retaliation effects, or % chance proc when attacking to begin with. That would have avoided this headache about how it affects DPS.
  18. Microsoft could still decide that an Eora based (?)RPG worths it. But I doubt they would go for a "true" PoE3. Too risky. I am assuming that TB would be the safer marketing choice in this case, or just a completely different system. "PoE Tactics" with pure TB and wider scale battles (in the style of Bekarna's Observatory first battle) could be a good option with limited ruleset revamp. If this game had a really really long sale tail and become a cult classic, there might even be a chance for a collector edition with additional content. My Dreams would be : - Additional ending - Ability to play SSS as a standalone run. - Of course, additional dungeons or additional cities. Or maybe an Enhanced PoE1 with PoE2's Multiclass ? OK, I'm probably dreaming.
  19. Yeah Magran's blessing was tricky, not only because it is exceptionnal but also because you can get it so early and for free. If not, it ould have been an exceptionnal shield with a "legendary" bash. Fortunately, using the Fire keyword opens the way for itemization, so overall I think it could find its builds. To be honnest, only 2 levels of enchant are really needed, the initial one and the legendary one. You can skip all intermediate state and let just one (expensive) enchantment to unlock the legendary quality. Intermediate levels are not strictly needed. Yeah, Legendary shields are indeed less tricky.
  20. Thanks you ! Indeed I have just completed a change to Wildstrike Frenzy. It procs on Crit with Spiritshift attacks instead of kills now. I don't think shifter as a subclass needs special care though. There was an excellent thread about how to use Shifters, which underlined it should be mostly considered as a caster, with added versatility of spiritshifting almost at will. Also I like to underline that the greatest feat of Spiritshifting is not the weapons but Armor. It's basically equivalent to a plate (only 8 base AR, but non weakness) with 0 recovery penalty. Also note that CP added elemental keywords to their Wildstrike... Which enable getting +1 PEN through elemental talents. But that's not the whole story : I have also changed Entropy from 3 to 5 procs (and the charges are not spent by Graze and Crit as they were) and I've added 3 base Bounce. So it will enable getting a lots of procs from my version of WS Frenzy. I hope too. But as I am currently teleworking with a 16 months child due to pandemic, I only have a couple of hours to grab here and there. I have hope for next package next week end, maybe complete version 1.0 in a couple of weeks...
  21. It was simply designed with CP in mind and tested with CP installed. I own no right on the CP so I cannot include its files within my own file. So to get the intended experience : - Download and Install CP - Download and Install my mod files. - Check the mod menu after the game is launched. The files should be loaded after the ones from Community Patch, so they have to be lower on the list. Small note : there is only 2 abilities for which I "cancelled" CP modification : Sacred Immolation and Heal Companion, because I wanted to change these abilities in different ways (for reasons of Class design consistency). The content is almost complete. Next Package will be about Druids and Priests (apart for summons). Final package I plan to collect and address a couple of minor known issues, and of course make a complete updated list of changes (rather that the not very convenient various posts in this thread). Don't hesitate if you have any further questions. If you play and encounter any problems, don't hesitate to tell me
  22. Yeah, that's why I specifically said that I wanted at least the same classes
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