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Everything posted by Elric Galad
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What I'm probably going to do : - 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. Still situational, but very helpful in this critical case.
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Wait a minute, you don't need any stealth to pickpocket ? It just rises the difficulty by 2 if you're detected ?
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Ok, so I've started developping all the above and I found some Strange issues with the Priest Summon : they don't seem to get all the Equipment in the Gamedata Files, especially weapons (note that it is possible to change Pallid Knight's armor through the same Gamedata Objects, so it is the most likely the right objets : it just doesn't apply completely). This problem is limited to priest summons, that's why I didn't see it untill now. This means it is impossible to change them directly (but Legendary quality equivalent can be added through passive) but also means there are some discrepancies in the initial table : Spiritual Ally : Weapon is a simple Mace (not Fine) Magran Incarnate : She has a Superb Rathun Sword and Shield instead of Superb Morningstar. Berath Incarnate : Pallid Knight has a simple Greatsword (not Superb). (Her mail has not quality as described in the GameData files) Usher has a simple Scepter (no superb Quality) and a simple Robe (no Superb Quality). His medium shield is superb though. Eothas Incarnate : Male Dawnstar is identical to what I previously described (though he cannot be modified either). Also its base stats are fighter ones (my table shows Priest base stats, but it is impossible to edit now). I've not been able to check Female Dawnstar 1 (see issue below). Her Leather armor is superb though. Female Dawnstar 2 has a no quality sickle (no superb weapon) that she uses one-handed. Her Leather armor is superb though. More important, Female Dawnstar 1 seems to have an infinite recovery. Therefore, I couldn't check her weapon. I've checked with an unmodded version of this ability. Would someone be kind enough to confirm the issue ? I might consider replacing her by another Female Dawnstar 2. The devs really didn't check the summons very well : now I've confirmed that "Many Lives..." phrase Skeletons scale with the "scaling difficulty option" : if you toggle on the upscaling for foes, they will be better. This is similar to Brittle Bones scaling with difficulty mode... but different.
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You're right. The problem is mainly about discrepancies within a Tier. Druid Tier IX has heavy discrepancies between the Good, the Situational and the Bad (granted the difference between Bad and Extremely Situationnal can be thin, such as with Touch of Death). Druid Tier IX is basically a choice between Greater Maelstorm and Pollen Patch as you pointed (since you suggested buffing all 3 others !). However, when a spell is unique enough, it will still have some uses. That's a Single Player Game after all. A character doesn't have to feel the strongest, just the best at something. Being able to stop a wave of zombies with a Wall of Thorn is priceless, even if good old Relentless Storm or Embrace of the Earth Talon can be considered as overall better. That's why it is not only a problem of raw power, but also uniqueness.
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You're right, after thinking twice it's OK. Well, I think that my main problem is that it feels quite redundant with Venombloss, albeit less convenient. And it is on a Crowded Tier. And Poison effects are a bit situational considering how many foes are immune to it. Currently, I'm thinking about simply replacing Weakened by Immobilized (for 2s) and removing all references to Poison. The best thing is that it would feel like... you know... a Wall. This would give the spell a quite unique effect. There are many fights where foes keep coming, and this would allow to stop or slow the flood when foes get caught in the wall. I can see mylself casting it instead of Relentless Storm. Giving Entropy a Duration instead could solve this weirdness. What would you guys think about it ? EDIT : But I haven't check if the glitch can simply be corrected.
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Wow this is great ! It really feels like a true item from the game (well, a bit easter eggish one but still) Excellent weapon for a Black Jacket (due to club modal and active effect purging effect) ! Slight stupid question : is the club animation realistic considering you are wearing a torch ? I mean, do people orient their torch toward ground ?
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Then it's another story : - Megaboss 1 : Nothing special, having at least 1 priest (Single or Multiclassed) is heavily recommanded for Salvation of Time and Barring Death Door - Megaboss 2 : Nothing special, but having a Rogue with Gouging Strike is extremely helpful in my experience - Megaboss 3 : Some Interrupts or Summon greatly help. - Mgaeboss 4 : having at least 1 priest (Single or Multiclassed) is heavily recommanded Having at least a Cipher (Single or Multiclassed) with Ancestral Memory is recommanded. as a source of Brilliant. Some items can provide it, but not as reliably. This Cipher shall be a different character from the Priest. Also having a good source of Dispell is nice for a certain encounter. But following item may be sufficient : https://pillarsofeternity2.wiki.fextralife.com/Street+Sweeper
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When I initially started my analysis, I thought there would be much more creatures that require a lower scaling because of balance. Now when I look again at my list, it seems that there is not that many non-fully scaling summons. Full scaling seems to be possible without too much impact on balance, with only a handful of changes, as listed below : Chanter : Skeletons are a non-issue. No one would summon skeletons more often just because they get Exceptionnal Weapons instead of Fine. They are short duration anyway so it's not too much a problem. Ogres could be fully scaled too. I have redone their DPS calculation, and they will be Under Animated Weapons anyway. I still believe (upgraded) Wurms could be a problem. Their AR / DPS ratio is basically like if an Animated Warbow was wearing a Medium Armor (weapon is slightly better but recover slightly slower). Their base HP pool is far from being bad, they are Barbarian level, and they have +4 base AR compared to AW. So even if AW are overall a bit tankier, and their MIG/DEX adds up to their DPS,I think that the gap isn't big enough to justify x2 Phrase cost. Also Wurms have a better duration due to more benefit from PL. But a simple solution could be to reduce a bit their Duration, to Something like base 15s (so they will last less, even taking into account their lower PL), and let them have a Full Scaling. Priest : Incarnates come "already scaled" because they can be summoned only from level 19. I think it's not that confusing if some come with Legendary Equipment and some others such as Ryrmgand with just a very high base attack. Incarnate of Skaen stats should be tweaked a bit so that its base Attack match Legendary equipement. Druid : Sporelings aren't a big issue. Even Fully Scaled, they won't hit that hard. They could be slightly OP for a Tier I spell, but since it's a Subclass Feature and still inferior to higher Tier Summon, I think it's alright. Most of Call to the Primordials Ooze (Black, Magma and Adra) won't be OP with full scaling. However, Bog Ooze would be brutal, very high damages, 13 AR and 15 PR is better than any druid summon. This would also make the spell random, with 50% of summoning such a monster. So the easiest solution would be to cut Bog Ooze from the list of Summoned Oozes (EDIT : Or maybe replace it with a Lesser Bog Ooze ? Yes, this is technically feasible since the creature exists). Even scaling a bit more the other oozes would be OK in this case. I think this solution would be clearer than what I previously stated (and much more than how it is currently in-game).
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(once again, sorry for the multiple post, but I think this one should be the last of the analysis) So now it's Chanter turn. One thing to keep in mind with Chanters is that all their summons share the exact same pool of ressources. So if each one has not a clear role, it will be completely useless (meanwhile a Druid may sometimes cast Lesser Blight only because it's his last Spell Tier with a Summon). Skeletons : Will scale at levels 9, 13, 17. They start as poor so they have "fine" weapons at level 20. Scaling will not apply to split skeletons (for some reasons, they benefit from difficulty level scaling, so not applying scaling is the best way to make sure they stay "lesser"). Role : Skeletons are here for their numbers. They're fine at it (and have much combo potential). Note : Scaling will not apply to "Many Lives..." phrase skeletons (because they don't scale anyway). Phantom : Will scale at levels 5, 9, 13, 17. Phantom upgrade duration : 25s -> 60s. Role : with such a duration, Phantom will be design as "summon and forget" for those chanters that don't like summons but still want an extra body. He's cheap, he stays for long so I think it's a good niche for him. Wurms : Will scale at levels 13, 17. Upgrade cost : 4 phrases -> 3 phrases (I have already aligned all chanter upgraded invocations with the cost of their original ability ; I want to keep this principle : an upgrade should be a strict upgrade, as for all other abilities / classes) Role : Wurms are cheap ranged brute force. If you look at the table, they have pretty good attack strength for their cost, especially when upgraded. So I don't want to "overscale" them. I don't want cheaper Ancient Weapons... ! 2 scaling is just enough to bring them to 11 PEN, which is kind of "default PEN" for level 20 weapons. Wisps : Will scale at levels 5, 9, 13, 17. Role : Wisps are utility-based summons and I think they are in a good spot for Interrupting / Distracting. Full scaling won't do much for their lowish attack but will at least bring them to 11 PEN. Ogres : Will scale at levels 9, 13, 17. Role : Tanks with damage dealing potential. With a bit of armor scaling, they will become tougher than Animated Weapons. Oh, and they have this wonderful 3 base Engagements. I want to make sure they don't reach Animated Weapon DPS potential. They have a slow attack rate (due to their recovery), so it's ok. However they will still do okay damages in melee with a bit of scaling (they needed PEN scaling to stay relevant). Drake : Will scale at levels 5, 9, 13, 17. Duration 25s -> 35s. To add : Ground Immunity, Fear Aura and Dex Resistance that all other drakes have (Dragon Summon gets an improved version of Fear Aura). 2 Knockdowns -> 3 1 Fire Breath -> 2 Role : Drake is on a weird spot : it is basically a lesser version of Dragon Summon, but is not that much cheaper. It comes alone (well till its death), but its barely OK stats don't really give him an edge over multiple summons (Ogres or Weapons for example). Its upgrade require it to die to be useful, which may not happen reliably. That's why I think it deserved a good buff. Stat-wise, first, with full scaling. I also added the classic resistances and fear aura of other Drakes. Even with this, I doubt that it matches the raw power of Ogres and Weapons, that's why I want to increase the number of uses of its AoE abilities, to give him an edge over them (especially Ogres who have a bit of AoE themselves). Even with all this, Drake remains a weaker dragon. That's why I wanted to emphasize its longer duration side since its the only logical edge he can get over a grown-up. The result, I hope, is a well-rounded summon who can tank a bit, attack a bit, have some AoE and utility, has an average summoning cost and last for a decent duration (but less than hey phantom). Dank Spore : Will scale at levels 5, 9, 13, 17. Duration 25s -> 35s. Role : Dank Spore is an utility summon, but still a bit weak since its charm ability has a long casting/recovery and its upgrade's stinky cloud can be tricky to use. Some scaling will help it a bit (the current version already scale in a weird way for some reason), as well as a slightly longer duration (which also help getting sure he stays long enough to be killed). Animated Weapons : Are currently already fully scaled. No change. Role : Summons so good I had to analyse all other summons to make sure they could be relevant in front of them. Great brute force with a bit of Prone attacks from Animated Pike. Dragon : Will scale at levels 5, 9, 13, 17 (well, it will be fully scaled at level 19 when you get it) In addition to scaling, I'm going to change Dragon stats because they currently don't make sense, with a bottomless pit of health but lower AR and attack than the drake ! - Armor 7->10(+4 from scaling) with resistance to Fire and Slash and vulnerability to pierce. (Based on the (scaled) version of the Drake, +1 AR) - Health 200 + 50/level -> 100 + 30/level - Attack : 16-22 CRU/PIER, 7 PEN, normal attack speed -> 20-26 CRU/PIER, 9 PEN, fast attack (+scaling) (this is based on the drake attack, but slightly improved) Role : the ultimate summon, but not the best at everything. Its defense will be good, and HP the best, but multiple summons could still have more total HP and AR is not significant vs everything in PotD upscaled. The Dragon is mostly about AoE. It is also good at tanking but it has a rather low duration (less benefit from PL). I don't think improving its auto-attack is that significant because the dragon should mostly use its special attacks. But a 7 PEN attack was not noble enough for this creature. Its fear Aura also brings a bit of utility.
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OK, so as for Sun & Moon, it should have separate effect for night & day. <Brainstorming on> By Night, Night Club has a chance to Charm Target on hit (vs Will, so good Synergy with the Modal). Can be improved with Dominatrix upgrades that upgrades Charmed to Dominated. By Day, Night Club has "Clean up the Mess" mod that cause -5s Hostile effect when hitting allies. Can be improved with "Secret Reveler" to 10s. Has mod Drug Dealer that causes one of the drug effect on target (Ally or foe) for short duration... that causes a crash when wear off. Has mod Hard Beat that has a chance to cause a lasting effect that Interrupt target every 3s. Mutual exclusiveness to be debated. <Brainstorming off>
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I think this weapon could have a great potenial as a on a Beguiler. Granted you need to be either multiclassed with a druid or with a druid in your party (or maybe... scrolls ?), but the effect of +2 PL would be pretty great with your Deception Spell refund and your Cipher spells in general. Disintigrate also benefit a lot from PL. It's almost like being ascended all the time. You would need another backup weapon for sure. Maybe with a Fighter Multiclass for Quickswitch (and general fighter goodness) ?
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As I said yesterday, I wasn't fully convinced because of 2 issues : - Inequal summons. Multiple summons just feels better. Just too much. - Risk of making priest into top tier summon spammers, which they aren't meant to be. The PL malus was the limitating factor for Incarnate, so they could only spam Spiritual Ally without backfire. So I'm going to address this the following way : Change -5 PL malus for 30s into stacking -1 PL malus for 300s (instead of -2 PL for 30s) EDIT : mmm 180s will be enough. This is supposed to make using Incarnate once not too bad, but using it several times in a row (especially thanks to Brilliant) more punishing. I could have made it last the whole battle, but I wanted to leave hope for Megaboss encounters, especially for a High Resolve build. 300s will not stop at the end of the fight, because I wanted to make the stacking malus relevant even if Brilliant is not used (at least for for vibe, the player can still way for the effect to wear off). Incarnate really felt like a "last resort" ability, not something one should use everytime, and I wanted to keep this feeling. Note that is also meant to mitigate the inequality between Subclasses' Incarnate. Use Incarnate Tiers to compensate for Subclasses Tiers There are 3 Priests subclasses Tiers for me (and Thelee's Gamefaqs is more or less aligned with it), leaving Woedica apart from the debate because no Incarnate and Gaun and Rymrgand too because their incarnate are good enough and pre-determined Companions can be a litte stronger : - Tier A : Wael and Skaen because they bring completely new abilities the class. - Tier B : Berath and Magran, cause they bring many abilities, but not as "new" as the other (other damages spells aren't exactly new compare to Invisibility or Defense self-buffs) - Tier C : Eothas, cause he only brings his symbol and Sunbeam. Eothas still okay for MC cause it saves a lots of ability points for "classic" priest abilities, which is relevant in this case, but is very meh for SC. Incarnates are currently the following tier : - Tier A : Eothas (3 almost always better than 1) - Tier B : Berath (2 almost always better than 1 and worse than 3) - Tier C : Magran, Wael and Skaen. So I came to the conclusion that Magran's Incarnate can be buffed to match the power of Berath's pair. With Magran on Tier B, we will have a perfect mirror of Subclass Tiers. Magran's Incarnate is going to be a Defensive Juggernaut, Impervious to Hostile effect with a level of attack comparable to Skaen (but without Sneak Attack, so Skaen would still be better at pure damage dealing). I will set its CON to 25 (nearly as much HP as Skaen's), RES to 25 (-45% Hostile effect duration, feel free to add an Inspiration on top of that). Armor would be changed to 14 AR without weakness apart Cold and its Recovery would be lowered from +67% to +34% (this value comes from a Fighter with Armored Grace wearing a heavy armor. This is suitable for Magran who is an Armored Garce, pardon my French)