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Elric Galad

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Everything posted by Elric Galad

  1. I think that if you don't want to commit with a beckoner, any chanter with Many Lives... Phrase would be okay too. Since those skeletons don't scale with level, they should be easy enough to get killed. If you don't trust foes to do the job, a barbarian with Blood Thirst Can do the job without recovery. You may want to combine this with Grave Digger saber to get free Chillfog. How Healing Chain isn't Bad ? For 3 Zeal, all you get is 50- (decrease with jumps, 15% if I remember well) Healing, and the Jumps can even be "stolen" by summons which means extremely Bad synergy with Divine Retribution. Finally Healing over Time effets scale very well with PL, so Lay on Hand is pretty good with SC Paladin.
  2. Did someone mentioned Ooblit pet yet ? Thta's the semi-obscure item one should know about when going SC Assassin as Main Character. It provides +3s on all beneficial effect on "bearer" which is especially interesting with Unbending and Vanishing Strike.
  3. Nope, OP stated he will use Community Patch, so fast weapons are optimal if no special attack is used. But sure axe + fast weapons full attacks is optimal.
  4. Then if it is supposed to be similar, it would require any MC characters that want to build around summoned weapons to be more or less forced to stack PL. My own opinion is simply that I'm not 100% confident it doesn't create balancing issue... And even if it was the case, it could even be fun enough to justify a bit of Imba. It's simply that because of that, I don't want to try to make this change by myself for now.
  5. Do Stone of Power stacks with Potion of Ascension ? Anyway, Conjurer's familiar provides a stacking +1PL, so there is still a way to get to 18PL. If the whole build is focused for this objective, I guess it's not that bad if it provides good stats. But this example still shows why it is a bit tricky to balance. Yup and Monastic Unarmed Training is a rather meh talent. Unless want a bashing monk shield or play a Devoted whose weapon focus does not provide crushing damages, I don't see much point in this talent.
  6. Chanter Phrase's Thick Grew Their Tongue or Druid Insect Swarm will remove all layers of Concentration at once before starting interrupting. It would be a bit sad to waste Interrupting abilities just to get rid of Concentration.
  7. The rationale is simple : if a Summoned Weapon doesn't match the level of power of endgame Equipment, it would be useless. So Summoned Weapons have to scale well for Multi-Class... and not "too well" for Single Class. They feared Summoned weapons to be too good for SC if they have to be good enough for MC. So... errr... they based it on character level so it's "balanced for eveyrone". This is a bit the same for Summoned Creatures & Pets. Summoned Creatures, pets, summoned weapon, monk fist and natural Attack from shapeshifters are a recurring balance problem in most games (from DnD to Skyrim) because they don't scale like the Player Character and, more importantly, the foes. Consider the PEN problem of summons : it doesn't scale as your foe AR, and that's the reason why I even started this analysis. PoE1 pet and druid shifter scaling is another food example. Using Character Level for this sort of scaling solves most issues that's why I'm reluctant to open this box, even if I totally get the point. That's why Kaylon is suggesting to follow the same rule as Monastic Training : it takes the levels of the character into account (through a virtual PL) BUT also take into account PL modifiers.
  8. OK, I check the code and I still didn't find anything weird. But this bug wouldn't surprise me. For the summons themselves, I think it could be complicated because I'm not sure if and how the creature "carry" the PL of the spell. For summoned weapon, scaling based on PL is feasible but I'm not sure it can follow the rule of Monastic Training. Monastic Training seems to be coded as a regular PL scaling, but it seems to use a "phantom PL" only because it is not a "class ability" but an "universal one". It may work like this because it is the only classless scaling ability. So there's always the option to make summoned weapons scale based on PL, which will be very nice for Conjurers at least, but rather meh for multiclass. That's good ideas for sure, but I will probably not try them before I release version 1.0 of my mod.
  9. Can you be more specific about the unaffected summons ? I quickly looked at the code, and my best bet would that it does not affect "non-activel-summoned summons" such as "many lives..." phrase, split skeleton from the skeleton Invocation or the Drake upgrade's second drake. Well, given that summons scale with level and not PL, this one sounds indeed complicated.
  10. Well, not so simple for a set creature. We can have conditional passive that apply only for summons, that's for sure. Conditional Progression Tables, not sure at all. It would require that the Boolean that test if the creature is summoned can be used from this file. That is not confirmed. Consider that they didn't do it like this for Beckoner. They coded a non-contionnal ability that is conditionally applied. For Items, I don't know either. But Passive Ability can be used to "add a Mod" on a weapon.
  11. By the way, it is very important list if someone want to create a new summon spell based on an existing critter. You should post it in the modder subforum if you haven't done yet.
  12. Wow Such list Very mod But the main question here is : can it be modded ? But @Boeroer what would be the point of creating a carbon copy if I can add a condional scaling on summoned creatures ? I think summoned creatures should have their stats based on the related non-summoned one (especially because these have Bestiary entry that can be convenient for people to refer in order to get base stats).
  13. In a gamedate file called Characters.gamedatebundle. Creatures are "objects" within this file. These objects are linked to another base stat object in the same file that can be shared by several creatures. For example all oozes have the same base stats. Their list of Ablities is in Progressiontable.gamedatebundle. Their armor and weapons, even "natural" ones are in Items.gamedatebundle. The attack from the weapon itself is in Attacks.gamedatebundle. The summoning action is an Ability that proc an "Attack" that actually does the summon. All Gamedata objects are linked to each others using UUID. For example, the Creature object refer to a Progression Table by a UUID, weapons by their UUID, etc... There are a few exceptions to these link. Summon attack actually calls their summon through another rule : "Filename": "prefabs/characters/character_templates/creature/summons/cre_dragon_summon.prefab" This file is nowhere to be found, so I suppose it is generated when the game run and is a hard-code of some sort. All these are within following directory : C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata Except for add-ons which are in : C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\XXX\design\gamedata Where XXX is called lax1_exported to lax3_exported or laxa_exported to laxi_exported
  14. No, Or to be more more precise : you can swap creature summoned. You can make Call to the Primodial summon Sporelings for example. But I don't know how to create new ones.
  15. Ok, so I've found a technical solution. Some creatures, including existing foes, get a conditional passive that activate only when summoned by beckoner and reduce their health. Basically it means that it is possible to add an effect that only apply to a summoned creature, and not to its in-game equivalent. However, I don't want to alter Base Stats of non-summoned creatures to make balanced with the Legendary mods they will get at lvl 17+ (yeah Scourge with Legendary Weapon for the win) So my proposal is the following : => Potential scaling at level 5, 9, 13, 17 => Some summoned creatures may start their scaling at level 9, 13, 17 (or not scale at all) because their base attack could be considered as "already fine, exceptional, superb or legendary". For example, Drake Weapons could be considered as already exceptionnal, so only scale at level 13 and 17 (this is just an example, I havent't reviewed this particular creature). That's the cleanest I can think. Now I have to analysis the stats of all summons to balance their stats according to this rule. { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Beckoner_Summon_Passive", "ID": "a4442421-848e-4722-a357-e14d5bdd64a5", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", [...] "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsSummoned(Guid)", "Parameters": ["7d150000-0000-0000-0000-000000000000"], "Flags": "", "UnrealCall": "", "FunctionHash": 1821317740, "ParameterHash": -311550181 } "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasSubClass(Guid, Guid)", "Parameters": ["2b850001-0000-0000-0000-000000000000", "f3bc5172-9766-49bc-8b24-3a0ed9303d27"], "Flags": "", "UnrealCall": "", "FunctionHash": 877783609, "ParameterHash": -1055688267 }, "Not": false, "Operator": 0 }]
  16. Yes, that was my initial intention. But I found the following issue : Wizard and Monk's summon are "clean". My new plan is basically to have all Chanter Upgraded Summons scales somehow except for maybe skellies, at least for AR and PEN. (including Phantom : it would scale at level 9 and 17 twice the values instead of 5 - 9 - 13 - 17 ; this is because Phantom has a level of 3 so an upscale phantom would not be more than level 7, so that should avoid contamination of in-game creatures). For Druid this is a big mess : Blights, Sporelings and Primordials can't be scaling or their equivalent in game would scale too. Also Scaling is not the only problem in my opinion : some summons are better than others. Aspects of Galawain are meh even if they scale, and Call to the Primordials is arguably the best Druid Summon even if it doesn't scale (you have basically 75% chance of poping an ooze that can cast Plague of Insects, not to mention their overall HP pools). Incarnate are also not equal. I was thinking about reducing or removing the PL malus. Wael is terrible (it is basically a Greater Storm Blight with better Attributes). Given that Incarnates don't have to be strictly equal. Eothas is great but the subclass doesn't have much for itself. Rymrgand is a bit of a reward for playing a pre-defined NPC that you can't get without a Broom and High level.
  17. Almost. Lvl 1 is only base 500, not 500 + 1 x 50. So it's 1450*1.15 = 1668 at lvl 20. Upscaled scourge you face in PotD are actually 2084hp (due to PotD +25% health bonus). So much fun in Turn Based ! It's not a bug it's a feature. More generally, I don't like so much the design of many summons. The rules seem often a bit random and the re-use of component from creatures from the bestiary really lead to weird stuff. Granted that the summon design is still much much better than in old BG2 ! Ryrmgand Incarnate is just a Scourge. Dragon Summon is an independant creature in the gamefiles. But for some reasons they decided (or they were just lazy) to reuse the Base Stats of the Sea Dragon (the 8 first column of the first table). The Sea Dragon is a Boss, so it has to have huge HP pool. Is it suitable for a Summon ? Well maybe but it is still weird. The Dragon Summon has really weird Stats : low AR, low PEN, low damages, to the point these stats are even worse than a Drake. I think I'm going to tweak that. I managed to get a "general rule" for scaling : everything that is pet-like (Familiar, Fire Stag, Aspect of Galawain), a weapon (well, animated weapon), a Tentacle (Ondra's Whip, Lashing Vne Maura's) or a Copy of yourself has weapon scaling. Everything else does not scale (well, apart Dank Spore armor for some reason). Aspects of Galawain and Fire Stag deserve a mention, since their stats are literally based on Ranger Pet, which is... well not so strong, especially without ranger's passive. It's like the devs thought that inflated base attribute (MIG to RES) would be enough to make them nice, but... err... no. At least Fire Stag have this semi-broken combo with BDD. Basically some 2 Summon spells seem much better than other in their respective class : Animated Weapons and Call to the Primordials. And this beautiful Dragon is mostly good for its HP pool and abilities.
  18. Yes, it is. But what the point ? Do you really expect something can kill it before the end of the summoning ? Same stuff with Dragon : it has so many HP so it simply can't die, so casting robust on it feels like an overkill.
  19. Yup, because it's an in-game ennemy (a Scourge) that was linked to this ability. These stats weren't initially designed for a summon. https://pillarsofeternity2.wiki.fextralife.com/Scourge
  20. Yes, it is possible but honnestly, I focused on the obfuscated data. Party / Team is easy to check in game and active ability have their description easy to check too (well, except for creatures that only joins team). That would be nice, but my priority was to gather the data I needed for possible moding since I was concerned about the discussion we had on scaling PEN. So maybe later. Side note about modding suggestion the reviewers could make : Eveything in these Tables is modable BUT there is a big but : some summons are creatures actually used in-game. Only the creature level is different since the summon can be scaled to summoner level. And the link between the ability and the creature seems hard coded. So if summon is modded, the foes are changed too which I don't think is good. The creatures that have this problem are : Rymrgand's Incarnate (it's a Scourge) Sporelings, Blights, Oozes and Lashing Vine (but the later scales fine) Non-upgraded version of Wurms, Drake, Will-O-Wisp, Dank Spore. Non-upgraded and upgraded version of Chanter's Ghost (but this one I have a trick in mind if it needs to scale). 2 final comments : - All Tentacles Shaped creatures are considered Dual Wielding. Don't ask me how. - Dragon-type creatures seem really bad at SCALING.
  21. I've just created a thread that explain all stats and scaling for each particular summons. All summons (except Many Lives...) scale but some of their weapons scale and other do not :
  22. Hello there, Since it can be hard to figure what summons exactly do and how they scale (especially their weapons and armors), I decide to look directly in the GameData Files to understand how it works. Note that the tables on this thread have not been fully tested (TBH it would have been too long), but I checked several creatures to check if I understood correctly all the principles. There might be a couple of interpration errors, but based on my samples, I am pretty confident with the results. First, the base stats. They work exactly as characters stats : Accuracy and all Defenses get +3 per level and also benefit from Stats (included bonus from items for Summons that copy yourself). Caster level is used to determine the level value except if the creature as a greater intresic leve. For example, Chanter's Animated Weapons have an intresic level of 17, so : - if a level 13 Chanter cast the spell, it will count as level 17, - if a level 18 Chanter cast the spell, it will count as level 18. Thanks @thelee gamefaqs for these explainations : https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling The only exception is Skeletons summoned from Chanter's Phrase "Many lives..." that don't scale. Summon Spell Stats Base Stats Attributes Duration Number Party / Teams Deflection Fortitude Reflex Will Melee Acc Ranged Acc Base Health Health per level MIG CON DEX PER INT RES Wizard Maura's Writthing Tentacles 15s 3 Team 30 5 30 5 35 25 60 10 14 10 10 12 12 8 Familiars 60s 1 Party 15 10 10 10 15 15 24 6 8 8 8 8 8 8 Essential Phantom 30s 1 Team 45 35 35 40 25 25 30 10 10 10 10 10 10 10 Substancial Phantom 30s 1 Team 45 35 35 40 25 25 30 10 12 10 16 14 14 15 Monk Dichotomous soul 15s 2 Team 25 20 20 20 30 30 42 14 15 15 15 15 15 15 Priest Spiritual Ally 30s 1 Party 25 25 20 10 25 25 30 10 17 22 12 10 12 16 Berath Incarnate : Pallid Knight 35s 1 +1 Team 15 20 20 20 25 25 36 12 17 20 11 10 12 10 Berath Incarnate : Usher Team 30 25 25 30 25 25 30 10 17 20 11 10 12 10 Eotas Incarnate : Females 35s 2 +1 Team 20 20 20 25 25 25 40 10 16 14 14 13 12 11 Eotas Incarnate : Males Team 20 20 20 25 25 25 40 10 18 20 12 15 14 13 Magran Incarnate 35s 1 Team 5 30 5 30 25 25 60 20 20 16 12 12 17 20 Skaen Incarnate 35s 1 Team 10 25 10 40 40 40 75 25 22 20 11 12 11 14 Wael Incarnate 35s 1 Team 30 10 30 10 25 25 36 12 16 10 25 25 20 16 Ryrmgand Incarnate 35s 1 Team 20 30 20 5 40 40 500 50 18 13 15 12 10 12 Druid Ondra's Whip 45s 1 Party 30 5 30 5 35 25 60 10 12 10 14 16 10 8 Sporelings 45s 2 Party 10 20 20 20 30 40 72 24 14 8 8 9 10 11 Minor Blight (Example : Fire) 20s 1 Party 20 20 20 20 25 25 36 12 14 14 10 16 10 10 Blight (Example : Fire) 20s 1 Party 20 20 20 20 25 25 36 12 16 14 10 16 10 10 Greater Blight (Example : Fire) 20s 1 Party 20 20 20 20 25 25 36 12 18 14 10 16 10 10 Watery Double 30s 1 Team 45 35 35 40 25 25 30 10 12 10 16 14 14 15 Call of the Primodials : Adra Ooze 30s 3 out of these 4 Party 10 20 10 10 25 35 48 16 10 12 18 10 18 16 Greater Black Ooze Party 10 20 10 10 25 35 48 16 12 14 8 15 8 18 Bog Ooze Party 10 20 10 10 25 35 48 16 12 24 8 19 12 14 Magma Ooze Party 10 20 10 10 25 35 48 16 14 24 10 10 14 14 Lashing Vine 30s 1 Party 20 5 30 5 35 25 60 10 16 10 14 12 10 8 Fire Stag 35s 1 Party 25 20 20 20 30 30 36 12 16 17 15 14 8 9 Aspect of Galawain : Bear 35s 1 out of these 3 Party 25 20 20 20 30 30 36 12 30 24 18 26 10 20 Aspect of Galawain : Lion Party 25 20 20 20 30 30 36 12 26 26 24 22 10 22 Aspect of Galawain : Wolf Party 25 20 20 20 30 30 36 12 20 20 26 30 10 24 Chanter Skeletons Invocation* 12s 3 Party (Team for split) 15 20 20 20 25 25 36 12 4 4 4 10 10 4 « Many Lives... » ** 10s 1 Team 15 20 20 20 25 25 36 12 4 4 4 10 10 4 Ghost 12s/25s 1 Party 30 25 25 30 25 25 30 10 12 10 16 14 14 15 Wurms 25s 3 Party 25 20 20 20 35 35 48 16 9 10 13 11 6 9 Wurms Upgrade 25s 3 Party 25 20 20 20 35 35 48 16 9 10 13 11 6 9 Will-O-Wisp 25s 2 Party 30 25 25 30 30 30 36 12 7 8 13 16 12 16 Will-O-Wisp Upgrade 25s 2 Party 30 25 25 30 30 30 36 12 7 8 13 16 12 16 Ogres 25s 2 Party 10 10 10 20 30 30 60 20 10 18 11 10 13 12 Ogres Upgrade 25s 2 Party 10 10 10 20 30 30 60 20 10 18 11 10 13 12 Drake 25s 1 Party 30 15 20 20 35 35 54 18 18 17 19 10 8 16 Drake Upgrade 25s 1 Party (second drake joins team) 30 15 20 20 35 35 54 18 18 17 19 10 8 16 Dank Spore 25s 1 Party 10 20 20 20 30 40 72 24 16 20 7 12 11 12 Dank Spore Upgrade 25s 1 Party 10 20 20 20 30 40 72 24 16 20 7 12 11 12 Animated Sword 25s 1 +1 (+1) +1 Party 25 20 20 20 35 25 72 24 20 12 18 14 10 10 Animated Pike Party 16 12 20 10 14 10 Animated Wand Party 12 12 24 12 16 10 Animated War Bow Party 16 12 24 10 10 10 Dragon 25s 1 Party 0 0 10 30 50 50 200 50 25 22 18 24 20 20 * Note that the splitted version are based on the same stats / creatures, but also benefits for diffculty mode scaling for some reason, contrary to the orignal one. That's +8 Acc/ all defense, +1PEN/AR if you play in Hard for example. ** Note that this version is based on the same stats / creature as the invocation version but does not scale with the summoner level. However, it is apparently level 5 with +2PEN/AR for some reasons (that's the best approximation I can get). The second part is about the Summons equipment or natural armor / weapons. This is a bit more complicated because there is no universal rule about how they scale. It truly depends on the summons. Some summons get +4 Accuracy, +15% damages and +1PEN every 4 levels beyond 1 (for weapons) and +1AR every 4 levels beyond 1 (for armors). That what is reffered as "nomal scaling" and follow the table in the Gamefaq above. An some simply don't. The following tables give more details about which ones scale and which do not. Armor Table : Summon Armor Base Recovery Scaling, Item Mod & comments Wizard Maura's Writthing Tentacles 6 100% Normal Familiars 5 25% Normal Essential Phantom Copy of yours + Other Items Substancial Phantom Copy of yours + Other Items Monk Dichotomous soul Copy of yours + Other Items Priest Spiritual Ally 11 55% None Berath Incarnate : Pallid Knight 7 35% None, Immune to pierce Berath Incarnate : Usher 3+3 0% Superb, no scaling Eotas Incarnate : Females 5+3 20% Superb, no scaling Eotas Incarnate : Males 7+3 35% Superb, no scaling Magran Incarnate 10 67% None Skaen Incarnate 7 25% None Wael Incarnate 7 43% None Ryrmgand Incarnate 11 67% None Druid Ondra's Whip 5 100% Normal Sporelings 7 33% None Minor Blight (Example : Fire) 6 33% None Blight (Example : Fire) 7 33% None Greater Blight (Example : Fire) 8 33% None Watery Double Copy of yours Call of the Primodials : Adra Ooze 8 67% None Greater Black Ooze 6 25% None Bog Ooze 9 25% None Magma Ooze 7 100% None Lashing Vine 5 25% Normal Fire Stag 5 25% Normal, Fire Shield on Hit or Crit for 10-15 FIRE damage with PEN 7 Aspect of Galawain : Bear 7 25% Normal Aspect of Galawain : Lion 5 25% Normal Aspect of Galawain : Wolf 5 25% Normal Chanter Skeletons Invocation 0 0% None Many Lives 0 0% None Ghost 5 67% None Wurms 7 43% None Wurms Upgrade 7 43% None Will-O-Wisp 3 67% None Will-O-Wisp Upgrade 3 67% None Ogres 7 67% None Ogres Upgrade 7 67% None Drake 9 67% None Drake Upgrade 9 67% None Dank Spore 6 67% Normal but 3 class levels delay Dank Spore Upgrade 6 67% Normal but 3 class levels delay Animated Sword 3 0% Normal Animated Pike Animated Wand Animated War Bow Dragon 7 67% None Weapon Table : Summon Style Weapon 1 Weapon 2 or shield Damages Type PR Base Recovery Scaling, Item Mod & comments Damages Type PR / Def for shield Recovery / Acc malus for shield Scaling, Item Mod & comments Wizard Maura's Writthing Tentacles DW 7 – 10 CRU/COR 5 4 Normal scaling Familiars DW 8 – 13 PIE/SLA 6 3 Normal scaling Essential Phantom Copy of yours Substancial Phantom Copy of yours Monk Dichotomous soul DW 13-19 FIR or ICE 7 3 Normal scaling One does fire damages, the other ice damages Priest Spiritual Ally S & B 11 – 15 CRU 9+1 4 Fine, no scaling Shield Shield 8 -4 No Scaling Berath Incarnate : Pallid Knight 2H 18 – 24 SLA/PIE 7+3 4 Superb, no scaling Berath Incarnate : Usher S & B 11 – 15 CRU 9+3 4 Superb, no scaling Shield Shield 8+6 -4 Superb, no scaling Eotas Incarnate : Females 2H 18 – 24 CRU 8+3 4 Superb, no scaling Eotas Incarnate : Males S & B 10 – 14 SLA 7+3 3 Superb, no scaling Shield Shield 8+6 -4 Superb, no scaling Magran Incarnate 2H 20 – 26 CRU/PIE 9+3 4 Superb, no scaling Skaen Incarnate DW 14 – 20 PIE 10 3 No Scaling Wael Incarnate DW 12 – 19 SHO 9 3 No Scaling Ryrmgand Incarnate 2H 29 – 38 SLA 12 4 No Scaling, AOE Druid Ondra's Whip DW 7 – 10 CRU 9 4 Normal scaling Sporelings DW 8 – 12 CRU 7 4 No Scaling Minor Blight (Example : Fire) 1H 7 – 12 FIR 7 3 No Scaling Blight (Example : Fire) 1H 8 – 14 FIR 8 3 No Scaling Greater Blight (Example : Fire) 1H 9 – 16 FIR 9 3 No Scaling Watery Double Copy of yours Call of the Primodials : Adra Ooze 2H 20 - 27 COR 8 4 No Scaling, Ranged, +15 Acc Greater Black Ooze 2H 11 – 15 COR 8 4 No Scaling, Ranged Bog Ooze 2H 25 – 32 COR 11 4 No Scaling, Ranged Magma Ooze 2H 10 – 17 FIR 9 4 No Scaling, Ranged, +5 Acc Lashing Vine DW 15 – 22 SLA/PIE 10 4 Normal scaling Fire Stag DW 8 – 13 PIE/FIR 6 3 Normal scaling, Stag Carnage 40 – 55 FIR/PIE 9 - Self Destruct, 2,5m radius Aspect of Galawain : Bear DW 8 – 13 PIE/SLA 6 3 Normal scaling Aspect of Galawain : Lion DW 8 – 13 PIE/SLA 6 3 Normal scaling, +20% attack speed multiplier Aspect of Galawain : Wolf DW 10 – 15 PIE/SLA 6 3 Normal scaling Chanter Skeletons Invocation 1H 13 – 19 SLA/PIE 6–2 4 Poor, No Scaling Many Lives 1H 13 – 19 SLA/PIE 6–2 4 Poor, No Scaling Ghost DW 10 – 18 ICE 7 3 No Scaling Wurms 1H 14 – 20 FIR 9 4,5 No Scaling, 1H Ranged Wurms Upgrade 1H 17 – 25 FIR 9 4,5 No Scaling, 1H Ranged All 3 apply a DoT that doesn't stack between themselves. Will-O-Wisp 2H 6 – 9 SHO 7 3 No Scaling, 2H Ranged Will-O-Wisp Upgrade 1H 6 – 9 SHO 7 3 No Scaling, 1H Ranged (so +12 Acc compared to non-upgraded version) Also add distracting effect Ogres 1H 24 – 35 CRU/PIE 8 4,5 No Scaling Ogres Upgrade 1H 24 – 35 CRU/PIE 8 4,5 No Scaling Drake DW 16 – 21 CRU/PIE 8 3 +5 Acc, No Scaling 14 – 24 SLA 8 4 No Scaling, used as a DW pair with 1st weapon Drake Upgrade DW 16 – 21 CRU/PIE 8 3 +5 Acc, No Scaling 14 – 24 SLA 8 4 No Scaling, used as a DW pair with 1st weapon Dank Spore 2H 11 – 17 COR 8 4 Ranged, No Scaling Dank Spore Upgrade 2H 11 – 17 COR 8 4 Ranged, No Scaling Animated Sword 2H Based on Weapons Normal Scaling - Animated Pike 2H - Animated Wand 1H - Animated War Bow 2H - Dragon DW 16 – 22 CRU/PIE 7 4 No Scaling Damage Types : CRU Crush PIE Pierce SLA Slash COR Corrode FIR Fire ICE Cold SHO Shock Note about the Styles : the Styles here only matter to understand if a specific bonus is applied : S & B : Sword and Board : means that a Shield is used, but no further bonus 2H : Means that the weapon used both hands. The game may internally categorizes as "One Handed", but it only means that it brings no further bonus. 1H : Means that the weapon receives the +12 Accuracy bonus as for 1-hander used alone. DW : Means that the weapon sets count as dual wielding (a pair of claws, drake's bite& tail, or a single tentacle all count as Dual Wielding for some reasons). Therefore, it adds -30% Recovery. I might add further explainations later based on your feedback because all these might not be that easy to get. It also explains with numbers why some summons "feel just better than others", especially the deadly Ancient Weapons that basically come with a +16 Accuracy / +4 PEN / +60% damage bonus. You may now that I have modding in mind so don't hesitate to make comments about what you think of the current balance of summons.
  23. From a Game Design mechanics, I still find current Flanking perfectly fine. It rewards Micro-Management, Teleport abilities and Summons, it is a good trade-off with friendly-firing spells and is not such a big advantage that let you abuse Computer IA for easy insta-kills. The fact that it is simple IS an advantage. The ruleset of this game is already complex enough (who said power level ?) Therefore, I do not consider your suggestion as an improvement of the System. EDIT : but you may have a different opinion for sure ! From a realism point of view... why are we talking about Flanking and not about Health ? Like yeah you can wear clothes, run away everywhere, take a couple of Greatsword Hits and still freaking run and fight... Nonsense.
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