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Everything posted by Elric Galad
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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 }]
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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.
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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.
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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.
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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.
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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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Bloodmage are great in the early game or if you rely on specific spells or spell Tier. On higher level, Wizard 2 slots per Tier (bar max Tier) + 1 if Empower Point is usually enough for every fight except Megaboss fights. For Megaboss, Blood Mage are great, but penalty to the defenses against blooded is still annoying for the later part of the fights. Top Tier Subclass but still not strictly superior.
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Tier I to III have a lot of very good spells (Infense Vital Essence, Mirror Image, Spirit Shield) but they are often support or self buff ability. Not the most direct effect on combat. Funny thing is that low level Wizard has quickly good Tools to play as tank through spirit shield and Mirror Image.
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There is also a random Factory about +% damages, and that's overkills. What matters is the number of hits, so a meager bonus damages can also result in no gain. Also one should not build a characters for those foes with stellar defenses. You're going to kill 40-70 defenses foes quickly enough anyway.
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Well, at 20 level you're much more likely to face foes which very high defenses. I value +3 accuracy roughly as +6-9% damages, but with the idea that it works better against hardest foes. Also +% dammages are better with spells than weapons since weapons get a ton of additive vonus. Accuracy is great with Debuff and Crowd COntrol, so I you want to use this too, accuracy might be better. Still, Firethrower are better because of the Evocation and Dex bonus.
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Summon Spell Stats Base Stats Attributes Armor Weapon 1 Weapon 2 or shield General Comments Duration Number Deflection Fortitude Reflex Will Melee Acc Ranged Acc Base Health Health per level MIG CON DEX PER INT RES Base Recovery Scaling Damages Type PR Scaling, Item Mod & comments Damages Type PR Scaling, Item Mod & comments Maura's Writthing Tentacles 15 3 30 5 30 5 25 25 60 10 14 10 10 12 12 8 6 100% Normal 7 – 10 CRU/COR 5 Normal scaling 7 – 10 CRU/COR 5 Normal scaling Immobilizing attacks Here is a sample of Data Mining for 1 Summon ability. I might consider improving the post readability when done (but my 15 months little dragon may wake up anytime so I have to be quick for this time ). Some notes below : Base stats scale per level. Refer to https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling for more information. Note that armor rate may also vary based on the damage type, but I didn't find it significant enough to bother Normal armor scaling means +1AR every 4 levels after level 1 (checked in the code). Refer to https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling If any Weapon 2 considered as "Dual Wielding" (yes, Maura's Writhing Tentacles are coapparently nsidered Dual Wielding, ROFL) Normal weapon scaling means +4 Acc, +1PR, +15% damages every 4 levels after level 1 (checked in the code). Refer to https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling for more information. Note that this table is based on Gamefiles Data Mining, not individual testing. I'm only going to test it in game to check the princples, not every creatures in the table. Thanks @thelee for the convenient reference. Feel free to comment if anything is missing, before I start the process for the rest of the summons. EDIT : I forgot to check weapon base Recovery : 4s for Maur's Writhing Tentacles. Hey, that confirms Maur's Writhing tentacles are pretty nice.
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Imps get a carbon copy of the ability with carbon copies of status. So there could have been variant, but I can't find any relevant to what you describe. Xaurip plaguestrikers get a carbon copy of the ability that point to PC variant statuses. So the status should have the exact same effect unless some "deep bug" is involved. Are you sure it doesn't dispell on the second attack roll ? True, I didn't say vulnerability was irrelevant. It might be especially significant for Solo playthrough. With a party, you have enough possible tactics to be robust to specific encounters. Anyway, I think +50 for 3 Guiles is also a bit "out of the place" or more accurately "out of the class" unless maybe if playing Trickster. It might turn Rogue (especially SC) into Tanks which they are not supposed to be (or only for short duration). That's why I tuned down it a bit for my mod (just changed +30 to +25 because of powercreeping risk). Once more we have no way of figuring the intention of the devs if any so I'm trying to find something that feels "right". It is a bit difficult to adjust since Deflection is a stat with increasing return, but +20 Deflection is a quite common buff (SofF, Staff modal), so I hope +25 is not too much.
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H) Rogue Rogue is the perfect example of a perfectly good class with a lot of subpar abilities IMO. I really think that their non-attack abilities are mostly overcosted, so you can be perfectly fine by only spaming crippling strike, which is sad. Some of their strike are okayish (Sap), broken (perplexing sap) or meh (strike the bell line) so I've reworked them a bit. Subclasses needed a bit of rework too : Tricksters gain too much for what they sacrifice and Streetfighter sare too abusable with Blunderbuss modal. So these 2 are among my few nerfs. Reminder : changes in red are either nerfs or complete rework, so I've include them in the secondary package of the Mod. Trickster : Sneak Attack 20% + 5%/PL -> 10% + 5%/PL Trickster gains 7-9 abilities for a bit less sneak attack, so I think the value they had on Game Launch (when they had less abilities) was fine. Streefighter : Blunderbuss Modal : Distracted for 10s -> -10 Accuracy for 10s This was so easy to activate that it basically removed all the fun of the subclass. There might be other way to activate Streetfighter, but none is so easy. Smoke Veil : 2 Guile -> 1 Guile (overcosted) Shadow Step & Upgrade : 3 Guile -> 2 Guile Paralysis 6s -> 8s (6s Paralysis wasn't worth 2 Guile) Shadowing Beyond & Upgrade : 3 Guile -> 2 Guile +50 Deflection that was weirdly cancelled on 1st or 2nd attack (without any explaination) -> +30 Deflection for whole duration EDIT : tuned down to +25 for next version. Smoke Cloud & Upgrades : Interrupt on Hit -> Interrupt on Graze This ability was mostly fine, but I tend to think 2-cost martial abilities need to feel strong or unique. Tier 1 inspirations felt a bit weak. Pernicious Cloud is nice but a bit inconvenient, and does not feel that great compared to Plague of Insects for example. So I simply added a better Interrupt. AoE Interrupt on Graze is quite rare, so I think it will be fine this way. Finishing Blow & Eleminating Blow : +3% damages per % health lost from 50% -> +1.5% damages per % health lost from 100% Devastating Blow : +6% damages per % health lost from 50% -> +3% damages per % health lost from 100% I did not change the max value, but I made these abilities count from 100%, so they will have great effect on Blooded target and will not feel like overkills. Sap : Hobbled for 30s -> Shaken for 30s Added impossibility to receive Concentration debuff on target. I simply changed Hobbled to Shaken so the ability feels less redundant with Crippling Strike (Rogue had no way to inflict Resolve Debuff on their main target). The new Concentration Immunity provides a bit of situational utility, even if it doesn't apply before Sap Interrupt. This new Sap is also nice for the total -20 Will it inflicts, which might be nice for Mindstalker or Trickster. Perplexing Sap : Removed the weird Confusion on target's attack effect. Upgrade Skaken from changed Sap to Fighten. This version of Perplexing Sap is basically a Silencing attack, or a cheap source of Tier 2 Affliction for Resistant foe. Strike the Bell & Upgrades : I completely changed these abilities which felt totally redundant (apart the Dazed effect) in addition to be weak. - Still Full Attack that Interrupts on Graze, with +25% damages and +2 PR. - Now all versions adds a 15s Dazed effect - Melee 1 Hander adds a -25 Will debuff for 15s - Melee 2 Hander adds a -25 Fortitude debuff for 15s - Ranged Weapon adds a -25 Reflex debuff for 15s - All other effects removed. - The upgrades now allow their respective -25 defense debuff to last for the whole Combat (in a similar fashion as Gouging Strike) This ability is meant to provide an alternative to weapon modals. You can use various weapons for various effect but choosing the upgrade also feels committing. Full attack Interrupting on Graze + 15s Dazed effect is a good basis for a 2 Guile Strike IMO. BalancePolishingModBuffs.zip BalancePolishingModNerfs.zip
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Well, only Imp does get an alternate version, and the code looks "normal" so for now it's still a riddle. Value the right cost for an ability is complicated, and I am a believer that most 2+ costing abilities cost too much. So +50 for 3 Guiles would have been... strong but okay. For 3 Guiles a SC Rogue gets God Mode for 5s (+modifier). Arcane Veil is basically +50 Deflection for 12s and scale more with PL, but does not protect against a couple of veil piercing attacks. I tend to value Tier II spell as equivalent 1-cost abilities (based on what I call the "trickster equivalence table"). So the Deflection Component of Shadowing Beyond can be valued around 1 IMHO. For Enduring Shadow, I would say that it could be valued "a generous 1 Guile". I tend to be a bit generous with SC Tier VIII and IX abilities. For my own mod, I wanted Shadowing Beyond to cost 2 Guiles because it is the most convenient way to assassinate. 20s of +50 Deflection with Enduring Shadow was just too much and even for the base Shadowing Beyond, it was a bit too much, so I tuned down the value to +30. I am trying to avoid powercreeping, but I guess it's hard because it's a natural tendancy. (but I nerfed Trickster and Streetfighter so I hope it compensates ).