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Everything posted by Elric Galad
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OK, so the to be tested list : Barbarian : Totems, but I guess they're not fighting summons anyway Fighter : Nope Rogue : Nay Ranger : Pet, but they are already well documented Cipher : technically, dominated foes are not summons Paladin : not really Monks : the twins ! But they are working fine and are basically copy of yourself Wizard : Essential Phantom and Substancial Phantom but they are working fine and are basically copy of yourself Maura’s Tentacles Familiar Priests : Spiritual Ally The various Incarnates Druids : Minor, nomal and greater Blights Call of the Primordials Lashing Vine Fire Stag Aspect of Galawain Chanters : Skeleton & upgrade Ghost & upgrade Wurms & upgrade Wisps & upgrade Ogres & upgrade Drakes & upgrade Dank Spores & upgrade Animated Weapons & upgrade Dragon Am I missing anything ?
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Yup, but I don't want to make Deflection to end with Invisibility (which would be very weird as well as completely useless). I just want Deflection value to be tuned down if it applies for 10s (20s for Enduring Shadows) instead of 3s. The value will be clearly written in the ability description anyway. Furthermore, if the player expect to have still a Deflection bonus applied when Invisibility brake and be protected, he will. He will just be a little less protected than what he expects (if he hasn't read the description). A similar thing happen for Smoke Cloud : it does not provide the Invisibility from Smoke Veil. But Invisibility does not appear in the description either.
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Technically, they're not. Not more that Smoke Cloud is an upgrade from Smoke Veil. So they could have common points, but is not required to be a strict upgrade. That's why what I'm considering is to have a lower Deflection bonus but applied for the whole Duration. Note that a reason for this is that it would be much easier to code (especially because there are many versions of the ability for Imps, Xaurips...). But also much clearer on Tooltip. What I'm considering : Smoke Veil : 1 Guile. Main benefit is to evade danger, apply backstab and Assassin passive. Does it require lowering recovery ? I think not really. 1 Guile spamming is enough. Shadowing Beyond : 2 Guiles, Def apply for whole Duration but only +25 Deflection Enduring Shadows : 2 Guiles, Def/Swift apply for whole Duration but only +25 Deflection, still 20s
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OKay now speaking about Smoke Veil / Shadowing Beyond : Let's start by reminding how Shadowing Beyond & Enduring Shadows work. It's weird : The question is what to do about Shadowing Beyond & Enduring Shadows incosistent Deflection bonus : delete it completely or apply until the end of duration ?? (That is the only consistent behavior). Once more, I have no idea what the Devs intended. Note that I want to Mod this ability line to 2 Guile. Priest can cast it as a Tier IV ability so I believe that it is the same level of ressource. I can't imagine Priest casting a 3-ressource ability as a Tier IV Spell... How would you feel about Shadowing Beyond costing 2 Guiles and applying Deflection bonus for whole Duration ? It think it's strong, maybe a bit OP but my main Concern would be for Enduring Shadow : 20s +50 Def & Swift would be very strong for 2 Guiles I would consider lowering the Duration of Enduring Shadows in this case. Another possibility would be to Lower Shadowing Beyond Deflection bonus if applied for the whole Duration. I wanted to set Smoke Veil to 1 Guile. How would it compare to Shadowing Beyond ? Should I remove the recovery time altogether ?
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"PowerLevelScaling": { "UseCharacterLevel": "true", "BaseLevel": 1, "LevelIncrement": 4, "MaxLevel": 0, "ValueAdjustment": 1, "DurationAdjustment": 0 } That's the weapon PR Scaling Table. Easy to copy for tweaking. I could do the same for Accuracy and Damages bonus if needed. I'm confident that everything is possible. The only limit is dev time (and well... testing). And of course, balance. I will do. One day . Working on Rogue Mod at the moment. More seriously, the number #1 Step is to check what summons currently do.
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EDIT : I don't know how poor weapon + scaling interact. I would have to tests because they are both classified as "quality" mod so they're might have weird interaction. Note that Animated Weapons have both "Exceptionnal" and "Scaling" mod so there's something to check about this. EDIT BIS : Note that adding a new mod which has the same effect as "Poor" but doesn't interact with "Scaling" would be possible anyway. I'm not too worried about the feasibility, just about the needed time to develop, final balance and of course forgetting about something. I would tend to think that Skeletons might be the only needed exception : everything should scale but skeletons. However, scaling is not only about PR/AR but also Accuracy and Damages bonus, so this should be used with caution. In my mod, I have set the Phantom upgrade to 45s, making it the longest chanter summon (so it is the best at something since it is also super cheap). I think it would be fine this way if its weapon/armor also scale.
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Sometimes, modding leads to surprisin discoveries (all the things below have been tested before moding the abilities of course) : Shadowed Hunters - First pet attack after using Shadowed Hunters don't break invisibility. Only the second does. Shadowing Beyond and Enduring Shadows : - First attack After Shadowing Beyond doesn't brake Deflection buff, only second does (since attack rolls are counted, blunderbuss or similar attack could lead to immediate Deflection break, but I have not tested it). Only Inivisibility brakes on the first attack. - First attack After Enduring Shadows brakes Deflection buff, which makes it pointless. Note that Shadowing Beyond was tested with Skaen Priest version. It might be different with Rogue Version (but if different, it would be just another glitch. I admit I am not sure of what is supposed to be the intended behavior. The description is totally vague about when the Deflection Bonus is supposed to apply (Of course, I'm going to mod that). - Swift Inspiration from Enduring Shadows only breaks at the end of the timer. Magran's Might : - Tick every second, contrary to what the description state. - There is no AoE (it is so small that only main target is affected)
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OK, I'm cancelling Antipathetic Field change. This would lead to an ability too different from its original purpose. Nah, it doesn't work like That. I don't know for now how to make Familiar not count. I keep the orginal design. Insta-cast summon has its use and +2 PL still works for various spells such as Web, Wall damages, etc... Enchanting has a similar problem anyway. I guess it's not ideal but my purpose is not to change completely the game anyway. Well, once more, the original ability didn't provide Resolve. Also similarly to Wild Sprint immunity to Engagement (which could have been provided through Swift), I wanted the ability to work even in case of Resolve Debuff. There's a couple of abilities that follow this kind of design, so I left this for the sake of diversity. Unecessary maybe, but I'm very concerned by the fact that 2+ costing abilities should provide sort of powerful effects since martial power pool is limited. Barbarian already has Wild Sprint as a 1-rage mobility ability so I wanted Leap to provide something different. It's a bird, It's a plane, Nay, It's a bug => Corrected in next version Range => Well, the idea of Range Buff was to enable handling a 10m away pet. This would be different, since it determines the initial position of the pet, not how far you can manage it. Tactictically 10m summon feels a bit "too convenient", so I'm not fond of it. Keyword => Technically it's a Spirit ^^ . More seriously, I think Ghost Heart is fine as it is. Don't want to overbuff them.
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Probably you can cast another essential phantom and it won't unsummon the first. But Consider Maura's Tentacle now. The limit has to be set to 6. But if you cast Maura's Tentacles first, and then Essential Phantom. The limit is set to 2 : Essential Phantom is summoned, then all Tentacles are unsommuned but 1. See the mess ? And I'm not even taking multiclass into account. Once more, that's what I'm guessing. I would have to test it in game, but it seems unlikely to work.
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What seems to me is that every ability does 2 things : - Count itself as summon (or not in the case of Many Lives and various boss summons such as Magma Dragon Oozes) - Set max summon to its own limit (which most likely doesn't count for Many Lives). Like 3 for Wurms or Call of the Primoridals There's no different categories. Buth that's what I'm guessing. Need to test a bit.
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I have juste checked the file Summon limit is coded per ability, so it would require duplicating all sumons for summoners. Weird interaction with Maura Tentacles. Even weirder when considering Multiclass summons. Summons counting for limit seems to be ruled by a parameter which is different for familiar. "SummonType": "NotSummoned", This is most likely the easiest way to do. That's fair. Probably aiming at something like 4-6 or 5-7.
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New Update : Wiz, Cipher and Various stuff F) Wizard Wizards are of course a pretty good class, but a couple of specialist aren't that great. I simply changed their unique abilities to make them more relevant. I also buffed the spells that applied Confusion because this status if clearly meh. Conjurer : Summon Familiar cast time : 3s/4s -> 0.5s/0s It's not very well known, but Familiars provide a +1 stacking and generic PL Bonus, as well as random +3 to one stat and a minor bonus. IHMO, this is good enough to justify the subclass because such a bonus is very rare, and also precious for multiclass Transmuter : Form of the Fearsome Brute Armor : +100% Recovery -> +20% Recovery Form of the Fearsome Brute Fist : 13-25 damages, 6PR -> 18-24 damages, 7PR Form of the Fearsome Brute duration : 30s -> 20s Form of the Fearsome Brute duration : +1 Engagement -> +3 This basically makes this spell almost as good as Citzal's Enchanted Armory, except for slightly slower attack rate., but with more Engagements, and of course inability to cast spells. This ensures this ability will never be completely obsolete. As I feared it would be too powerful early game, I tuned down its duration. This would also help preventing inability to cast spells to be too comitting to use in the late game. Note : these changes also apply to Form of the Fearsome Brute Potions Bewildering Spectacle : Cast time : 3s/4s -> 0.5s/3s (work at least as a quick way to debuff casters, charm intellect-weak foes and de-buff Intellect Inspiration. Confusion : Added Interrupt on Hit AoE : 2.5m -> 5m This is basically a way to debuff a big group of casters Note : these changes also apply to Confusion Scrolls, Wael's priest and Trickster's versions. G) Cipher Cipher doesn't need too much changes, but a couple of Single Target Debuffs really needed a bit of Help. Wild Mind : Miscast : set to foe only, but damages lowered to 0.5 x Focus. This should make Serafen more user friendly. Antipathetic Field : Changed to affect main target. This makes this spell more convenient to use. It is also an indirect buff to Single Target Ciphers, since each Antipathetic Field triggers 1000 Cuts. Tenuous grasp : 0.5s/4s cast time -> 0.5s/2s : to be used as a chep enabler (eat that quick -20 Will). Fractured Volition : Change Weakened for Enfeebled. Enfeebled is a pretty rare Affliction, and I think it would work well as a Single Target Debuff Haunting Chain : Duration 20s -> 40s. It will be an extremely potent Single Target CC. Note that even a Resolve Resistant boss would suffer from it cause Frightened is very strong debuff on its own. Soul Ignition : Target Fortitude -> Target Will (due to Cipher's passive, this is a buff) 16 damages per tick -> 20 damages Duration : 15s -> 18s At first, I thought I should make Soul Ignition "more different" from Disintegrate. Then I realized that since DoT don't stack with themselves, having 2 DoT with similar effects still matter if you want to stack damages. A Cipher build focused on Single Target DoT could pick this one on PL3 to wait for Disintegrate, and stack them at high level. So I simply ensured Soul Ignition was a bit more "cost efficient" than disintigrate (since it isn't action-economy efficient because of cast time) and I changed target defense to make it still a bit different. Various Stuff : Adra Ban in shop : Added Adra Ban to Una's Shop, for 10000 gold per unit. Since there's enough Adra Ban for any planned party build anyway, I thought it was too annoying to have to count them in advance and avoid upgrading interesting secondary items. Binding Block : +15 Accuracy -> +20 To align with other Accuracy Buffing modals (this one is also conditional so it derserved a little help). SInce it was easily the worst Shield Modal anyway, I thought it was good to buff it a little. Should work well on frontliners that don't attack very often. Cuttlefish nerf (included in the mod secondary package) : +1 Crew Morale -> +0 Morale Cuttlefish was a bit too optimal for feeding crew (only 7 gold food to provide +1 Morale !). I think using other food should be favored ! BalancePolishingModBuffs.zip BalancePolishingModNerfs.zip
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Now the real question is : If I add this mod and the equivalent one for Armor TO ALL SUMMONS WHO DON'T HAVE IT CURRENTLY, would it be balanced ? Does it require some tweaks to balance it out ? Should I remove my previous tweaks to Summon Duration ? My goal is that all summons should be viable (some cheaper, some narrower, but all usable) and none overpowered. There's a Huge mess of various Summons in the game not only Chanters), so I could need some help to evaluate this.
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Well, I am still not sure that it is feasible and how much time it would take (I'm finishing a package about Cipher/Wiz/"cuttlefish nerf" for now ) and the balance aspect of this is a bit concerning too. I have already made a few changes for chanters that you might be interested. You can have a look below : EDIT : Gotcha, I can confirm feasibility, some summons weapons miss an Item Mod called Scaling weapon : "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "Scaling_Weapon", "ID": "9691785d-0207-492a-9c88-47f9a86db8af", By putting this ID in the ItemModsID it should work : { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "Dragon_Summon_Claws", "ID": "c1938269-baae-4060-adff-0e180ce677ff", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 4034, "DescriptionText": -1, "DescriptionTextTactical": -1, "FilterType": "Weapons", "InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "true", "CanBePickpocketed": "false", "IsUnique": "false", "Value": 0, "IconTextureSmall": "gui/icons/items/ingredients/drake_talon_s.png", "IconTextureLarge": "gui/icons/items/ingredients/drake_talon_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "None", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "" }, "ItemModsIDs": [], { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "Animated_Pike_Summon", "ID": "f833e3c8-a58a-4d84-8670-fa84c7f9c1e5", "Components": [{ "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 450, "DescriptionText": 275, "DescriptionTextTactical": -1, "FilterType": "Weapons", "InventoryAudioEventListID": "81ec0468-cf25-427e-bdb6-b32013313a97", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "true", "CanBePickpocketed": "true", "IsUnique": "false", "Value": 70, "IconTextureSmall": "gui/icons/items/weapons/pike/pike_exceptional_s.png", "IconTextureLarge": "gui/icons/items/weapons/pike/pike_exceptional_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Pike", "EquipmentSlot": "BothPrimaryAndSecondary", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/pike/a_pike01_v03_summon.asset" }, "ItemModsIDs": ["6130193a-b513-4b10-96b2-057d384056d3", "b420d957-6932-4b02-8e02-1393b07f390d", "9691785d-0207-492a-9c88-47f9a86db8af"],
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Just to make it clear : SoT doesn't work with vanishing strike itself cause you're untargetable while invisible, including by AoE and Friendly effets.
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it's +10% per PL of 33% weapon damage. So for 5 PL, it's 16% base weapon damage which is indeed powerful, but not broken IMHO. Which is basically +25% damages. Raw damages don't benefit from increased PR. That's why I was comfortable with adding Crit to Carnage. It was mostly a buff for Blood Frenzy line. Well, maybe, but I won't fill that comfortable with +1 Rage per ability (especially Shouts and Frenzy which are very important abilities IMHO) when facing long duration boss or "non-consumable" crowds. SC barbarian is already very strong in optimal conditions (akka the "Boeroer clumped zombie party") anyway. Still not convinced it is a more OP subclass than Nalzpaca for example (which is also very meh against some groups). I haven't tested it. I think it should work. Honnestly it sounds cleaner this way.
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I know you didnt' like it, but if it gives you idea, it's nice. Still "cost you" +1 Rage (so in term of cost efficieny, it is still a bit below, but lead to higher DPS) and "Food Slot" which brings nice stuff such as Mohara's Wrap : -20% Recovery Time, -30% Hostile effect duration, +4 Might Your point about Blood Thirst might be true. Consider that HoF is pretty much the most optimal ability for Corpse Eater. Driving Roar (arguably the best SC barbarian ability) is still quite meh with +5PL for its cost. But I think it's good if Corpse Eater become optimal for something. I'm not set about the +5PL though. I'm waiting for people feedback, the value is very easy to change anyway. Because it's +200% Area. (Pi*1,5m²)*(1+200%)~2,5m²
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Okay, so here we go for a new update : Reminder : the changes in red are in the optional additional package. E) Barbarian Mage Slayer : Removed the Spell Resistance entirely. Added -25% Hostile and Beneficial effect duration. The purpose was to make Mage Slayer a bit less useless vs non-caster, and avoid the Random Factor from friendly spells (especially this critical healing you don't want to miss Corpse Eater : Greatly buffed special food (and also replaced bonus MIG and malus INT by more varied effects) : Kith Meat : -5 Diplomacy, -15% Damages received, +3 Corpse Eater PL Corpse Loaf : -3 Diplomacy, +3 Health per 6s, +10 Fortitude, +4 Corpse Eater PL Forbidden Pie : -3 Diplomacy, +4 Resolve, Mind Affliction Resistance, +5 Corpse Eater PL In addition, Kith Meat and Vessel Flesh can be bought from Vithrack and Imp vendors (Kith Meat price set to 100 gold) The purpose was to change Corpse Eater to more powerful effects for increased cost. Their food is very powerful but not that much more than high quality food, which balance the effect IMO. Instruments of Boundless Rage : 3 Rage -> 2 Rage Added Fire Keyword Heart of Fury : 4 Rage -> 3 Rage (aligned with whirling Strikes) Savage Defiance & Upgrades : 15s -> 25s Stalwart Defiance : changed to Gain Concentration every 6s Leap & Panther's Leap : 6s Dazed -> 4s Stun Dragon Leap : 6s Dazed -> 6s Stun (because panther's leap does more damages) Panther's and Dragon Leap are now correctly tagged as Leap upgrades (which basically makes them scale as PL5 abilities -> efefctive +3PL) Carnage : Can now Crit (so can apply Blood Frenzy ) Accurate Carnage : +5 Accuracy -> +10 Accuracy Blood Surge : 25% Chance -> 50% Chance, but only apply to Hostile Targets (same change as Community Patch did for its Paladin equivalent) Blood Thirst : Cleaned the mess that causes it to proc twice on the same target and prevented it from being stackable with Crushing Blow. Now proc only once except sometimes when 2 targets are killed in a row (it applies twice then, cause Recovery is cleared before second target is killed, so you keep one charge) Barbaric Blow & upgrades : Removed the PR and Damages bonus to make the ability more focused. Now Barbaric Blow & Upgrades do : - 75% Hit to Crit chances - +75% Crit damages bonus (note : Crushing Blow do get this bonus, even if it does not get Crit Damages Bonus in the base game due to a bug) - +200% Carnage AoE (so roughly 2.5m radius instead of 1.5m) - Barbaric Smash : no refund, but cost reduced to 1 Rage - Crushing Blow : no recovery (not conditional anymore) Other Changes from previous versions : (Based on feedback from @Heukalyptus ) Pet Abilities : Added Beast Keyword to all pet abilities cast by the Ranger so they benefit from equipment with bonus to Beast abilities. Applied to Heal Companion, Revive Companion, Bonded Fury, Master's Call, Shadowed Hunters & their upgrades. Not applied to Takedown and Play Dead cause they are cast by pet themselves (and PL can be detrimental to Play Dead cause it rise its duration) Bonded Fury : Range 6m -> 10m (aligned with other Pet abilities) Power Stike & Inspired Strike : Stun & Staggered effects set to 10s Removed the additional Duration of Inspired Strike buff. Inspired Strike bonus damages : 200% -> 300% (So Inspired Strike is more focused on Single Target damages) BalancePolishingModBuffs.zip BalancePolishingModNerfs.zip