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Elric Galad

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Everything posted by Elric Galad

  1. 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.
  2. 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"],
  3. 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.
  4. Yeah, I was thinking about that. Poor weapon could scale too, but would start a couple of ranks below and ends at exceptionnal instead of superb instead of Something like this. It could require creating new items. I would check if feasible.
  5. Do you think it's possible to mod (I will try to investigate about this too) ? And also do you think it would be a good idea to mod this so summons would be more equal ?
  6. 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.
  7. 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
  8. 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
  9. But this is what I wanted to do I tried it 2 different ways : - Adding a similar effect to the ranger, but the game counts the number of Attack roll to prevent invisibility breaking. Which means it breaks on Blunderbuss or similar Attack. Pets don't have this problem because its Attack is set in stone. - Making Shadowed Hunters an Attack that proc invisibility such as vanishing strike. But it ended triggering invisibility on the target... All this took too much time tbh. I won't change the ability again only for a slightly better fluff, even if I agree with your idea. Honnestly the result in-game would be more or less the same anyway. This is a good idea, but adding Keywords is more in the scope of Community Patch and its add-on. You should ask @Phenomenum
  10. I think I agree, but it is also one of the reason why I wasn't too affraid to buff it. Also consider that casting it before Tier 3 Perception makes Tier 1 Perception redundant, but also makes Tier 3 Per last longer, so the anti-synergy is not so bad. At least it works as backup Inspiration. Also : my aim is not to change all abilities, by the way, unless they really don't have a purpose (such as Healing chain). So for now, I won't change this but I keep your ideas in mind. Same as above : I don't want to change completely Inspired Discipline, but if I was "designing the ability from scratch", I would agree with you. But maybe I can leave the inspirations as they are in official version and indeed buff the damages to something like 300+%. This would reduce redundancy with Inspired Discipline too. Great ! Consider that Paladins have Divine Retribution passive that works on summon. Burst Healing (even if costly) + this is very very very strong. LoPZ is a kind of Deluxe panic button and has a clear identity as single best Burst Healing of the game. Thanks ! This is arguably one of my small but favorite changes. I really like what Obsidian did with Paladins because I truly dislike them in DnD (Cliché Lore + basically Cleric/Fighter). Commands really feels like the uncomplete piece of their Battle Commander identity, so it was important for me to make it more viable. Me neither. It is simply a situational ability, but it probably worths 3 zeal when used in the right conditions. Maybe a bit silly indeed, but I still see it as the only way to work around randomness of the jumps. To make it simple : it's very annoying to change it to a mere upgrade. Like very very annoying. The code would be extremely ugly and fat with potential conflict with other mods. If I change this to 1 zeal, this would enable to have 2 abilities with same cost with one being strictly better. ANd this is ugly like ugliness. So I preferred keeping it like this (and buffing them a bit). Copyright @Boeroer. My idea was to increase +1 phrase malus to +2 but this one was better. -10 Deflection feels bad even if it feels like specialization. And the subclass felt a bit bland for my own taste. I wanted to add Something cool, but not just another ranged damages bonus. I keep your point in mind though. Oh yes, I should have thought about this ! Maybe unecessary change ? For some reasons, I'm fond of infinite duration inspirations (well, at least I like them on foes). Just side message : I have not abandonned the project. It's simply that I have few time to do it IRL (because baby, work and now freaking quarantine - that doesn't even prevent me to work ) and I admit I used it to... well... play a bit. Small update by the way : I finally ended with Something clean about Shadowed Hunters : I simply added an effect that cause the first pet Attack (which doesnt' break invisibility for some reasons even in the normal game !!!) to cause 16 raw damages per 3s tick for 30s. So you hide while your target bleeds, which sounds very Shadowed Hunters for me (and very Komodo Dragon too, which I like). I did like this because it is mostly unique, doesn't feellike another backstab and also solves the current "first Attack doesn't break pet invisibility" issue. There might have been other ways to rework the ability, but it has already many effects (including untargetability, effects that break on Attack...) so it quickly degenerates into weirdness when you add Something (and I really tried). I honnestly prefer to stop wasting more time on it, but I'm still open about changing the numbers (but no new effects, please ) And thank you very much for your review !!
  11. But why would an assassin be better at this than another Rogue ? You don't need a decoy to approach the backline when you're invisible. And if you're not, then there is no benefit to play an assassin.
  12. Well, Smoke Veil is still quite expensive for 2 Guiles. For 2 Guiles, a Trickster can cast Gaze of the Adragan and petrify a group of (Dex Resistant) foes. Or one can just spam 2 Full Attacks for the same price that would provide more DPS. Shadowing Beyong being even more horribly expensive is not an excuse for Smoke Veil being expensive too. However, requiring positionning and waiting to assassinate is... well... the usual definition of an assassin. Killing stuff quickly is the basic of Rogue class, not the speciality of thye subclass, except for the part below. Single Class Assassin + Vanishing Strike is where the subclass shines though. With High INT, you can basically get 30s of god mode per encounter (50s when using Empower for guile refill). If it is Main Character, be sure to pick Ooblit pet so the unbreakable invisibility from Vanshing Strike lasts longer.
  13. 1. No, because 2 zeals. 2. 50% is fine, aslo +2PR as it it currently coded, and +10 Acc as FoD. 3. 15% 4. Align with White Flame for the sake of consitency. 5. 2 Zeals Do you want the ability to be upgradable with Eternal Flame and Shared Flames ?
  14. 15% Speed up isn't exactly cheating, especially for 2 Zeal and 6s duration. It is roughly equivalent to Quick inspiration and DEX isn't even the most prioritarized stat. How many absurd stuff can be done with 2 spell restorations using brillant ? 2 Zeals is also more or less equivalent to a Tier IV - VII Spells (based on what I call the "Trickster ressource equivalence table", which can be various stuff from a party-wide Aware (this one is even Tier III) to DftF or +20 party Wide deflection.
  15. For 2 Zeal, 50% Lash, +2PN compared to FoD and 6s Recovery seems fine for 2 zeals. 2 Times per encounter would not prevent SoT exploit. What do you call Brillant Exploit if it is not with SoT ? Just spamming Brillant ? This is not an exploit for me. How spamming this ability would be an exploit compared to spamming Maelstorm ?
  16. It's not about modding, it is about how the data of this very game is structured. Changing an ability is easy, adding an ability too, but removing an ability or changing it's place in the ability tree is a mess. You have to copy and override the whole tree of a given class which will mess with any other mod doing so... There might be some ways but I don't know them.
  17. You're right, Shadowed Hunter triggers an "attack" to activate the effect on the pet. The status on the ranger should indeed break on the next (2nd) attack launched by the ranger. However, the status on the pet is identical to the one on the ranger, and the pet itself never had to lauch an "attack". That's probably why the invisbility seems consistently persisting on the pet while it is not the case on the ranger. Cleaning the ability could require duplicating the Ranger status into Pet status, and lowering "MaxTriggerCount" to 1 on the pet status only.
  18. While I was trying to improve and debug Shadowed Hunters, I found something strange (that also apply to the base game version) : The pet was able to stay invisible after his first attack and the Shadowed Hunter status was still active. The second attack dispell the status. The same is partially true for the ranger, unless a Multi-Hit weapon is used (because the cancellation is based on the second attack roll). For some reason the ranger was visible after the initial attack, but the status effect still displayed. Then I checked the gamedata files and spotted this : "TriggerAdjustment": { "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 2, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 The most curious is that this "MaxTriggerCount": 2 seems to be there for every invisible effect of the gamedata file. Did anyone notice that invisibility (or part of their related ability) don't break on first attack ? It seems weird that it is coded this way. But there might be some reasons. It makes Shadowed Hunters tweak a bit more complicated to balanced, given it could apply an attack bonus twice... or not.
  19. That's an interesting statement, because if we have different expectations about class balance, it's pretty hard to find a consensus. First, for me, it depends on the level of Fire-Pokemoness. Mage Slayer is a problem (and Debonnaire a bit too) because all of his subclass feat are dedicated to well... mageslaying. In my version, I want to keep spell disruption which is all about mage slaying, and gives Hostile effect resistance to open up the class. So eventually, it will be a Fire-Pokemon-with-generic-feats type. Then there is the occurrence and level of risk of Spellcaster. BG2's Inquisitor was great because the mages were really a critical danger (and a major headache). Crowd fighting is great because there's Crowds in like 80% of the fights. In PoE2, spellcasters are a small part of foes and a medium level of dangers IMHO. Auranic, Maerwald'SSS party and a few others still matter. That leads to Mageslayer being not so great IMHO, because Mageslaying is important, but not so critical. Finally, I don't consider my planned change as a strict buff, so I will include it in the "second package" of my mod, along with nerfs. So easier to remove if you don't like it. Anyway, I would like to know if your opinion is shared by other players. (By the way I plan to buff corpse eater kith meals too)
  20. Yeah, that's the point, giving Mage Slayer an advantage that works even when not fighting Mage (but still works well vs them) Barbarian already have what they need vs damage spell : an enormous pool of HP. I don't think it's critical for this reason. What @UltimaLuminaire seems to be saying is that Spell Resistance isn't that helpfull cause they're simply not so many spells. We're not in DnD where Magic Resistance apply to various effects. Well, a possibility would be to filter this so it doesn't apply to Barbarian Self-Buffs. It will make some multiclassing meh (especially Wizard, but I guess it's normal), but that still leaves many build possibilities. Yurk, the bonus are still a bit situational and the penalties very heavy. It sounds like a nerf IMHO.
  21. About Mage Slayer : First I have a problem with Fire Pokemon subclasses : a Fire Pokemon subclass is a subclass that is good at killing Ice Pokemon, just because of the Fire and Ice Keyword. Debonaires are a bit this way vs Kith (even if they have some bonuses that work vs everything), but that's the reason why I'm suggestion to make their Charm universal (at the cost of half duration). Mage Slayers are really a Fire Pokemon subclass : they are good vs Spell casters and... that's it. Furthermore, their Resistance make friendly fail randomly... and to be honnest, most people don't like random abilities, especially when it could block Healing spells. What I have in mind is simply replacing their resistance by : -25% Hostile effects duration (so it would be useful in much more situation, including Forbidden Fist buildsfor example) -25% Beneficial effects duration. This lower many effects, but is at least predictable. They would still have their signature spell disruption. Maybe it could be added to the effect of barbarian abilities (Leap, Shouts, etc... ) ?
  22. Consider that I was desperately looking for an idea for Bell Strikes, and I think that Interrupt over time is perfectly suited. Well, I feel it would sort of remove Debonnaire uniqueness. (Side note : I would consider lowering Roguish Charm Duration and have it affect all targets.) Raising the cost for the upgrade only is against my principles (well my design principles). It could be a different ability like Greater Lay on Hand though. Still thinking about the perfect idea for Sap, but I'm not discarding Charm. The base Sap also needs some care.
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