Jump to content

Elric Galad

Members
  • Posts

    4003
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Elric Galad

  1. Expect a wide Wild Mind overall for next version. Previously I put the Shock miscast AoE to Hostile only and divided its damages by 3. This was kind of bare minimum to make the subclass playable without big risk, but not really good either. Wild mind has 20% chance to trigger 11 effects with equal probability. Here are their detail and my proposed changes. The idea is that positive effects shall be better advantages than their (corresponding) drawbacks. So even if random, the benefit would be more obvious. As a Companion subclass, it might be a bit better than average. - +5 PL for 3s (extended by INT, not PL) - -3 PL for 3s (extended by INT, not PL) - +1 Empower Point -> rised to +2 (this is especially aimed to favor SC Wild Mind who can pick BPM Empower Talent more easily) - -1 Empower Point - Foe Random Tier 3 Affliction for 8s vs Will (no direct change but gets +2 Accuracy per PL beyond 0) - Foe Random Tier 3 Inspiration for 20 -> reduced to 8s - Push Target - Echo Spell cast - Foe set invisible for 15s (extended by INT, not PL) or for next 2 attacks -> Set to 1 attack only (game sometimes consider some attacks to count for 2 anyway - strikes will afflictions and deep wounds sometimes count for 2, so this would give more consistent behavior) - Give Full focus - Miscast : - 2.5 radius, BPM already made it Hostile only - Add Electricity Keyword 7 PEN elecricity damages - Empty focus, set to 0.75 base damage per focus lost (vanilla : 1.5 but non-friendly, current 0.5) - Added PL Scaling (considered as Tier 0 ability) : +2 Accuracy, +0.5 PEN, %5 Multiplicative damages (a bit more generous than usual) => Overall big bad explosion which can turn the tide of a battle if you stay at melee range, have a bit of luck and store a lot of focus. Basically Full Focus, Miscast and Echo Spell cast are quite powerful effects. The rest are more beneficial, but probably slightly annoying. The thing is each effect has only 20% x1/11 to proc... which makes them a bit difficult to play around. That's why, after all these changes, I propose to set the effect chance to 55%. So each effect has 5% chance to proc. I thing this would make the subclass much more fun to play around, and even a bit powerful. Note : The probability part shall be included in the nerf/non-buff package cause it could be annoying for players.
  2. OK there was 2 ways of adressing the issue : 1) Correcting the progression table so picking Rapid Recovery would remove Constant Recovery. This is the cleanest. The issue is that only 1 mod can interact with the progression table (for exemple a mod changing the Tier of 1 single ability would not work). Which means BPM would not have been incompatible with any of such mod. 2) The ugly one that involved tweaking BJ Rapid Recovery Values so having both Constant and Rapid Recovery active at the same time match the intention for BJ Rapid Recovery. I tried 1) but it didn't work somehow. So I did 2) and it's not so bad because of the absence of conflict. So in next BPM version, you'll still have both icons, but the overall effect would match the description (4 + 1/5 level with Constant and Rapid Recovery).
  3. It does not work with normal primary attacks. It works with AoEs : Clear Out and Whirling Strikes (you'll get an attack from both melee and ranged hands.
  4. Was it added by console command? I see nothing suspicious in the code. EDIT : Found it, vanilla game bug. EDIT EDIT : the issue is within a table called "PT_Fighter_Test". Just for my information, how did you end up in this situation ? I see you're level 20ish at Vilario's Rest, so there's some "cheating" involved. It has never been clear to me when "*_Test" tables are used compared to the non-test labelled class table.
  5. I now realize that an ascendent (non ascended) with CP biting whip generates about 86% focus of a normal cipher (-1 PL on casting though) while doing 15% (20% multiplicative - 10% additive) more damages. That feels quite balanced. Beguiler may actually want Biting Whip for their (rare) weapon attacks when their spell really works poorly. Soul Blade may see it as a more flexible alternative to soul Annihilation that kind of stacks with it. I think it's fine or at least can't really be buffed. Also % focus matters less when those special weapon abilities give you max focus.
  6. That's an interesting way to look at the Pb. I don't think changing Soul Whip + Draining Whip values would be a good option without changing the balance of the whole class, but lowering Draining Whip and rising base Soul Whip would indirectly buff Biting Whip. This is still a bit radical.
  7. My main concern is Soul Annihilation. It does 10+focus/4 multiplicated by damages bonus and PL. We can all agreed that the initial 10 focus are always more efficient, so let's just take into account the added damages. Most non mindstalker can expect around 100% added damages and around 1.5 PL bonus. That results in roughly 0.75 damages per focus spend. That means 50% damages into focus (what draining whip provides) translates roughly into 37.5% damages. Biting whip do generated more focus too (20% x base 50% is 10% damages) for about 7.5% damages that adds up with base 20%. Now Soul Annihilation isn't super flexible and Biting Whip adds 20% raw damages to Soul Annihilation attack itself. Which matter if you use it every other attack. Also Soul Annihilation isn't super flexible (empty focus pool). But what I wanted to show is how close the number are, while Draining Whip has obvious advantages for casting I should check whether soul annihilation added damages does benefit from biting whip itself. Now CP biting whip sort of replace it for ranged build. To be Clear about my intent, I'm wondering about a 5-10% buff range, or something that scales with PL and benefits more SC Cipher.
  8. What do you think about Community Patch Biting Whip ? 20% Raw damages lash is great, but is it as great as +100% focus generation ? CP biting whip : x1.2 damages x0.6 (x0.5x1.2) focus compared to draining whip Ascendant CP biting whip : x1.2 damages x0.72 (1.5/2.5 x1.2) focus compared to draining whip Now the comparison change in case of underpenetration. The issue is Cipher is one of the class who has the least penetration issues due to hammering thoughts. Currently, I have never been able to justify picking CP Biting over draining whip, even if I think the change was in the right direction. @Boeroer, what is your opinion ? (I know you use CP, so your oponion on this topic is especially valuable) Picking Biting/Draining whip is about as committing as picking a subclass, yet one of the choices still feel subpar (even if in a much less immediate way than in vanilla) Side note along the way : did you know Soulblade focus at start of a given battle depends on the accrued focus (per kills) at the end of the previous battle ? Still means (usually) less starting focus than other subclass, yet fun to know.
  9. French version released : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) I call it 3.0 and @SenSx and @Zahuaisready are credited for it (as @Ivanfyodorovich for veteran's maneuver by the way)
  10. This one I changed as you proposed. Now let's say I have the "master token". Don't hesitate to request it from me if you want to make further changes to ensure you start from the latest file. I think I will upload the new version tomorrow.
  11. Eld Nary fix reworked. You may use it as a hotfix before next BPM version : cl.chanter.bellower_eld_nary_fix.gamedatabundle Technically funky, now they are 3 modifications upon casting an invocation : - The +PL one working with everything for base 6s - The +PL one working with Eld Nary (normal and upgrade) until next attack (not appears on UI) - A -PL one working with Eld Nary for base 6s that avoid stacking both (not appears on UI) (The Keyword only works positively with Power Level, you can't make a Power Level bonus applied to "everything but Keyword") Ok I'm telling you a bit about my programming adventures, you don't have to read, just wanted to share it this time Side note : a fair number of Chanter abilities (at least Thrice she was Wronged and Seven Nights but NOT Eld Nary) get a +2 Accuracy per PL instead of standard +1 Accuracy. This deserves to be mentionned, at is good for Belllower. I'm not going to change that since this is a typical exception.
  12. Would be better if you let me know before working on such shared files, so I can transfer you the latest version to start from. We can't work both in parallel or it would be a bloody mess to fuse the changes. Now I can't really use your files since I haven't kept track of the changes I made since wild leech. Have you done a lot ?
  13. IMHO : BPM Barbaric Smash + St Omaku or Veilpiercer or Frostseeker BPM Crushing Blow + Rod modal or Frostseeker (with a good multiclass, you can burn your rage into an instant AoE) I'm absolutely fond of rods in general. Rod of the Deep Hunter is especially great because its debuff makes it as good vs crowd as vs bosses. Amira's Wing is just too cool with its devastating spells with weapon quality bonus and focus regen.
  14. Yeah, clear out attack twice the main target. It is known (at least by me). Clear out does the following : 1) weapon attack main target vs fortitude 2) attack all targets (including first) vs fortitude, only to push and prone with zero damages 3) if 2) is successful, all targets (including first) get a wepon attack vs fortitude super weird BPM : - basically fused 2) and 3) which are now resolved by a single roll. - kept the main target attacked twice - applied a -25% damage reduction for all attacks to compensate for the double attack. It was the best I could do.
  15. OK it's related to latest implementation. I will check for another solution. EDIT : I will go dumb : I will make 2 bellowers bonus : one which works with Eld Nary, and the other with everything else.
  16. It's a different topic but similar, I have just realized after all that time that barbaric blow & upgrades can be used with ranged weapon. That is not super interesting because you loose the carnage bonus and these abilities are any way very meh. But with BPM mod changes, this is super interesting. The no recovery BPM upgrade is even enough to sell a ranged (or semi ranged) barbarian (the Rod modal is especially good, the reload weapons much less since reload has a absolute minimum).
  17. OK @Zahuaisready, @SenSx, I collected the bits. I only have the couple of remaining changes to do and I will upload French files with next BPM version (along with a couple of minor changes) EDIT : Ok, it is ready, but I will playtest it a bit. Final files :FR localized package.zip
  18. I would indirectly alter a lot of other abilities with an arguably more potent effect except for the said purpose. It's a way more radical change than the current one I would say. I won't fix the problem of Persistent Distraction making other Distracted inflicting abilities redundant. Also I'm quite satisfied with the current effects, so I won't change them.
  19. It reminds me of Fallout (2?) Empathic trait (if I remember well) who made dialogue answers displayed in green or red when good or bad.
  20. Surprisingly I can't find from where this +0% comes from. I guess there is something quite simple, but I'm missing it somehow. Anyway, since it is technically correct and underlines a change from Vanilla game, I guess it isn't too bad ^^
  21. Would you mind re-sharing the files for the 3 components of the mod, just to be sure I have the last version ? In my understanding, only this itemmods file from the BPM buffs remain to be translated
×
×
  • Create New...