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Everything posted by Elric Galad
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(I referred JSON Visual Studio Code displayed lines number in case it helps, not sure it is displayed the same with your editor...) Don't hesitate if you have any questions. 1) Toughened fury : This one is just that the in-game value (20%) wasn't in line with Community Patch Note that states 25% : https://www.nexusmods.com/pillarsofeternity2/mods/335 This file sets it to 25% (basically identical to the CP file except for this value) : cl.fighter.toughened_fury.gamedatabundle 2) Deep Wounds : I realized that CP intended to set 4 ticks with 2 seconds interval, so the total duration of 6s was normal. The 2s interval was defined in the beginning of the file (L4-11) However, the raw damages IntervalRateID (L347) didn't link to the 2s interval ID of L6, but to the 3s interval ID of the original ability. That causes a 3s interval that leads to only 3 ticks. The file below only changes the IntervalRateID (L347) so it is now 4 ticks with 2 seconds interval : cl.rogue.deep_wounds.gamedatabundle 3) Shattered Pillars with lesser wounds : Shattered Pillar uses its own version of lesser wounds in the abilities.gamebundle file called "Lesser_Wounds_ShatteredPillar". I added this ability at the end of the CP file (L208-216), only to set up the WoundMaxNumber parameter to 10 (L215) : cl.monk.shattered_pillar_wounds_limit.gamedatabundle
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Assassinate + Power Strike + Whispers of the Endless Path should cause damages and stun with high Accuracy Bonus in an AoE. Feels like the best way to use Power Strike for this build. But I agree with thelee that if your into Assassinate and backstab, Single Class Assassin + High INT (Acute/Brillant inspiration from another team member helps) + Vanishing Strike is the way to go. This is basically God Mode. If this is your Main Character, using Ooblit as a pet provide +3s of "god mode" for each use of Vanishing Strikes.
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By the way, if you want to correct these 3 items, I've already made the modifications and tested them on my local version. I've only need to "clean" the modded gamebundle files from unnecessary code (to avoid overriding issues) and I can send you the files.
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As a generic rule, I tend to be very suspicious with the Ressource Cost scaling of most martial abilities of the game. Most (if not all) 1 ressource abilities feel pretty good for their cost, while many 2+ feels a bit meh . MC/SC martial ends up with 9 to 11 total ressources (+items), which means 2+ ressources abilities take a big part of your pool. This could be critical during mid to long fights. One always has to think twice when using them, and one should expect Something cost-effective when used. Think about Barbaric Blows, Strike the Bell, the various Paladin Commands, etc... They are 2+ cost abilities that feel totally right IMHO (Unbending, Clear Out, Blinding Strikes, Vanishing Strikes, Reviving Exhortation...) For Tier VIII-IX, the problem is even bigger since these abilities are supposed to be a reward for going SC, but low cost abilities are still better in many cases. For example, Driving Roar (which is a mere upgrade) is arguably the best Barbarian ability simply because it costs 1 and isn't that worse compared to HoF or Instruments of Boundless Rage. In the specific case of Into the Fray, I feel this is a tactital tool that should cost about the same as basic mobility ability such as Escape or Evasive Roll. I know but here I'm speaking about things I plan to mod myself I want to start from what CP has already done, so I feel concerned about overlapping, but I will create my own thread about my mod.
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Anyway I should stop hijacking your thread with my own modding stuff. As for Community Patch itself, here is the list of minor issues I have in mind : 1) Toughened Fury is stated 25% Discipline on Crit in the patch note but is 20% in game (might be intended ?). 2) Deep Wounds is stated 4 ticks at 5% damages of the original Attack but is 3 ticks in game (checked the file : this is because the duration is still 6s, while it should be 9s to get the 4 ticks) 3) Lesser Wounds for Shattered Pillars cause the wound limit to be back to 5. This is because Shattered Pillars use their own version of Lesser Wounds in the abilities file, and the max number of Wounds is among the attributes of the ability. 4) I think (based on the files, not tested in game) that sacred immolation increased radius has only be changed for the base ability, but not for its upgrades (Sacred Sacrifice and Divine Immolation)
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I tried this evening, HBD, andWeakening Strikes applied, but the result are weird for HBD. Sometimes, HBD triggered an attack, sometimes another Inner Death. The normal attack even got the +300% damages bonus from Inner Death on a Crit. Honnestly, this seems too umpredictable to include. I kept the mod file just in case though.
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Can we speak about BG3 ? A friend of mine told me : "hey you know they are going to release BG3 ? I know you loved this game" I answered : "I expect to be disappointed bacause I think it will be worse than PoE2." (mostly because I expect an outdated character system in a less interesting world - that I liked years ago - unless they go planeshifting)
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The character system in PoE is heavily focused on Combat. Sacrifying Combat for skills is not possible for this reason. PoE2 heavily favors concentrating on a few skills, contrary to PoE1, and items with bonus related to (potentially maxed) skills makes it even worse. Still, as a team of 5, you'll get enough points to cover most options, so I didn't really feel missng skill points in my runs, but it is neither a build choice nor feeling much RP. I don't remember a single game with a convincing skill system (indeed dispersion is a problem), nor I remember a game with a good balance between Combat and Out-of-Combat skills (well PoEs are sort of balanced, but the skill system is underdevelopped). I also don't remember a game who made ou-of-combat skills interesting (Skyrim Lockpicking is what I mean for a not-too-bad implementation for an individual skill). Skills always tend to be the poor part of CRPG developpment. I guess most players (including myself) concentrae on combat, but still.
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Question : currently, I'm copy/pasting complete GameDataObjects in my modded files just to modify a couple of parameters. Do you know if it is detrimental for game performance to do this rather than just copying the right lines ? (given that the game is in version 5.0.0 and should not change too much now...)
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I thought about that since you mentionned it recently. I'm just a bit afraid of the interation between Swift Flurry/HBD and Inner Death + Empowered Strike. Wouldn't it lead to even more OPness if additional Inner Death proc also benefit from empowered Strike ? I also admit buffing SC Monk is not my priority . I added this to my list anyway, I'll probably give it a try anyway at some point to see how the mechanic works.
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Question about Community Patch : Does Forbidden Fist work with AoE melee Weapons now ? Or is it just just a tag to generate focus with Cipher attacks ? I'm thinking about a Black Jacket/FF build with WotEP and this would be a good option to apply AoE Enfeeble.
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I was thinking about creating my own balance mod, from the Community Patch basis. Given that it could take some time since I've barely started to explore the gamedata file... I have some ideas about Subclasses balance, Paladin's Commands, Rogue Mobility / Invibility abilities, Druids Tier VI - VIII, etc.. and in general a cost reduction for high level martial abilities. My first (humble) objectives to get started would be the following : A) Fighters abilities : 1) Into the Fray (and upgrades) : - Cost reduced 2->1 Discipline - Damages reduced : 10-14 -> 5-10 (to prevent spamming it as an instant damage ability) 2) Inspired Discipline : - Cost reduced 3->2 Discipline (to provide a bit more oomph to SC fighter, also the ability suffer a bit from Tier 1 Inspiration stacking poorly with other buffs) 3) Power Strike (and upgrade) : - Cost reduced 4->3 Discipline - Stun duration buffed : 6s -> 10s 8s (EDITED) - Stagger duration buffed : 6s -> 10s 8s (EDITED) EDIT : Inspired Strike buff : 10s-> 15s (I want to help SC fighter more than MC) B) 2-Handed Axes : - +1PR (Amra and Oathbreaker), since they never got the +1 PR that all other 2-hander received at some point. EDIT : after checking in-game, this was an urban legend I read somewhere. 2-Handed axe Pr is correct (equal to weapons of similar damages + nb of damage types : Pikes and staves Feel free to provide any feedback before I start modding
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I was reviewing the list of 2-handers and I noticed 3 weapons I didn't pay much attention before. - Effort : This thing seems to be the 2-handed version of Stalker's Patience. Which is good since I remember Stalker's Patience being able to deal more than 45% (+INT) of its base damages with its 3 ticks. - Blade of the Endless Path : This one requires forgetting about WotEP, but it comes with faster recovery, stacking accuracy over time, and potentially accuracy debuff on crit. Does anybody knows how the stacking accuracy over time works with weapon swapping ? I guess it should only scale when the weapon is wielded and should not apply to other weapons, but I hope it isn't reset when BotEP is swapped (since I'm thinking about it for a Black Jacket build...) Does the Deflection debuff stack with similar effect such as flanking ? This seems lke a good option for party support. - Ngati's Tusk may have an aura that debuff ennemies secondary defenses (up to -9 for 20 survival according to wiki). Just wow... if it stacks with similar effect. It seems like it could have great potential to support Crowd Control or Aoe spells.
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Just a minor complaint : toughened fury is listed as 25% chances in the patch change list, but is only 20% in both in-game description and in the patch file. Not that it makes a big difference, the change is still very good. I suppose there won't be any further changes anyway. Can anyone confirm ? Boeroer ?
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Troubadour, Streefighter and Trickster are basically OP ^^ There are other examples, but not that extreme. Then there is another tier of "strong" subclasses in my book. This is the place where I put Devoted, Ghostheart, Berzeker, Tactician or Bloodmage. Tactician and Bloodmage are a special case because they are quite OP but only for a couple of bosses fight, so it depends how you value this (they are strong anyway).