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Everything posted by MaxQuest
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There is There are the following StatusEffects pasives related to engagement: NonEngageableByLowerLevel NonEngageable CannotEngage DisengagementAccuracy DisengagementDamage DisengagementDefense Threatening Presence uses NonEngageableByLowerLevel Grog uses NonEngageable + CannotEngage Valid point) Well there could be the following scenario: an Ascendant/Fighter with Mob Stance is fighting 3 enemies. He steps back - and eats 3 dissengagement attacks -> triggers Offensive Parry and make 3 attacks in an instant. There is no need to use this often and micromanage a lot. He already did 3 splash attacks (which could also potentially trigger Mob Stance), and most likely got to max focus. That's really neat action economy. That's not broken, but pretty strong. Yes, for a character that cannot be engaged Entonia Signet Ring is useless. For tanks that take the hit - absolutely. But for tanks going Legolas style and dodging incoming hit from Doru, by moving in and out, it is a boon)) Most likely will leave it as it is. But one more idea: what if Gipon Prudensco and Nomad's Brigandine were left as they are. But Offensive Parry proc got an internal cooldown of 3-5s?
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Also there is one question that I've forgot to add: Q: Immunity to Disengagement attack (Gipon Prudensco and Nomad's Brigandine) Description: This effect allows you to engage, yet be immune to dissengagement attacks Moreover the way it is implemented, incoming dissengagement attack results in a miss. This miss can trigger Riposte and Offensive Parry (from WotEP). The cheese part here: you can run back and forth and trigger a lot of dissengagement attacks that will miss you, and trigger a lot of counter attacks. This can be also abused in Turn-Based mode when there is no turn time limit. Options: Not a cheese. Leave as is Is a cheese. Yet leave as is Is a cheese. Change the effect to "Immunity to Engagement" (NonEngageable + CannotEngage). (this completely aleviates the cheese; but will make it harder to tank) Is a cheese. Change the effect to "-33% damage taken from DIssengagement attacks". Still can be abused with BDD tho Is a cheese. Change the effect to "+30 defenses vs DIssengagement attacks". Still can be abused with BDD tho Is a cheese. Add a small internal cd to Offensive Parry proc (like 3-5s?) Other Have added it to the bottom of the poll
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Am a bit surprised how WotW cost increase votes went. Was thinking majority would want 6-wounds cost) Also am surprised on how divided the Unbending Trunk healing values are. 45% or 75%, and no one have chosen the middle ground. (reminded: it's vanilla tooltip mentions 33%, while in reality it is closer to 53% - 73%) And re implementation: again less votes for the middle ground
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Chilling Grave from Grave Calling: so far 6/7 consider it a cheese But everyone is divided on which approach to take: 2/7 - It's a cheese. Limit Chill Fog to proc only when killing hostile vessels. And ignore confuse/charm/dominate when determening party allegiance 1/7 - It's a cheese. Add an internal cooldown of 6s to Chill Fog trigger. 1/7 - It's a cheese. Limit Chill Fog trigger to twice per combat 1/7 - Limit Chill Fog trigger only when enemy vessels are killed 1/7 - If possible, make the Chill Fogs not beconsidered weapon attacks so it can'tchain trigger itself. If not possible, leaveas is I think it's not possible to make the weapon proc to not be considered a weapon attack. And will have to see if it's possible to add a check for "only enemy vessels" (despite of confuse/charm/dominate status). There is also one more approach that have just came to my mind: "Let Chill Fog proc trigger only when killing non-summoned vessels". ----- Re Boltcatchers: majority has voted on it as a cheese. And an additional PEN increase is welcomed to compensate for disabling it's crits. ----- Re Whispers of The Wind: seems like will leave it as it is I remember Elric's argument that it comes late, requires single class is a level 9 ability, and not that efficient vs bosses. Coupled with adjustments to Boltcatchers, Blinding Smoke and Powder Burns, it should aleviate a bit the chain crit with mortars
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So, a week has passed for the anti-cheese poll Got 4 responses in the first 3 days, and 3 more in the next 2. So far: 7 At the moment, charts look like this: Majority has voted so far for Elric's approach with damage shield: (Current Approach) Leave "death-prevention" effect on Potion of Final Stand. But change BDD abilities to damage-absorbing-shield, like in BPM Personally I was divided between this ^, and "leaving it as is. But clear on Combat End. And add kind of Forbearance Shield/Weakened Soul debuff (from WoW) for x seconds, which prevents the target from being BDDed again for the duration"
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This changes things. And I was wrong regarding how high it was possible to increase the healing coefficient for Unbending. (cc @Kaylon) It is +30/40% not +100+%: That said, your implementation is 75% of damage taken (sans DoTs) healed over 12s. Have you played with it? How did it feel? ----- I have assembled a list of points on which have received controversial feedback, and put them into a poll. For anyone interested, it would be great to express your view here: link to google forms poll
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Iirc it was my idea, but your implementation)) Btw, I haven't had the chance to have a full playthrough with it. How does it feel? Have you ever wanted it to be 4/7/9 instead of 3/6/9? I think this is mainly related to FF monk With an AI behaviour you can quick switch really fast (around 10 times per second?), so having hostile effects quickly expire on your whole team is handy Ok If it feels legit despite multiple reloads/recoveries with ranged weapons, I am fine with it I was mostly thinking about: hit/crit loop chains how can fighter instantly reload his mortar when surrounded by enemies, shoot and instantly repeat, up to several times Although in practice it rarely happens. So can discard this as small cheese Mm, how about: - Blood Sacrifice cast/recovery changed from 0.8/0s to 1/1s - After using Blood Sacrifice, wizard gets a 5% penalty to HealingTaken for 60s (fixed) (staking up to 20 times), and cannot use Blood Sacrifice again for 3s ? or - After using Blood Sacrifice, wizard gets a -1 CON penalty for 30s (fixed), and cannot use Blood Sacrifice again for 3s. Blood Sacrifice cannot be used wizard has 3 or less CON Exactly) I was thinking about adding the following check: IsMeleeWeaponEquippedInPrimarySlot AND not IsRangedWeaponEquippedInSecondarySlot Btw: Whirling Strikes: activate when user has meleeWeapon in MH or OH; and have.. no disactivation condition Riposte: activates when user has meleeWeapon in MH or OH; and disactivates when there is no melee weapon in neither MH or OH
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Got into that 1 out of 10 it seems )) Good idea. And I didn't so yesterday! But forgot today... How does 7 wounds cost feel during actual gameplay? Isn't it a bit high? On the other hand I feel that WotW shouldn't be usable back to back --- Btw, I was also thinking about something like this: (for CP.Extra, or as a trinket effect): fighter's Power Strike: discipline cost decreased from 4 to 3, but it costs 1 more for 12s after use fighter's Charge: discipline cost decreased from 2 to 1, but it costs 2 more for 12s after use barbarian's Heart of Fury: rage cost decreased from 4 to 3, but it costs 1 more for 12s after use ranger's Twin Shot: bond cost decreased from 2 to 1, but it costs 1 more for 12s after use A minor bonus to run slower out of resources (unless you spam the same thing) It feels a bit cheesy that you can apply Brand Enemy/Gouging Strike/True Love's Kiss, go outside, come back few hours later and kill the boss in that non-interactive way. I am totally ok for the DoTs to be infinite, but let it be an active fight, no? You mean that if the second point works (and can no longer prolong self-buffs by draining infinite effects on enemies) there is no need for that first change? How does the following sound?: - instead of draining 1s and extending buffs on self by 1s per tick; wall will now drain 2s from enemy, and extend buffs on self by 1s per tick (per affected enemy) That's an idea But still, being able to cast stolen spells unlimitedly till the end of combat is kinda strong Most likely I'll just ignore the issue, except for what was already done: "removing Grimoire Imprints from those grimoires". And since that change is not retro-active it will only affect new playthroughs. And players will be able to learn those spells on level up
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Judging by official patch notes, none of the fixes from UpMod were included. I haven't played PoE1 for few years, and haven't tried the last version of the game with CommunityPatch mod. It will either load and work fine, or will crash instantly or soon enough. I am not sure yet if I'll have the time for that. If it will be enough to recompile - then maybe. But no promises -
If there is a way to prolong the buff durations... Soul Blade can stack thousands of it, and one shot any enemy with Soul Annihilation. And as a bonus having thousands of Concentration makes you basically immune to Interrupt. Here's a video by Victor Creed: Unbeding benefits from Healing Done/Taken right? With my change Unbending Trunk would heal 3 times for 15% of damage taken. usually a fighter will have around +30-45% Healing. So that's 58-65% of damage taken being healed back (sans damage from DoTs) with Dawnstar Blessing or Merci and Kindness he can reach +100% Healing, and that would be 90%. In Vanilla, Unbending Trunk at 10 INT description writes that it's duration is 15s, and each incoming damage will heal for 33% over 5s (UseDurationTime) at +0% Healing: that is 20% at 3s, 13% at 5s, and an extra 0s for 20%. Total: 53% of damage taken being healed back (sans damage from DoTs) at +30-45% Healing: 68.9-76.8% at +100% Healing: 106% And even more because of 0s ticks from existing HoT instances is triggered when a new HoT instance is applied --- You have set the HoT Instance to 75% over 12s (fixed) ticking in 1s intervals; instead of vanilla 33% over 5s (unfixed) ticking in 3s intervals But it still benefits from Healing Done/Taken, no? Nooo. It's easy as concept) I don't think we can mod such behaviour. At the very least it would require patchwork changes But Obsidian devs could probably take this into account.. for their next games
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Then I'll just add that to CP.Extra But what's your opinion on setting canCrit to false for Boltcatchers? That's an argument) And that is much appreciated Yeah, I don't imagine how to implement that) But it's actual behaviour could be even simpler: only give +10% to effects that were applied after it
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It can work with beckoner/ghost heart too. Just more difficult to start the chain reaction you need to kill beckoner skeletons with Grave Calling weapon attacks, or procced Chill Fogs; before they despawn they have 25 hp after 2 of them die - the chain reaction starts; since 2 Chill Fog ticks can kill other skellies Aaa you were referring to effects that are not cleared at the end of combat.. Got it It's also possible to make Strand of Favor to provide an instant effect of -9.09% to effect duration. That's what Elric did in BPM) You equip SoF: and get: indefinite +10% beneficial duration a one off: -9.09% beneficial duration (to compensate) Sure, due to double inversions and stacking different percents of beneficial duration buffs/maluses it's still theoretically possible to extend the buffs to long durations; but that's now like 1000 harder to do. Additionally SoF can be made to have it's effects only in combat. Hmm, I think a limit of 1 cast outside of combat, and no limit while in combat, can be done via a kw workaround. But it's tedious, so maybe only for a select few spells..; but in that case it would be inconsistent Setting them to be castable only in combat is an easier solution for sure
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Ehh, I have just wrote a really long reply here. And it vanished after submission. I have a feeling this forum doesn't work well with 10+ quotes) ----- No, you haven't missed it) I have forgot to add Combusting Wounds to the initial list) And when I've noticed, I decided to wait first if someone will mention that spell) Elric's approach brings it's effective damage closer to that mentioned in it's description, and decreases by x3 that 0s mini-burst when ticks get re-applied. Meanwhile Unbending-like change removes that 0s mini-burst altogether; but there won't be DoT duration increase from INT/PL. In my book both approaches are good here With Brilliant and Blood Sacrifice you can reapply BDD over and over, no? I think BDD shines most in the following situations: you can keep using Blood Sacrifice over and over you can ignore disengagement attacks, and abuse Riposte / Offensive Parry you can use a Grave Calling bomb and just stand in 8+ stacks of Chill Fog and other AoEs completely dump AR/deflection While with BDD acting as a damage-shield, it is still crazy good (hardly any creature encounter deals over 300 dmg in 12s), and often even better since the hp doesn't go down to 1 while the shield holds. But it makes harder to use the above scenarios. Meanwhile there is still Potion of the Final Stand that retains the immunity to getting knocked unconscious. It's limited to once-per-encounter but 18s duration kinda compensates for that. ----- That said, I am also ok if BDD keeps the vanilla behaviour, but would need to make Blood Sacrifice, Ripose and Offensive Parry only usable while above 25% hp. With +30% Healing (from 20 MIG), 50% Healing from Dawnstar's Blessing, +10% Healing from Bone Setter's Torc, +10% Healing from Healer's Touch belt, you get +100% Healing. That's without +15% from Practiced Healer and +50% from Mercy and Kindness, since those are class restricted. Now let's take Unbending: Vanilla Unbending Trunk has duration of 15s and the following effect: Self: 33% of Damage Taken converted into Healing over 5s At 10 INT and with: +0% Healing: that is 20% at 3s, 13% at 5s, and an extra 0s for 20%. Total: 53% of damage taken being healed back (sans damage from DoTs) +30-45% Healing: 68.9-76.8% +100% Healing: 106% And because everytime a new Unbending HoT is applied -> all current Unbending HoTs will make a healing tick, it becomes even more. And that healing is done by an ability whose description mentiones 33% The only thing that keeps Unbending somewhat in check is that it doesn't heal the damage taken from DoTs. --- With the change that I have proposed: INT and PL will no longer increase the duration of individual Unbending HoTs there will be on 0s tick; and no tick spam when a new instance is applied I have increased the healing to 3 * 15%, so that will be 45%; or 90% if you have +100% Healing; but that's less than 118.8% mentioned above; and way less if you fight multiple enemies Imho the main issue with Avenging Storm is how it could proc from stuff that didn't deal damage (that's already in CP.Basic). The second issue is that it can heavily contribute to effects loop, since it deals it's damage via attack component and not via damage status effect. Making it procs unable to crit would decrease it's contribution to chain crit of Heartbeat Drumming and Swift Flurry that could potentially go to infinite. Yes, Boltcatchers proc is AttackMeleeGameData. It could crit; and being originated from a weapon attack, could contribute to effect looping That's an excellent point Boltcatchers' proc has penetration of 7; and now that you mentioned it I totally agree: it's better to increase it instead And that's the reason I have started this thread. To not get overzealous) and sync on opinions It's enough to kill 1 skelly; and if Chill Fog kills another skelly it will trigger Chill Fog The thing is: you can get that legendary sabre relatively early; and a Bers/Beckoner of only level 7 can already cause 9-18 Chill Fogs in the first 10s of combat. And it's hard to compete with 180+ dmg per 3s. A Berserker/Rogue (with deathblows) would go even higher with a Beckoner support summoning the skeletons While a Berserker/Cipher would get max focus in few seconds. Gif example (dummies have 625 hp; skeletons have 25 hp and die from 1 hit): I think it's great when unusual interactions exist; and it's fun from build building perspective; but it can become repetitive and boring when actually played, yet switching is like gimping yourself (at least at those levels) Anyway. I will likely create a poll. And if majority will vote to leave it as is - it will be left as is Agreed Regarding procs: it would be too tedious to check them all; do you have some specific offenders in mind?
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Re Combusting Wounds: is Elric's treatment not enough? Combusting Wounds : <Version 4.0> changed from 4 damages over 6s (+2 damages for initial tick) to 5 damages over 5s (+1 damage for initial tick). Ticks every 3s -> Ticks every 1s. The intended effect is that re-application of the burning effect will only cause 1 damage per active stack instead of 2 (and stacks last slightly less so there should be less stacks). This caused this spell to do too much damages when target was attacked in quick succession. Alternatively could do the same I did with Unbending. Have 3 delayed effects, instead of DoT. No extra 0s procs guaranteed. It's even worse with Wilting Wind from Amira's Wing) The way these spell procs are implemented make them considered as weapon sourced. And here is little we can do. Maybe some workaround with disabling focus gain and re-enabling after 1s. But that timer is not reliable. And there could be some regresion issue. If someone has some suggestions and they are implementable, I am open to hear them. Indeed. Dropping Shinning Beacon out of combat is one thing (since it will start combat). But dropping those AoEs that persist over some area (and luring enemies there) is another thing (since it can result in resource economy and especially stacking). I am ok with lasting pulsedAoEs to be made castable from combat only. Or maybe only damage dealing ones? Would be great to hear more opinions on this. For reference: AttackPulsedAOE that already are combatOnly: Sacred Immolation Repulsive Vissage Returning Storm Moonwell Consecrated Grounds Symbol_Of_Berath Symbol_Of_Eothas Symbol_Of_Skaen Symbol_Of_Wael Blessing_Of_Wael And AttackPulsedAOE that atm can be cast out of combat: Chill Fog Tanglefoot Wicked Briars Venomblood Symbol_Of_Magran Revenge_Of_Skaen Slicken Malignant_Cloud Ninagauths_Freezing_Pillar Pull_of_Eora Probably stacking of Symbol_Of_Magran, Revenge_Of_Skaen and Chill Fog are the biggest offenders here. Due to longer duration you can stack more of them out of combat. I like that friendly buffs don't break Invisibility. But having -80% recovery from stealth (for a long period) is kinda too good. Partially it is countered by the fact that investing in Stealth makes you miss on Alchemy/Arcana/Athletics. But still.. Ideally I would make "-80% recovery while stealthed" only last first 6s of combat. But will need to see if it is implementable
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Aa, you made the 1.5 damage multiplier to go away when you switch the from grimoire with Concelhaut's Draining Touch to another grimoire? But how? I would expect that damage multiplier to be added to those 4 grimoires. But you have added it to Concelhauts_Draining_Touch_MeleeCast. Also: if the wizard has learnt that spell on level and has a grimoire with it, how does it play out after he switches the grimoire? When you say buffs, you mean: BDD, Brilliant, Dawnstar Blessing, Avenging Storm and Unbending? If yes, which do you think should retain vanilla behaviour and cannot be cheesed? I am not sure yet if line-of-sight checks are implementable. It could take some time to investigate. But I wouldn't be surprised if such checkes could end up being workarounded via Martyr's Memories, path blocking or something else not taken into consideration. Re Scales of Justice: the idea of prolonging those effects when affected creature deals damage (instead of taking damage from melee weapon attacks) is an interesting one. But this way it can be prolonged indefinitely by chanter's skeleton chant. Or if the enemy deals some modest AoE, just sit in it in invis (if you have enough regen) That's a good suggestion. I will take a look if this is implementable. If someone knows how to trigger clear attack once MaxStackQuantity reaches 25 stacks that would be great. I vaguely remember some posts by Boeroer and Constentine Levine about Boltcatchers, and had the impresion they either could trigger HD and Swift Flurry (since it's proc is not just damage dealt via StatusEffect, but via AttackMeleeGameData); or because there were a lot of hits Boltcatchers proc could have a high chance to also crit, and contribute to some other onCrit effects. Btw, if it doesn't trigger HD and Swift Flurry, what I did is not a nerf, but a straight buff, since I've raised the base damage from 10-15 to 15-25. And that's a +60% damage increase ----- I do agree that many accessoires/armors procs were overnerfed in early patches, when game felt somewhat easy, so everything got a nerf hammer. Thank you) Corrected It does I have created a Belower and Berserker Belower summons 6 skellies. Berserker frenzies, hits the target and kills all skelies with Carnage. Bam you have 6 Chill Fogs. These Chill Fogs have "weapon source" and benefit from weapon quality enchantment; and can also summon new Chill Fogs if they kill any vessels. Plus iirc Chill Fog applications are considered weapon hits and I wouldn't get surprised if those could trigger Blade Cascade if you dual-wield with Scordeo's Edge. Or other weapons with onHit effects. Can make SoF work only in combat. Although would need to think if it is possible to start-and-reset combat in quick sequence. If it is, then setting it to combatOnly would not be enough. Btw, when you say "why nerf all items/status effect", could you list top 5 which you would want to retain the vanilla behaviour, and are not cheesable (after SoT/WoD are taken care of)?
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Whoa) That's definitely an oversight) Tears of Saint Makawo ability inflicts 3 status effects: Martyrs_Memories_EnemyDamage (x0) (isHostile: false) Martyrs_Memories_SE_NonTargetable (isHostile: false) Martyrs_Memories_SE_PetrifiedAffliction (isHostile: false) (i.e. is not hostile, similar to Withdraw) But internally Martyrs_Memories_SE_PetrifiedAffliction uses the general Paralyzed_SE_Paralyzed which is Hostile. The devs have probably reused existing status effect. While in case of Withdraw there is dedicated Withdraw_SEStunned (which is beneficial). The solution here would be to create a friendly paralyze SE.
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The idea wasn't to remove it from the game But to remove it from 4 grimoires that you can find in Deadfire. You can still learn it on level up. --- The regular behaviour of Concelhauts Draining Touch is: you summon that oneHanded weapon and on next succesful attack with it: inflict weapon corrode damage, Weakened for 20s, and heal yourself for 20% of damage dealt. And the weapon despawns; it is one-hit only. it deals around 60% more damage compared to a sabre; but that's ok since you need time to also cast the spell first, and it costs you a tier3 spell slot The issue was that: if you don't learn that spell but cast it from a grimoire, and switch to another grimoire (that doesn't have it), the summoned weapon will no longer despawn after the first succesfull hit (as in regular behaviour), but will last indefinitely until combat end meaning that it will deal more damage and provide more healing, than any other tier3 option that you have across all classes. Plus due to increased base damage it scales much better with damage bonuses (e.g. deathblows / devasting blow) than any other weapon. The current idea is to remove it from: Grimoire_Bandit Grimoire_Mercenary_Wizard Grimoire_Lich_Concelhaut Grimoire_Menzzago But unfortunately if you already got any of those grimoires, the change will not apply retro-actively. So the current workaround is kinda moot That's a complete rework of this spell/weapon. It's ok balance wise, so long as lifesteal cannot be prolonged indefinitely. But it losses the uniqueness of this spell (it's one-hit effect) Atm I neutral ------------------- I have also tried Elric's changes from BPM: Concelhaut Draining Touch : <Version 1.3> Acid Keyword was added by new version of Community Patch, but a minor glitch led me to re-add it myself. <Version 4.1.0> Does not last infinitely when switching Grimoire <Version 4.1.0> Base damages 24-32 -> 18-24, but adds a +50% +10%/PL damages modifiers for the attack. Note : Phantoms equipped with this weapon will have their damages reduced since they won't get the damage modifier. They will still be able to attack indefinitely with it. <Version 4.1.0> Initial Cast/Recovery time 3s/4s -> 3s/0s But unfortunately it still lasts indefinitely when switching grimoires. It aleviates a bit the usage with Essential Phantom. But phantom stuff is closer to small cheese.