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MaxQuest

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Everything posted by MaxQuest

  1. Godlike changes don't use the scaling we are opting for. And we also going to buff Exalted Focus in a different way. Although these are easy, and would take like 5 minutes max. Turning wheel change might be handy. In rest I don't see what we could take from there 1:1. Nice icons Especially like the "Hold the Line" and "Uncanny Luck". Regarding Weapon Styles: - 1H - associates with rapier and finesse for me - 2H - with a two-handed battle-axe. But as Pheno has mentioned, it would be nice to suggest that it works with ranged 2H too. So something like your "Arms Bearer" but with 2H BattleAxe / Bow (or arrow) perhaps? P.S. The current "Snake's Reflex" looks more related to poison appliance)
  2. Hmm, let's try that approach to all of his values: current_hp: (72 + 15) * (1 / 0.75) - 15 = 87 * 1.(3) - 15 = 101 max_hp: (104 - 15) * (1 / 0.75) + 15 = 89 * 1.(3) + 15 = 133 current_hp: (44 + 15) * (1 / 0.75) - 15 = 59 * 1.(3) - 15 = 63.(6) max_hp: (104 - 15) * (1 / 0.75) + 15 = 89 * 1.(3) + 15 = 133 current_hp: (123 + 15) * (1.5 / 1.25) - 15 = 138 * 1.2 - 15 = 150.6 max_hp: (163 - 15) * (1.5 / 1.25) + 15 = 148 * 1.2 + 15 = 192.6 current_hp: (87 + 15) * (1.5 / 1.25) - 15 = 102 * 1.2 - 15 = 107.4 max_hp: (163 - 15) * (1.5 / 1.25) + 15 = 148 * 1.2 + 15 = 192.6 current_hp: (49 + 15) * (1.5 / 1.25) - 15 = 64 * 1.2 - 15 = 61.8 max_hp: (163 - 15) * (1.5 / 1.25) + 15 = 148 * 1.2 + 15 = 192.6 P.S. I wonder if we can consider those as approximation errors or not. And if these are indeed the formula used by Deadfire, that sign swap (for flat bonus on current_hp) is a really funny thing. As if some dev got a negative number once, and thought oh, the error must be in the sign, so I'll just change it.
  3. Yeap, that cipher was my only melee 2H-user, so all such stuff was going to her) The problem with Justice is that you can't get another +25% elemental lash on top of that +25% crush lash. So you effectively end up with +10% mini-lash as the sole benefit. And prior to level 12, Tidefall gives +15% damage bonus and +4 accuracy, just because of being Superb; with wounding just being a small collateral bonus. Meanwhile draining was helping a tiny bit with Sanguine Plate's squishiness. Btw, I've just loaded an older save, to check what I actually was using. So here's my lvl 8 melee cc-oriented hireling: screenshot I actually had Tidefall in offset (enchanted vs spirits), while the main weapon was Drake's Bell. And that's because of +5 DR Bypass from Estoc type and +3 extra DR Bypass from weapon itself. And I've enchanted it against beasts, because around those levels there were many spiders, wolves, lions, etc. P.S. And for stronger fights I had those Forgemaster's Gloves for the already mentioned (3-per-rest) Firebrand. The belt was added to the game, after my last playthrough. But I would 99% expect them to "stack".
  4. He probably meant Fugue Spores poison which we can craft. P.S. I've tried that poison on Giant Cave Grub right now. In my case Confusion effect gets upgraded (as intended) (see screenshot). But the Grub doesn't get charmed. Although that's most likely due to Charm being removed by friendly fire damage now. And perhaps the DoT ticks qualify as such? P.P.S. Just in case: here's the save file. (v4.1.2.0047)
  5. Yeah, I was expecting it to be proportional. With the only exception of +flat modifiers. There is definitely some +15hp in his case, if he has 133 hp at 10 CON and 192 at 20 CON. For some reason I was thinking your character is lvl 10, and the numbers didn't match. With new info: Fighter has 42hp + 12 per level. Chanter has 40hp + 10 per level. And a fighter/chanter would have 41hp + 11 per level. So he's level 8, right? 41 + 7 * 11 + 15 = 118 + 15 = 133. Anyway, regarding those numbers: --> 72/104 (@5 CON) enfeebled expires --> 101/133 (@10 CON) max_hp: (104 - 15) * (1 / 0.75) + 15 = 89 * 1.(3) + 15 = 133 But for current hp change, I can come only with the following numbers: current_hp: (72 + 15) * (1 / 0.75) - 15 = 87 * 1.(3) - 15 = 101 Which is odd, but ¯\_(ツ)_/¯
  6. If you go for 2H route, then get Tidefall asap. It comes in superb quality and until lvl 11 is your best choice, only rivaled by Firebrand from the gloves you can buy from the Knights of the Crucible. As for powers to use: it depends. The common advice although would be again the same: Whisper of Treason on threats that you want to deal later with. Mind Binding on the threat in your melee range (and make sure to be hitting the paralyzed enemies mostly; as it will generate more focus due to lower defences). Also toss an occasional Echo. But mostly dump focus into Amplified Wave spam.
  7. Imagine a monk tank with 3 CON, and 130hp. With +10 CON from Duality, that's 13 CON and 230hp. He takes 115 damage and is at 115/230. He switches Duality, and is now at 65/130. Now he can heal-up for 65 and switch Duality again to get to 230/230. TL.DR. It's better to take damage while having CON inspiration/bonus. And vice-versa: it's better to deal damage while enemy is affected by CON affliction/malus.
  8. ^ DoT damage from Bleeding Cuts was not decreased by underpenetration iirc. That's how I killed Neryscirlas last playthrough for example. Basically said: screw it, I will underpen all the way, but the raw damage will still go through. (Although now I am thinking it would be better to re-check it...) As for Wounding Shot and Deep Wounds I don't know tbh. From the gamedatabundles it looks to behave the same. Althought that's not what someone would expect in practice.
  9. Deep Wounds, Wounding Shot and Bleeding Cuts have 3 parent status effects that are of [ApplyStatusEffectToEnemyByDamageDealt] type. I can't check atm what it does. But would expect them to use the weapon damage that was actually dealt. Not just base damage. Although I have some doubts about lash damage being included. P.S. Oh yes, Bleeding Cuts might be slow, but are definitely strong. If you made a hit for 50 damage, an extra 100 raw will be dealt over 60s. Even if those 50 were decreased by -75% from underpenetration. And bonus points if you can keep the enemy under Cleansing Flames for the double tick rate. And extra points if you have high MIG, and enemy is affected by +40% damage taken from beacon, and +25% from that mace.
  10. Good question. Unfortunately I can give only a partial answer. First, here's some data from gamedatabundles: 1). As you can see there are two application types: ApplyOnTick and ApplyOverTime. The first one applies it's BaseValue (which is also shown in tooltip) every x seconds. While the last one uses BaseValue as base Total damage, and for each tick it divides that value on number of ticks. I don't know what's the point of this separation yet. Maybe the idea was for ApplyOverTime to have fixed duration? But afaik they still scale with PL and INT. Or maybe the idea was to keep Total Damage unaffected by INT? But have to test it. 2). Disintegration and Wounding Shot (and perhaps even other "ApplyOverTime" effects as well) where quite bugged on release and for quite awhile. The total damage on grazes was often higher than that on hit. It was fixed later, at least in v4.0 I could no longer replicate that. Although Wounding Shot is still very subpar. 3). Few notes on examined DoTs: Disintegration [ApplyOverTime]: - deals 240 damage over 15s. Unlike in later version of PoE1 it no longer stacks with itself. Deep Wounds [ApplyOverTime]: - deals 20% of dealt weapon damage over 6s. It stacks with itself. Wounding Shot [ApplyOverTime]: - deals 20% of dealt weapon damage over 6s. It doesn't stack with itself (if the new DoT instance has higher duration, it substitutes the older instance). - one could think that each tick deals 20%, by reading the description, but nope. Bleeding Cuts [ApplyOnTick]: - ticks for 10% of dealt weapon damage / per 3s, for 60s. It stacks with itself. Death of 1000 Cuts [ApplyOnTick]: - ticks for 19 dmg / per 3s, for 30s. It doesn't stack with itself, but new instance adds it's duration to the current instance.
  11. Aha! so someone actually likes them We meant multi-classes characters, like Universalists) Beastmaster idea/name sounds good) But heh) the first thing that came to mind (regarding whisperer) was:
  12. Good point) Just need to find something which would bring insects and beasts together thematically. Although it's kinda hard, if it also has to "rule out" plants stuff (or rejuvenation). Partially share this feeling. As I often prefer specialization. But also like slight flexibility. I would rather see, Shifter having a shifting on modal which he can use unlimited amount of times. But, he: - either has access to 1 form only. And can change it on level-up... or maybe even on rest. - or have access to 1 constant form. And unlock an additional form later in the game.
  13. It feels a bit askew that it's possible to lower enemy fortitude by 45. While reflex can be lowered by 55; deflection by ~80; and will by 88. Provided that fortitude is usually the highest defense. P.S. Those values are not counting general maluses, like -10 from Shining Beacon, and ~-10 from Hunter of Hunters (Ngati's Tusk) that apply to more than one defense.
  14. > Do like "Shrunken Head of the Pŵgra" idea. But what do you think of alternative name of something like "Pŵgra's Withered Talon"? Just askin' > Wooden Grub: the insects theme is ok. But I don't think that beast spells (Charm Beasts / Hold Beasts) fit here. I would rather drop them, provided bonus spell-usages from Lord of the Bugs are already strong enough of a boost. > The Changeling's Fleece: this one feels wonky. That PL exception is doable via -5PL debuff, new keyword added to Taste of the Hunt, and +5PL passive buff to that keyword. But it requires some fuss; and also clones for Taste of the Hunt (if we wan't Ability Ranks to be 1, 2, 3). It also rises the already mentioned: what about Shifter? And additionally it leads to a bit spamy gameplay, when you just shift and use 6 Taste of the Hunt in a row. It will be fun and powerful in the beginning. But after awhile can get boring.
  15. Those that "add" spells are based on grimoires, and are switchable by default. I've never tried to switch non-grimoire trinkets... so don't even know if it is not possible)
  16. Yeap. That's why I would prefer to avoid giving trinkets a power level bonus to: - restoration - beast, plant and rejuvenation - and more than 1 elemenetal keyword at a time (we already have Greater Maelstrom and Chromoprismatic Quarterstaff...) Also it's worth to keep in mind that priest/druid will be able to wear either of the trinkets we are coming with. Just a random thought: is it worth to separate Condemnation from Punishment a bit? v1. Condemnation being hostile effects that don't deal damage (they just condemn). While Punishment being hostile effects that deal damage. v2. Condemnation being hostile effects that don't deal damage and affect only Mind. While Punishment being hostile effects that deal damage or affect Body. That keyword would have to be included in KeywordsIDs array property of each Prayer and Litany. If some mod overwrites that... the changes will be overriden. The solution would be to place trinkets most at the end of the list. P.S. Regarding icons, BMac had a guide for that. There is some fuss with some "atlases". But yeah, it's possible.
  17. Not a complete copy-paste.. but sort off) And there is also Blackened Plate as inspiration, with it's Death in Life and Life in Death. Uhm, not quite. There are two situations in this case: 1). Existing prayers and litanies get +3PL. Trinket contains references to these existing prayers and litanies. - priest with that trinket: will benefit from those +3PL - priest without that trinket: will also benefit from those +3PL (if he learns the spells) 2). Existing prayers and litanies are kept as is. For each one there is a copy created, with +3PL. Trinket contains references to these copies. - priest with that trinket: will benefit from those +3PL. And if he also learns any of these, he will have duplicates in his action bar (one prayer with +3PL, one without) - priest without that trinket: is unaffected In either case there are problems; and in order to avoid them, I think it's easier: - either to go for new keywords (Prayer, Litany) and let the trinket provide +3PL with those keywords. But that's a fuss with translation, and potential compatibility with keyword mods that also edit those prayers/litanies. - or, just give +1 PL with all inspirations, as you have alternatively suggested. And I don't think there will be balance related problems due to +PL stacking (with Xoti's lantern, and so on), because it's just inspirations and not DoTs or some evoker stuff.
  18. That's cool) So there actually is a "checkbox". At least for AttackGameDatas
  19. Same here. Although the current radio silence worries me a bit.
  20. ^ The v4.1 has added the Turn Base mode. And we are still waiting for v4.2 that would bring TB out of beta and fix the newly introduced bugs; and hopefully even some of more lasting ones.
  21. The +3 PL with prayers and litanies could be done by adding new keywords: Prayer, Litany. Although that will conflict with other mods that change keywords for these spells. The rest is also doable. P.S. I like the concept of Finger of Death. Would fit nicely some sort of Forbidden Fist of Woedica who maxes resolve. And thematically is great for Vatnir as well. But I guess the AoE of soft winds can be decreased from 4m to 2.5m? And it should not count towards phrase gathering?
  22. After a discussion with Phenomenum, there is an idea to create a mod that would have two versions: Conservative and Extended. Extended version will include this Trickster nerf. That was the point behind the preliminary poll. To spot the potential missreads and stuff like that. That said, I've included a note at the begining of the poll, that you can ignore a suggestion if you don't have a strong opinion on it. Also, let's say if someone has voted at least for one priest keyword and didn't check any other priest keywords, the poll would treat those unchecked as votes against. Those 25% were my personal oppinion on a threshold for general and class-specific suggestions, that could be used to "spot"/prioritize really welcomed suggestions. Keywords is a different domain. I'm ok with results, and leave it to Phenomenum's discretion since he's been into that topic for quite a while. Every grimoire is a trinket. But not every trinket is a grimoire) Also, I am still interested in detailed examples of what trinkets do players want to see in the game.
  23. So the time has come to close the poll and show the results. So far we got 81 submissions. 51 were submitted during first 4 days. After that there was a period of 24h of no submissions and I've liked the poll on reddit. This brought extra 30 entries. You can check the results: HERE Or if google analytics is opening slowly, here are the screenshots: General stuff: Classes: Keywords: Bugs: Now that we've got the results, everyone can use them as some kind of reference point for whatever changes he wants to do. Personally and at the moment, I am seeing the results in the following light: - if a suggestion has 50% "do not change / do not care" - there is no point in implementing it as it will please as many players as it will displease. - if a suggestion has 40% "do not change / do not care" - it's an indicator that the change is either not worth the effort or has very low priority; and can usually be discarded. - if a suggestion has between 25% and 40% votes against - it's in a gray zone - and requires case-by-case examination. It still would be nice to see them implemented but usually they have lower priority compared to the next category. - if a suggestion has only 25% voted for "do not change" or less, it clearly indicates that the change is indeed welcome. --- Speaking of general stuff we had 22 suggestions and 14 have clearly passed. The discarded suggestions are: - Accurate Empower nerf (26.7% voted pro; and 68% voted for "do not change") And the gray-zone / lower-priority suggestions are: - Increased paralyze effect: add +25% incoming miss-to-graze (vs reflex and deflection) (61% voted pro; and 36.4% voted for "do not change") - Increased stun effect: add -10 reflex (73.1% voted pro; and 25.6% voted for "do not change") - Increased prone effect: from 1s to 1.5s (with Slicken adjustment) (64.5% voted pro; and 32.9% voted for "do not change") - Deep pockets for other classes (68.9% voted for some variant of unlocking; and 29.9% voted for "do not unlock") - Potent Empower buff (68.8% voted pro; and 27.3% voted for "do not change") - Sabre proficiency change (58.1% voted pro; and 37.8% voted for "do not change") - Arcane Dampener: ignore drug effects (66.7% voted pro; and 32% voted for "do not change") --- Speaking of class-specific stuff we had 51 suggestions and 39 have clearly passed. While the very low priority suggestions are: - Mental Binding: paralyze increase from 6s to 7s (54.1% voted pro; and 41.9% voted for "do not change") - Soul Annihilation: prevent "Raw Damage" part from benefit from physical bonuses (54.3% voted pro; and 42.9% voted for "do not change") And the gray-zone / lower-priority suggestions are: - Dragon-Trashed damage buff (35.2% voted for "do not change") - Body Atonement: AR malus increase from -2 to -3 (63.9% voted pro; and 31.9% voted for "do not change") - Puppet Master: recovery time change from 4s to 3s for consistency with WT and Ringleader (59.5% voted pro; and 36.5% voted for "do not change") - Soul Annihilation: apply "Raw Damage" part to primary target only (65.3% voted pro; and 29.2% voted for "do not change") - Soul Annihilation: increase "Raw Damage" part coefficient to compensate for those two proposed nerfs (25.4% voted for "do not change") - Avenging Storm: stop procing from non-damage dealing weapon attacks (70.3% voted pro; and 25.7% voted for "do not change") - Turning Wheel: make it work with ranged weapons too (60% voted pro; and 37.1% voted for "do not change") - Blade Turning: disallow reflection on attacker himself (56.3% voted pro; and 39.4% voted for "do not change") - Sacred Immolation: make self-dot have persistently same duration as periodic fire-pulsation effect (67.1% voted pro; and 31.5% voted for "do not change") - Trickster: slightly increase SA penalty (58.6% voted pro; and 37.1% voted for "do not change") ------- P.S. My take (i.e. personal opinion) on this is the following: - suggestions that have clearly passed - get normal priority - suggestions from gray-zone pass if they have x2 more total votes pro than votes for "no change" get a lower priority (than above category). While the rest of gray-zone suggestions are either very-low priority or even discarded. - the rest of (general and class specific) suggestions is discarded But feel free to post your own views and opinions. As always. And thanks again everyone for voting)
  24. Missed your reply, so it's probably late by now, but here we go: For Hard difficulty that will do fine. And so will 17/8/19/10/16/8. The second is a bit more damage oriented. And you will hardly feel the lower accuracy because enemies don't have +15 def bonus as on PotD. Plus you have a paladin and priest in party for the extra acc. Well yes. But keep in mind that it is a general direction. And each better can be further tailored to better fit in a specific party composition or even playstyle. So, one lazy way to do it is: - frontline: Eder, Pallegina, Aloth (plate, 1h+shield) - secondline: Durance (with pike or quarterstaff), YourCipher - backline: Sagani And on lvl 9, switch Sagani for Kana (plate, 1h+shield, Dragon Trashed). And either put: - frontline: Eder, Kana, Aloth (plate, 1h+shield) - secondline: Durance (with pike or quarterstaff), YourCipher - backline: Pallegina (with reloading weapons) or - frontline: Eder, Pallegina, Kana - secondline: YourCipher, Aloth (plate, 1h+shield) - backline: Durance (leather armor) In either case: - Aloth is build for crowd-control and offtanking - Pallegina is build as support offtank with possible alpha-strike - Kana is your second damage dealer (via Dragon Trashed), and since he deals his damage passively, he is built as offtank - Durance is a support that starts with Painfull Interdiction, increases your party accuracy, provides buffs. But who can also assist with damage dealing during boss fights (with the help of Minor Avatar, DAoM potion and +MIG/INT items) And your MC is a versatile damage dealer, who starts the fight with Mental Binding and builds focus by attacking the paralyzed target. And after that spends that focus on Amplified Waves mostly (and if he didn't learn it yet: on Echo, Soul Shock and Silent Scream).
  25. Yes, somewhat similar to those. It is an ability of GenericAbilityGameData type that triggers an attack of AttackMeleeGameData type. GenericAbilityGameData is usually used by spells, while for weapon abilities (like Debilitating Strike) is used: WeaponAttackAbilityGameData. And cipher gets focus from the latter. And you can't just change one for another, because WeaponAttackAbilityGameData uses your weapons, while Forbidden Fist seems to be designed with "using your 'fist'" in mind, no matter what you have equipped. Plus there would likely be problems for new characters, and the player would have to create a new monk. At least when I was changing types for Soul Annihilation ability - I've run into such a problem. P.S. I just wanted to say that it doesn't look that there is a simple 'tick a checkbox' solution..\
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