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MaxQuest

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Everything posted by MaxQuest

  1. I do agree that it's annoying, and thinking it would be great if Arcane Dampener didn't affect drugs (and maybe even food). They aren't that arcane after all. But I don't know how to implement it. There is a way to make Arcane Dampener ignore characters under drug status effect, but that's not what we want. We could make drugs to not count as beneficial effect, such that `SuspendBeneficialEffects` would ignore it. But then comes RES, Suppress Affliction and other related stuff.
  2. Do confirm that was the main intent) And the side intent: to increase attractiveness of DEX, and the ratio between using abilities vs auto-attacking in long fights. I was inactive for several days due to neck related problems. And see there was a misunderstanding between you guys. I have spoken with Pheno, and he knows that he had to direct that blame to me) We have concluded that some sort of very mild regeneration (for barb, pala, fighter, rogue, ranger) wouldn't hurt, but it should be most effective in hard fights (vs single or very few really strong enemies) and have minimal effect in easy-medium fights. Also I think now that aside from ~ranger, these regeneration means could be turned into trinkets instead of talents. This way they will have a stronger opportunity cost and would lead to stronger specialization. One paladin gets bonus resources after some conditional related to the usage of exhortations; another paladin when close ally takes direct damage; and another just takes a trinket with +5 acc with FoD. Plus it brings the dilemma in case of multi-class builds. I really like the current 3/6/9 tier regeneration every 6s (starting from 3rd second). But am thinking: does this p5 limitation feel natural to you guys? and how to explain it in description/tooltip? And if there was no such 57s limitation, would nerfing the Brilliant cloak (to have a base duration of 60s and end the effect at the end of combat) be enough?
  3. The idea itself is nice. But it is unclear if let's say at 12th second, character restores only 1 spell usage of PL-2; or also 1 spell usage of PL-1. (and so on for each 6*n second) Also in order to restore 1 spellusage of rank-9, character would need to upkeep Brilliant for 54 seconds straight without resetting it. I was thinking about SC restoring up to rank 3, 6, 9 on each tick. And MC restoring up to rank 3, 5, 7 on each tick. But this really complicates things; so probably will have to discard such separation. That be great, but I also don't know how to implement this. Yes! And a rank-8 upgrade wouldn't hurt, in case MC gets an upper hand. Yes! And ranger. Yes! But just want to accentuate: that it also should not be abusable, like in case of onKill resource regeneration coupled with killing own skellie summons. I really like your fighter idea with attack resolution conversion But don't see how to implement it yet... Regarding paladins and getting zeal on knockdown: if it gives 3 zeal, it can be abused with Providence (+consumables that remove injuries). Regarding barb and getting rage when getting hit while bloodied or lower: I think this is too strong, and can cause rage overflow. Regarding rogues: it's easy to land multiple afflictions in short amount of time; so it also looks too strong. ----- I will propose a few alternative ideas: Barbarian: add "?" rank-4 talent: gain 1 rage and +20% Action Speed for 5s, when Critically hit (by enemies) while bloodied; but lose 1 rage when Critically hit (by enemies) while Near Death Fighter: still thinking Paladin: still thinking; but would like something that restores zeal if he does a good supporting job Ranger: add "Hunting Tactics" rank-4 talent: critical hits by Animal Companion (vs enemies) have 50% chance to restore 1 Bond to the ranger add "Cull the weak" rank-8 talent: ranger and Animal Companion get +20% hit-to-crit vs afflicted enemies Rogue: add "Underhand Strikes" rank-4 talent: if you haven't taken any damage in the last 8s, your critical strikes with melee weapons against enemies have 50% chance to restore 1 guile to you (and there is no need for rank-8 co-talent, since there is Gambit) Whatcha think?
  4. That's a quite laconic and exact way to put it That's exactly what I was thinking when planning my next party 2 months ago. One ascendant and four tacticians (one multi-classing with priest). Upkeeped BDD/Unbending/Driving Echoes/and other sugar; plus dedicated flanker/unflaker that can re-trigger Brilliant: via disengaging/reengaging (with Nomad's Brigandine) via being flanked by enemies (or using blunderbuss modal) and switching Squid's Grasp back and forth and in case of boss fights quickly repeat it ~10 times once in 30s; because one resource in 6s, is too slow when there is enough + action speed - recovery time) By the time I finished planning I felt soo dirty And no longer felt the motivation to play, because why bother when infinite BDD, or overhealing Unbending makes the party unkillable. You've already won. And at the same time, I didn't want to take another party, because everything else I was coming up with, was strictly subpar. That's when I started to think about changes to BDD/SoT/WoD/Unbending/Blade Cascade/etc, and looking for ideas) Since a balanced solution that would feel good for everyone and is also easy to explain/describe and implement is not that obvious, I think one approach could be by starting with a list of what we want to achieve, keep or change. For example: I'd like wizard/druid/priest to benefit a bit less from Brilliant, since the current edge case of getting a rank-9 spellusage versus 1 guile/zeal/discipline is too much. I'd like it to not be possible to cast more than 4 rank-9 spells in 1 minute. Or even 2..3 per minute on average in the long fight. And at the same time I don't want to be hard limited to just 2-3 of them per combat. I'd like to keep resource regeneration, since I like using abilities; and don't like watching my characters auto-attacking. I'd like to have the dilemma of: do I make my party [sturdy but slower] or [faster but more fragile]; instead of [faster but more fragile; and running faster out of resources after which becoming even more fragile] I'd like upkeeping BDD 24/7 to not be possible; But at the same time I don't want to limit priests to just 2 BDD casts per combat; I think upkeeping BDD on 2-3 party members for 50% of combat (for medium and hard fights) is a reasonable upper limit I'd like upkeeping very high defenses 24/7 to not be possible; unless you give up enough acc/dps/penetration. I'd like upkeeping Unbending 24/7 to not be as effective. Shorts bursts of 15s hard-to-kill once in 30-60s; or limit it's healing to no more than 50-60% of damage taken I'd like upkeeping Blade Cascade for 24/7 to not be possible, since it kills the point of other stuff that decreases recovery-time; and completely removes the speed downsides of heavy armor I'd like it to not be possible to keep buffs for over 9000 seconds; since it unbalances the [strong but short] vs [weak but lasting] effects I'd like martial classes to have some additional, but x2..x3 weaker AND conditional means to regenerate resources. This will decrease the importance of Brilliant for them. Or will bring their regeneration closer to casters', when used with Brilliant in tandem I'd like resource regeneration to be a little bit faster if you really build for that; or invest in high DEX / action speed ... Now, what are your likes?
  5. Makes sense) So far ""Backlash: stuns for 10s when attacked vs Will; has 30s refresh delay" idea appeals most to me. But a simple "40 base damage + scaling" every 30..∞ seconds for Brutal Backlash... Hmm. I think there will be runs when I won't be taking this talent at all, since I mostly play with 5-man medium-high dps parties. But it is easiest to implement, and is much better than we have at the moment. So it gets a pass from me) Isn't it already affected by MIG and Captain's Banquet? I was thinking about Wilting Wind vs Freezing Rake. One has lower damage and higher penetration (as raw penetrates everything); and another has higher damage but lower penetration (7). After that I looked what are the higher Pen values across cipher/wizard/druid spells; and it looks to be 9. And that's why I am inclined to put either 8 (average between 7 and 9); or 9 (as the upper margin). What do you think?
  6. A helwalker troll Seriously though: hmm, aside from MIG and PL on Xoti, the only thing that comes to mind is: - damage bonuses on Xoti like: +3% from Baubles of the Fin, +5% Kuaru's Prize, +20% from Captain's Banquet - damage taken increase by Troll
  7. Definitely don't like putting Stagger. Cipher will be like: ok I can conditionally Stagger sometimes, now what? But really dig your DoT idea. How about: Backlash: stuns the target for 10s. Has a refresh delay of 30s Brutal Backlash: afflicts the target with a DoT that deals 30 dmg over 15s; While afflicted by this DoT the target takes +10% more base damage from all sources. ?
  8. I was thinking about delay for Backlash too And regarding Brutal Backlash: unless the damage is 60+, I see little use in it. Also need to check that it doesn't proc during Withdraw or Invisibility. How about Brutal Backlash: v1. inflicting some heavy defense malus v2. giving to cipher a hefty accuracy bonus vs that target; v3. terrifying and disabling spellcasting for 7s on target ? Re Echanter: yes, in it's current state it's lackluster. And partially because they lack access to Illusion spells. At the same time I don't really like giving permanent immunities. It can feel cheesy in some situations. +15%/+25% beneficial effect duration seems nice; but first would need to implement the change to Unbending Trunk. And think of other possible interactions.
  9. I think this is definitely worth it. Because it is weird that a lash from regular attack can penetrate, while lash from an attack that penetrates everything doesn't. And regarding Pen value, I think it should compare with high-pen spells. So around 8 or 9. My opinion on Brutal Backlash is that it is not worth a talent point at all. And regarding unupgraded Backlash that it is a bit weird: it's good in fast fights (but then you could win without it) and worthless in long fights At the same time I actually like that it triggers immediately; otherwise there will be even more fights when it won't be triggering at all. --- Also I remember when in PoE1 Backlash was set to trigger with no limit, I could keep enemies with terrifying/frightening/fear auras (including some dragons) perma-stunned with just 2 ciphers. Thus need to think more about it. I like having a quick weapon in offhand for full attacks. With the possible exceptions of Heart of Fury, Barbaric Blow, Whirling Strikes. But then again, a character that specializes on rare but heavy hitting full attacks won't be tacking a low-damage bashing shield. If The Best Defense had 0.5 + 3.0 speed I see good synergy for a Kind Wayfarer FoD spamming healbot. But need to compare [Magran's Favor + Sun&Moon] vs [Magran's Favor + Keeper of the Flame] vs [Magran's Favor + quicker The Best Defense]. Ideally we would need to compare auto-attack dps, full-attack spamming dps. Think about using bashing shield with a ranged weapon. And for primary attack spam. Hmm. If will find the time, will do. Otherwise will go with gut feeling
  10. "BaseValue": 120, "DynamicValue": { "Stat": "Health", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": -100, "Operator": "Add" }, Sorry for misguiding you guys. I didn't initially check what exactly "Health" is, and got carried away by it's name Health Current target health percentage from 0.0-1.0 It is actually a percentage. So dmg = 120 - 100 * current_hp/max_hp Edit: Noqn you ninja
  11. I have briefly checked related StatusEffectGameData. It looks that: as long the ability Grazes, Hits or Crits the attack applies a StatusEffect that deals (120 - 100 * target_health target_health_percentage) damage. So the "If the enemy is Bloodied or Near Death, they will receive significantly more damage from Blessed Harvest." part of description is technically incorrect against high-hp enemies.
  12. I do a bit. But would prefer to find time and compare the dps/benefits first. Yeah, the dps of bashing shield should be lower than of normal 1-hander, since it gives extra deflection and reflex) I think it should be like that: 1h+shield < 1h + bashing_shield < 1h+1h. And one more thing: what do you think if The Best Defense had 0.5 + 3.0 attack/recovery time? First association: something something about Blackwood and Durance's staff collection The no-shave quarantine Half of my colleagues (including me) are now with beard or stubble)
  13. Ah, that's an idea) Changing extension should work indeed gn.uncanny_luck.gamedatabundle -> gn.uncanny_luck.gamedatabundle.temp and voila.
  14. Just wanted to chime in regarding switching off individual changes. Renaming a gamedatabundle is not enough. The game will still pick-up the data, parse it and apply. You need to remove the file completely. E.g.: you don't like the change that increases Uncanny Luck hit-to-crit chance from 5% to 10%. In that case: you navigate to \override\CommunityPatchBasic\design\gamedata\ and delete gn.uncanny_luck.gamedatabundle P.S. Renaming strat applies to localization files though.
  15. I like that you brought The Best Defense and Magran's Blessing to the same values. But 7-10 feels a bit low for 0.7 + 4.0 speed. What do you think? That's great) Thank you for your work Noqn) No objections) I think we can add "Carnage and Powder Burns Indicators" to Basic package then. But regarding "Bashing Shields" I need more time to think about numbers. Arguments are welcome.
  16. Really Phenomenum has contacted me with a list of gathered feedback, and we decided to release an update. You have caught us during description update) v2.0.0 files are uploaded now. And here is the list of included changes: It's been awhile. How ya doin Boeroer? I like the idea of scaling bashing shields, and think it should be so from the start. And if you are ok with that, we could include it into a new and separate "MakersPack" sub-mod of CommunityPatch, which we might release in mid-late Spring. Of course: if and only if we will have enough of free time to implement it. --- Also I'd like to double check bash shields stats: The Best Defense: small shield attack time: 0.7s + 4.0s base damage: 7-10 pierce/crush base penetration: 8 doesn't benefit from Transcending Suffering Tuotilo's Palm: small shield attack time: 0.5s + 3.0s base damage: 8-10 crush base penetration: 7 (or 3 with adjustment) does benefit from Transcending Suffering Magran's Blessing: medium shield attack time: 0.7s + 4.0s base damage: 11-15 crush/burn base penetration: 7 doesn't benefit from Transcending Suffering And for reference we have: Regular Mace: attack time: 0.7s + 4.0s base damage: 11-15 crush base penetration: 9 Regular War Hammer: attack time: 0.7s + 4.0s base damage: 11-15 crush/pierce base penetration: 8 Regular Club: attack time: 0.5s + 3.0s base damage: 10-14 crush base penetration: 7 ----- I will need to think about this more; but at the moment The Best Defense shield looks like it could have it's damage increased (to match it's speed); but Penetration lowered by 1. I think it should be hard to "penetrate" or "over-penetrate" with a shield.
  17. Oh, it's great if possible) As for +20 focus... the workaround could be: trigger resource replenish twice if it is a cipher.
  18. With CP changes to Shroud of the Phantasm and Rakhan Field Boots it's already not that easy to abuse it in solo games. And in full-party, what there is besides Ancient Memory and Brilliant Tactician? ---- Personally I do somewhat like the ongoing regeneration of resources from Brilliant (especially because of some overly-high hp enemies present in game). What looks meh to me is: 1). the possible abuse with Salvation of Time. 2). the gain inequality between different classes. (+10 focus for cipher being the biggest offender; followed by +1 martial point compared to 1 spell usage). Regarding p1, I would prefer to see the same approach that CDProject did with Superior White Raffard's Decoction and Delayed Recovery. The potion was granting 2s invulnerability, and the talent was making the effect indefinite (while toxicity was high enough). So what they did in Witcher 3 (once they finally noticed that) was make Potion ignore the talent altogether. And in case of Pillars that would be SoT not increasing Brilliant duration. Unfortunately I don't know how to implement that via a mod... So what about such a limitation?: "gain 1 resource immediately and additionally regain class resources every 6s while not near death or bloodied". Or another one: after 18s of Brilliant get a 60s debuff that prevents resource generation from Brilliant (like "Recently Bandaged" from WoW) And regarding p2... I would increase focus generation for ciphers from +10 to at least +20. A wizard can get restored anything from rank 1 spell usage to rank 9. On average that would be rank 5. And how much does a cipher's rank 5 power cost? Am not aware of such a guide. But would take a look at existing mods on nexus and start/replicate from there: https://www.nexusmods.com/pillarsofeternity2/mods/categories/18/
  19. I'm fine guys Sorry for radio silence) It's been a busy summer, and still is an ongoing pile of RL stuff that requires my time and attention. @Phenomenum, You mentioned you have a list of tweaks for CP. PM the details, and I could upload them to Nexus.
  20. Thank you) And oh, we made a change to Turning Wheel - the bonus damage now should work with ranged weapons as well. This is included in Extra module. I think this could be going back to backers beta, when many things didn't graze/crit, but only hit. Also, making carnage able to crit, could potentially have some hard to evaluate balance side effects. I would be very cautious touching this)
  21. You and dunehunter both made valid points. I have mentioned 3 attacks, as arbitrary value to start the theorycrafting going. The initial reasoning was: Tempest provides 10% chance to skip next recovery. Blade Cascade has 5% chance, and since it is less reliable (cose it's lower) it could provide a triple benefit compared to Tempest proc, hence three skipped recoveries. But you've mentioned the fun-factor, and dunehunter that nobody picks Tempest. So I guess a compromise would be 5 attacks limit (in addition to 5s time limit)?
  22. Not much. We are thinking about making CommunityPatch - Trinkets - a mod that will add several trinkets for priests and druids. Additionally I am looking at Haunting Chains suggestion for cipher (it's a bit tricky, and will require a lot of testing). As for items: - there were requests for "do something" with Crimson Helm. And I think it could have some synergy with Crimson Panoply and One Dozen Stood armors. - Bauble of the Fin: 3% -> 4%? - Blade Cascade proc (from Scordeo's Edge) could also have a limit of 3 attacks (in addition to 5s) IF (this is possible) and (there will be requests for that) And.. I think that's it. CommunityPatch (Extra) modifies only 2 items: Rakhan Field Boots: No Quarter can be used only on hostile targets now Shroud of the Phantasm: Mind Over Matter can trigger only from hostile attacks now
  23. No need to rush) I have seen 3 requests about Steam Workshop by now, so I am considering it. But first I want to make sure that everything is stable. As you have seen, even after beta period, there were 3 minor day-1 hotfixes. And there is little joy in duplicating all the urgent uploads. I want to give it several days, and undergo an extra proofread pass, first.
  24. Pheno has sent me the updated Backstab (with onDealsDamage instead of just GrazeHitCrit), and I have re-uploaded the Extended package.
  25. Uhm. Ehh, can't do that. This is a limitation of current mechanics. Avenging Storm was only checking for it's source (which had to be "weapon"). Phenomenum has changed the AttackEnemyOnEvent event type to OnDealsDamage. And I think that's all we can do here, since Avenging Storm indeed considers that that Chillfog has weapon source. Oops, a value of 10s (that was used for testing) has slipped through. I have set it to 1.5s now (according to the poll) and re-uploaded the mod as v1.0.1. You will have to re-download the Extended version now. (note: delete the v1.0.0 Basic and Extra that you already have first). Additionally, Pheno has fixed the subclass icons, and I have re-uploaded the respective module.
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