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Phenomenum

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Everything posted by Phenomenum

  1. Yes, exactly what i mean. And... i have another idea for pen. imbue icon. I'll draw it later. Take your time, don't worry)
  2. Yep, but BS, and Brilliant too, have no priority - total random. If you have full all tier 7-9 spells pool, the tick will be wasted. If you have full 8-9 spells pool but used 1 tier 7 spell, you'll receive tier 7, and so on. Absolutely no. Maybe. We'll see how it goes... +1 of all class resources starting from 3rd second and every 6.0s thereafter. Basically, same as vanilla.
  3. @Boeroer I see a problem with centering, because initial Arcan Archer icon "weight distibution" is not centered and Imbue icon appears totally centered. Maybe you can change Arcane Archer's icon – make flame more symmetrical? Any other suggestions?
  4. Yes, this should be better! Because on small icons rays looks too thin. I'll post preview tomorrow.
  5. I understand. Need a closer look, but maybe you're right. P.S. Yep, it'a long shot, but i can change INS_Brillant_SE_AddResources status-effect type from "AddResources" to "ApplyStatusEffectOnEvent", then set duration on "Instant" and "EventValue": "OnApply", and add all bunch of ticks SE's into "StatusEffectsValueIDs" section. This should apply all new effects automatically, without adjusting every Brilliant SE. So we can use original INS_Brillant_SE_AddResources as transfer. In theory. Need to test. P.P.S. I've "married" your Carnage indicator with CP)) Need to test as always, but it should work. So your mod can be as standalone, and for CP users you can add some note like "If you're using CP, you don't need this mod, because it included in Basic pack". Something like that. It's ok for you?
  6. You can prolong duration, but beyond 57 seconds you'll receive 0 recources. Yep. For sure, you can prolong AM by INT and PL buffs up to 57 sec. Any more? I doubt. Of course you can on paper, but you still receive 0 resources. That's the question: for now we have 3 full cycles 3-6-9 + 3 within 57 sec. Maybe it's worth to add 2 ticks to prolong maximum possible duration for 4 cycles or 69 sec. And i want to run more test to figure how a new Brilliant interact with various SoT approaches – BPM and CP. Still have some dark places – that's why i want more people involved in tests. We have a working mechanics and theory, but we don't know how adjustments will work in real game, in various real situations.
  7. @Boeroer can u give me an alternative version with few rays? Now i see 19 rays, can you decrease rays count to 12-13 and make it more thick in base?
  8. Hello. Hm... About for Brilliant itself. The was a lot of suggestions, and a lot more brainstorms between me, Max and Elric – then i've tried to make various adjustments and test. It was hell of a time – basically i've tried everything, every aaproach. And for now CP stops at this variant: 1. Spell tiers were divided according 3/6/9 tier scheme 2. Every tick now acting as separate status-effect with fixed duration in seconds (3, 9, 15 etc.) and can be programmed individually. 3. Characters receives 1 resource at the end of each effect timer, according this scheme BRILLIANT INDIVIDUAL TICKS MANAGEMENT Tick time (sec.) Spell tier (up to) Alt. version 3 3 9 6 15 9 21 3 27 6 33 9 39 3 45 6 51 9 57 3 4. No "initial" tick. 5. Brilliant maximum duration is limited by 57 sec. and cannot be prolonged by any spell (even non modified): +N% Beneficial Effect Duration and +N seconds Beneficial Effect Duration (SoT) have no effect. 6. Reactivating Brilliant with Tactician practically makes no sense: you'll receive 1 up to T3 resource on second 3 >>> then reengage cooldown ~2 sec >>> then you receive another 1 up to T3 resource on second 3 = 2 up to T3 resources in 8 sec. While if you keeping Brilliant active all the time, you'll receive 1 up to T3 and one up to T6 resources in 9 sec. 7. Ancestor's Memory base duration has been adjusted from 12 to 15 sec to cover one full cycle of Tier 3-6-9 spells. I post link to download: https://drive.google.com/file/d/1wTjd-0-GFmf5BqgKBW0CmaVYU4ObWVOH/view?usp=sharing You can put this file in CP Basic/Extra or whatever mod folder to make it work. When effect is working you'll see a combat tooltip on character icon's right side, with each every next tick countdown (this is for info and test purposes). This is not final version anyway – as i said, each tick duration and Spell Tier can be adjusted (we can simulate even a random distribution). We just want to get your feedback, based on this version, based on real usage in various game situations. We also working on DBB, Unbending and WoD exploites and, in the end, want to check how all system, all adjustments, will work in complex. And last: this adjustment not belongs only to me – @MaxQuest@Elric Galad and @Boeroer (sorry for me being so rude sometimes), and others – all gives a big part (especially Max with his mathematics). We all must find the solution to implement this Brilliant Goddamned effect properly. Cheers!
  9. I must admit, that this "potion of salvation" looks totally non-gentle and spreads crutches smell in a dozen meters AoE, but at least, it doesn't break 99% of mid-level fights. My hats off, and i'll keepin' eye on this solution.
  10. Can't reproduce this with Cabalist's Gambeson Arcane Extension enchantment. Any tips? Maybe we talking about one particular effect?
  11. What points? That you can't win Megabosses with every class solo and that's that's why you need resources regen?
  12. Then, please, go to previous page and read them. I'm not your mother to bring every thing under your nose.
  13. Is this solo game? U can't balance game for party and one character at one time. It's party game. If you go solo, you on your own. And i remember the same whine about PoE 1 from you. I repeat: it's party RPG.
  14. No. You just whining about lack of resources – no matter how your (personal) problem will be resolved.
  15. Oh, i can create a mod just for you, which will refund all resources for long fights - after two minutes after fight beginning [ironically]. Boeroer! Start to thinking and stop ignoring obvious facts: there are 5-7 fights in all game, which demands resource regen.
  16. Of course, if you go multi, some classes can't regen - Rogue for example. But i strongly opposed to add new abilities, to add some base class abilities, and to add less than rank 6-7 regen. I don't understand @MaxQuest plans to add regen on rank 4 abilities – on these levels player simply don't need resources regen (unless you plan to go for SSS DLC or Megabosses on lvl 7-10, which will be a suicide anyway). For Rogue it maybe additional effect for Deadblows (rank 7 passive), which can refund Guile with some chance (25%, 33%, 50%) on kill ENEMY from invisibility (but keep in mind that SC can combine this with Gambit). For Ranger we can modify Survival of the Fittest: +10 Accuracy against < 50% health targets, N% chance to restore 1 Bond with Animal Companion Crits against < 50% health targets)
  17. Indeed. But this is only several fights – less than 0,5 % of all fights in a game. End now i see how a several highly expirienced players want to adjust class balance to these "less than 0,5%" fights. Not a smart move in my opinion.
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