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Everything posted by Phenomenum
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He-heh. Without it Arena fights can be pain in the ass. +30 Deflection (even it decreases on hit) can't be useless. Also, you can pick Quarterstaff profficiency modal which gives +20 Deflection against Melee attacks, but +50% Recovery only for Quarterstaff attacks - so you have +20 melee deflection and no penalty for spells recovery (don't stacks with Mirrored Image, but don't decreases on hit).
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Also i agreed with Boeroer: there's two options 1. VV as upgrade of FoD with 1 Zeal cost and FoD REPLACEMENT 2. VV as upgrade of FoD with 2 Zeal cost and KEEP FoD as separate 1st level ability. I prefer option 2, because of greater versatility. Still, it takes about 1 week before i'll fix other small bugs, so i'm free for suggestions. But i don't want to mess with entire progression table for this. VV is a small favor bonus to Pallegina (sort of restored consistency with PoE 1), nothing more.
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As i said, it's very depends of playstile. Striker rogue usually doesn't attacked too much, and almost never surrounded by enemies so it's a very situative passive for ME (i mean vanilla Riposte version). Most of time attacked enemies is busy with other things (or even totally disabled) than attack my Rogue in melee.
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I'm playing with shifter/trickter and it's totally fine, fun, end effective. Trickster spells is very useful for defense (Mirrorred Image, LLiengath) + solid single target damage and fast movement across the battlefield trough Rogue "teleport" + druid spells. No need for most Rogue active abilities because Afllictions can be applied via druid spells or by other team members. All and all, my favorite multiclass so far. I only miss a Crush damage in shifter form.
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cl.frermas.vielo_vidorio_2020.zip Here's a test. You can put it into whatever mod to other files (Community Patch for example). Open it with any text redactor: { "$type": "Game.GameData.AttackAOEComponent, Assembly-CSharp", "BlastSize": "Override", "BlastRadiusOverride": 5, Here you can change AoE radious "DamageAngle": 360, "ExcludePrimaryTarget": "false", "IgnoreParentTarget": "false", "ExcludeSelf": "true", "BlastPhysicsForce": 500, "PushFromCaster": "false" }, ------------------------------------------------------------------------------------------ { "$type": "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp", "DebugName": "Vielo_Vidorio", "ID": "72864613-52e4-40d9-b871-3e057b09d739", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": [ "f0dbb330-1b06-4175-8ce4-efe790b99213" ], "DisplayName": 2071, "Description": 320, "DescriptionTactical": -1, "UpgradeDescriptions": [ { "String": 2072, "StringTactical": -1 } ], "UpgradedFromID": "02e11c52-6ca1-4817-835d-e130fdb5b104", "Vocalization": "AbilityCast", "Icon": "gui/icons/abilities/paladin/vielo_vidorio.png", "UsageType": "ClassPowerPool", "UsageValue": 2, Here you can change Zeal cost -------------------------------------------------------------------------------------- Under "Vielo_Vidorio_SE_RecoveryMult" and "Vielo_Vidorio_SE_BurnDamage" in "BaseValue" sections you can change Burning lash additional damage (0.5 means +50%) and Recovery time bonus (0.8 means -20% Recovery Time). Test it in your game, to figure out how it works on practice. You need Pallegina to do this for obvious reason.
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Only thing i'm afraid: it can be used with Brilliant to constant speed up party members. So i prefer to avoid this. With one Zeal it can be OPW even without Brilliant. So the questions is: 1. Remove or not original FoD. 2. Lash damage. Originally it was +30% Fire damage. 3. Recovery time bonus. Originally it was -20% Recovery time. -15% if fine too. 4. Use Zeal or per Encounter. If we use Zeal, effects should be less powerful and 2 Zeal cost to prevent spam. 5. AoE radius. Originally it was about 3 m, but i think it's too low and 5 m (like all paladin Auras) will be fine. About highlight: i'll try another trick, but for now adding fake AoE attack doesn't working with abilities with GameData.WeaponAttackAbilityComponent, where you forced to pick one target for attack.
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UPD. Oh, it's not Resolve. Community Patch Lasting Empower currently bugged and applies +20% duration bonus even for incoming non-Empowered effects. Crap... I've tested it only for outcoming effects and never imagine it have that kind of side effects. I suggest to delete "gn.lasting_empower" file , until i fix it (if i fix it).
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My idea is to make Vidorio more powerful (+50% Burn damage, maybe longer duration and return original -20% Recovery Time etc.), but 2-3 per encounter to avoid Brilliant exploit. We still have base FoD for spam attacks. Something like this: 5m. AoE radius. And seems Resolve affect duration (Divine Immolation too). That's bad. Need to avoid it somehow.