Bosmer
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Hi @Elric Galad! I haven't given up yet on getting Recall Agony to work with Soul Annihilation and Carnage.. so maybe you could briefly help me out here? I can't understand why abilities like Blood Ward and Old Siec are able to recognize Damage from DoTs but Recall Agony (unmodded) and Pain Link are not? (I'm using the Apotheosis Editor by @Noqn btw). Blood Ward and Old Siec are working by "ApplyStatusEffectToSelfByDamageDealt" with the "StatusEffectType" "Health". Recall Agony is working by "ApplyStatusEffectToSelfByDamageRecieved" and Pain Link "ApplyStatusEffectToEnemyByDamageRecieved" with the "StatusEffectType" "Damage". So is the problem that "Damage Recieved" cannot recognize Damage by DoTs (and thus SA / Carnage) but for some reason "Damage Dealt" can? Or is the problem about the difference in StatusEffectType?
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I understand your point and I’m quite unsure about this myself. I just notice that at least in my playthroughs I tend to take the ability but never use it, maybe on large bosses, if I remember it. And since applying debuffs and dots on bosses is more important it sits in very niche spot, although being a cool ability on paper. I would consider not stacking with the paladin ability a plus. At least they would differ in the AoE / Single target dimension.
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I don‘t know if it should work with Dots, but it should at least work with Soul annihilation (I didn’t even know that it didn’t work with SA because I seldomly use it). Almost seems like an oversight. Elrics proposal would allow more potential build synergy. I don’t think that the effect would be generally stronger. It would be stronger for dot damage, but weaker for direct damage, especially for martial attacks (albeit contributing to focus generation). Would it stack with the Paladin debuff?
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Hey @Elric Galad, I got the chance to play with your 3.1 changes to cipher whips and soul annihilation. After some thoughts I think that the 1.33 buff on biting whip soul annihilation is a bit too strong. It would be the right value if SA damage would increase linearly with focus spent, but that’s not the case, since the return to focus is decreasing. (Iirc the formular for the base value is 10+1/4*(foc-10) hence the first 10 focus points are four times more valuable than the additional focus. So especially in early game and when you spam SA with low focus BPM biting whip SA is far superior to draining whip SA. I think there are two easier ways to address this 1) make SA completely linear in focus spent. So instead of the current formula the base value could be something like 0.3*foc. Than the biting whip 1.33 multipler would reflect the differences in focus. A nice side effect would be that spamming SA wouldn’t be the obvious damage maximizing strategy anymore. 2) decrease the biting whip SA buff. There is no “right value” since the performance difference depends on the average focus spent on SA. Intuitively I would say that a 1.2 or 1.25 multiplier is still strong enough throughout the course of the game and especially early on. What’s your opinion?
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Yeah, it’s definitely not overpowered and also a bit boring. BPM buffs Con afflictions, such that the effect, when applied, is indeed quite nice, as an on-the-fly 30% health drop. However, there are other cheap ways to get it, e.g. forbidden fists can spam the third tier version. One could think about applying directly the attribute malus, such that it cannot be resisted. What are your ideas? Depending on this effect the corrode lash could be slightly buffed.
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Nice rework of the biting whip, a much tougher choice now. Personally I modded the biting whip to be a + x % weapon damage as a function of your current focus. Thus, a soulblade is not required to just spam SA in order to maximize damage. Also encourages to use weapon attacks and cipher spells. I think obsidian missed the opportunity to use your focus pool more as an empowering resource, such as they did with shared nightmare.
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Before @thelee chimes in: I think you need to account for the changing base, i.e. being faster by 1 second from initially 2 seconds makes you attack far more often than being faster by 1 second from initially 5 seconds. Hence, if you calculate the relative increase in speed, for example from 10->20 and from 20->30 you'd see: (4.7-3.6)/4.7=0.234 and (3.6-2.9)/3.6=0.194. So increasing dex is still worth it and at this stage the difference could also be partially explained by deadfire's rounding of seconds. If you'd log-transform your y-axis (Attack Speed) you would see probably a rather linear relationship in your plot.
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Yes, I think they really missed the chance to write some "stop signs" into the Eothas Main Plot.. some event (like Eothas needing time to recover for something or whatever) that would allow to explain why the Watcher and his crew has the time and need to deal with all the exploring and the sidequests (and DLCs..). To be fair, that's my only negative point on the game and yeah the first one was better in that regard.