Jump to content

UltimaLuminaire

Members
  • Posts

    82
  • Joined

  • Last visited

Everything posted by UltimaLuminaire

  1. @Boeroer @Elric Galad @Phenomenum @Grape_You_In_The_Mouth No time to test Blood for now, but I went and inserted the seemingly nonsense Spirit Frenzy attack component that only targets self into the status effect IDs for Spirit Tornado and lo and behold, stagger works on everything. Madness.
  2. It was just humans after boarding a ship to battle. Pistoleers, fighters, weather mages, and a rogue or two. I'll use the console this time and dig around to see if I can figure out why it isn't working for me. UPDATE: Tried again with multiple spells. Thrust of Tattered Veils, Web, the fire ray, Fireball (again), but Staggered did not apply with Spirit Tornado. I was still able to apply Stagger via weapon attacks and Carnage regardless of which upgrade. Roars and Shouts also did not work with Spirit Tornado, so that was a bad call on my part to give that info off hand. I think this is an issue with Spirit Tornado and not Spirit Frenzy. No matter what spell I used, whether it be from the wizard class, a scroll, or an item, the Spirit Tornado would never apply Stagger. Only thing that worked normally were weapon attacks. I did confirm that Spirit Frenzy still applies Stagger with all attack spells regardless of whether they did damage or not (ie Pull of Eora). This is without any mods on other than the community mods, and then tested again without community mods. This also explains why I've never seen Spirit Tornado inflict both Terrify and Stagger even though, if things were consistent like with Spirit Frenzy, applying both afflictions should be the case. There seems to be something wrong with Spirit Tornado itself. I'll investigate the files. UPDATE 2: I'm having trouble finding the cause. The issue is not the status effect entry for stagger on hit or crit. All of entries are identical save for the attack component. Surprisingly, Spirit Frenzy has an attack component that targets yourself. I'm not sure if this does anything since the attack doesn't do anything, but it's the only thing that stands out when comparing it to Spirit Tornado. Spirit Tornado has a AoE attack entry. The major difference between the two, other than the damage and Terrify effect ID, is that Spirit Frenzy has "Require****Object": "true" while Spirit Tornado is "Require****Object": "false". I'll need to mod and test things but not right now. I have to be somewhere in 2 hours. At the very least, from my other mods, changing Spirit Tornado's AoE attack to "Require****Object": "true" did not allow me to Stagger enemies with spells, shouts, or roars. @Elric Galad @Phenomenum Any insight?
  3. No but before I made my post I really did go into my game, load a save, and threw a fireball while in Spirit Tornado rage. None of the enemies were staggered.
  4. Well, sans the blessing to get to level 4 from the get-go, you can quickly gather xp from just sailing around. Consult the thread on gaining experience without much combat here: There's also an xp bonus for just encountering new locations. Nemnok's dungeon gives some sky high discovery xp, so consider those if you really need to push for xp.
  5. Madscientist, I like how you ask those questions after Boeroer said they'd be unable to access the game for a week. Carnage does not generate focus. This was a specific design choice the team was transparent about since the kickstarter/fig campaign. Focus will still fill fast with Draining Whip, so take that. You can also still generate focus off of certain blast effects, like from a rod modal. Blood Thirst applies to the next attack made within 10 sec. This is applied for each hand, so if you have a weapon in each hand, the 0 recovery will affect both before Blood Thirst is removed. Brute Force will apply to all attacks that target Deflection. There are very few spells that target Deflection, so I'm not sure what you're trying to do here. Frenzy upgrades will not work on spells. At least, not with Fireball. They will work with summoned weapons. Frenzy upgrades will also work on vocal canon PL 9 roar/shout abilities, which is where they will shine the most.
  6. Ah, dampened abilities will say suppressed. If it doesn't say that, then the ability wasn't affected. You can also tell if a buff is suppressed if it is grayed out.
  7. Spell Disruption has synergy with Carnage. When it was useful during my solo Mage Slayer run, Carnage was an abuseable factor due to how Carnage grazes work. If you keep Spell Disruption, don't get rid of Carnage arbitrarily.
  8. Nah, you just haven't been around long enough. Basically, the Barbarian's melee passives and abilities are not strong enough to outweight the power of their other abilities. The action speed modifiers are more useful for most builds than any of the Barbarian's melee abilities. Carnage in particular is looked down upon for having low damage output and less cheese than in PoE1 due to being smaller in AoE size and having no compatibility with most unique weapon abilities. As for Heart of Fury, it works with ranged weapons, as does Barbaric Blow. If you dual wield pistols, you can fire the first pistol and then bypass the reload by using HoF or Barbaric Blow to fire twice. With certain builds, this can lead to a lot of action speed. You do not have access to HoF if you don't solo class, though, and the benefits of getting another class for higher damage modifiers is often more important than a costly HoF if that's all you're going for.
  9. I wouldn't exactly call that care if all you're doing is making the resistance friendly and increasing it with power level. It's not a popular subclass to begin with and the identity of the class has always been in conflict with itself since you'll kill most casters faster than you can actually benefit from its features. As it stands, even the usefulness of Spell Disruption is underwhelming due to how most enemy spell-like abilities are not actually spells for the purpose of the subclass feature. The drawbacks are also beyond just indiscriminate spell resistance, as you are also unable to use poisons and other non-magical consumables. I think Elric has a blank slate on their hands in regards to Mage Slayer. It doesn't have much going for it aside from the magic resistance, and that's coming from someone who decided to do a solo Mage Slayer run. Probably the most I got out of the resistance was in SSS and only in a few fights. Armor still mattered more.
  10. It's a random street event that can happen while traveling between points in Nekataka after you've gone to Serpent's Crown and had the scene with all the major players in the palace. You should be able to trigger this event before Hasongo, but the rate at which you can encounter events increases significantly afterwards if you still don't encounter the event before then.
  11. Set based on number of resources available instead of cooldown. Opening volley with pistols should be tied to HP of healthy enemies. If there are no enemies with that hp value, switch to a different weapon and attack.
  12. Ah, you missed what I typed. The Frenzy duration is checked at the start of your turn and will not decrement the turn you activate the buff. So you won't see the duration change until the start of your next turn, and the game will grant you the buff during the 0 round in order to make full use of the remaining time the buff would have had in real time with pause. IIRC in Deadfire DoT and regen effects in turn based are applied in the order the effects are received.
  13. Ah, well then I should clarify how 4e worded powers and effect durations. D&D 4e pen and paper rule set clarifies the phases of a turn, which in truth have always existed in older editions but were rarely referenced specifically in spells or effects. A round is just a unit of time in which each creature in combat may experience a single turn. Each creature's actual turn consists of 3 phases: Start Phase, Action Phase, and End Phase. Normally, Start and End Phase are checked in case something affecting you interacts with your character during those phases, but most of the time at the start of combat there's nothing affecting you so you ignore them and take your actions during the Action Phase. Once buffs, debuffs, and conditions are deployed, their duration would specify whether an effect interacts with the Start and/or End of turn phases for either yourself or the target. Depending on the power or condition, both phases could be utilized (the Ongoing Damage status condition, for instance, always interacts with Start Phase, and is always saved against at the End Phase of the target's turn regardless of available actions). For the sake of everything working in a video game, this concept of start and end phases effectively exists for each turn in initiative. This is in order to make sure certain checks are made when they're supposed to be made. To give you an example for Deadfire, just now I started up a new game in Turn Based Mode as a Barbarian. I activated Frenzy before taking further actions. Frenzy will last 3 rounds thanks to having a high Intelligence score. I benefit from all the pleasures a Frenzy provides, including the Strength and Constitution buffs and an action speed modifier. At the end of my turn, initiative is calculated using the action speed modifier, but the duration of Frenzy is not checked until the START OF MY NEXT TURN, so it remains at 3 rounds. Next round, my turn comes up. At the start of that turn, the duration is reduced to 2. This continues at the start of each of my turns until the duration is reduced to 0 rounds and Frenzy ends (the 0 round counts as the final duration for the buff and the buff terminates at the end of my turn). If I choose to renew Frenzy before the duration ends, the duration does not stack and the new Frenzy will override the existing duration. As you can see, Deadfire is quite generous in how it calculates when the buff should end. In the scenario you've listed, where a deflection buff would only last 1 round, that deflection will benefit you for your turn and your following turn. This does not make it useless or wasted, because the purpose of such a short buff is to disengage, dodge a big attack, or reposition with impunity. The Rogue's Escape ability comes to mind.
  14. Initiative is being confused in this conversation with traditional table top games. In table top, you roll for initiative and your turn order is determined in descending order starting from largest value to smallest. However, in Deadfire, it's the opposite. Initiative is determined in ascending order, starting from the smallest value and going to the largest. This is because initiative is recalculated after your turn with modifiers based on the amount or intensity of the action you took. For example, if you attack and do not move, you have a higher likelihood of having very low initiative the next round, potentially letting you act again before enemies that had previously acted before you can. Yes, this can be similar to FFX, but in the event you attempt to delay an opponent, you are not able to experience that delay to initiative until their next turn is concluded since that's where all the penalties to initiative are calculated. I never said buffs and debuffs work from beginning to end of round. You are reading someone else's response and assuming I said it. Please reread my post. I said specifically that buffs and debuffs are calculated like 4th edition D&D. They are checked at the beginning or end of turn phase. To clarify, this is for the character affected by the buff or debuff. If your buff or debuff lasts more than 1 round, then you decrement the duration only at the start or end phase of those turns, no sooner no later. The reason why I leave this unspecified is because whether something is calculated at the start or end of turn depends on the effect or condition. Do not assume this system is broken. It works better than it does in real time with pause because you are guaranteed to benefit from your actions unless the enemy nullifies the condition before the duration expires. Real time with pause requires its own timing to take advantage of certain openings unless you are playing a very fast character. Turn based, it doesn't matter how slow you are. In general, 5-6 seconds will yield an additional round of duration, IIRC. You can and should be strategizing what you can use out of combat before you ambush.
  15. In one playthrough with Berath's challenge, I've noticed missing crew on Valero's Rest after a disastrous ship fight, but not outside of this challenge. - Rounds are global in order to prevent characters from acting more than once in a round. Buffs are tracked based on start/end of turn, similar to 4th edition D&D. Otherwise, actions will determine whether you execute an ability instantaneously or if you end up rolling into the next round. Sure, it can resemble... FFX delay system, as the cool kids call it. It's more random than that, though. - Initiative is rolled at the end of your turn with a modifier based on your action during your turn. - Low initiative doesn't matter much so feel free to min-max. High initiative is good for interrupting or CCing high priority enemies. - Full and empty diamonds denote action type. A full diamond denotes an action that will take your standard. An empty diamond denotes a casting action, which will consume your initiative (or Action Points) to resolve the action (it will resolve after enough action points have lapsed). You can look at the description of a spell and get a tooltip to pop up for action type. - You can move twice as much if you don't attack. Attacks can be executed as long as conditions are met (a target in range, etc). Some abilities can be used regardless of targets in range, such as many AoEs. - You should know that if you don't move, you suffer fewer penalties on your initiative roll for the next round. Feel free to experiment and abuse this.
  16. I've tested 50% Blood Surge myself and it was fine. The overall high costs and scattered efficiency of Barbarian actives meant it doubled as QoL.
  17. The Barbarian having access to Daze and Terrify as their primary tier 2 afflictions are fine. They are 2 of the most powerful tier 2 afflictions I can think of aside from int tier 2, and allow the Barbarian to safely holy hand grenade from stealth with little in the way of retaliation. Adding more tier 2 afflictions may muddle the matter (of what the class should specialize in). I've also updated my post to include more of your points. You also have the stagger effect on Spirit Frenzy that applies to carnage. You can use that code as a jumping point if you're dead set on trying to add more afflictions to carnage. Oh, and while I said the sickening on engage isn't overpowered, I didn' t say it wasn't insanely fun. Being able to sicken once more just by engaging, which is almost always instant, is very satisfying. I had a lot of fun with modding it in. It definitely gave me, personally, a reason to take Threatening Presence. It's normally not worth taking because it conflicts with certain armor abilities & Signet Ring that requires enemies to engage you.
  18. @Elric Galad Haha, funny you mention threatening presence. At some point last year (around the time I hit myself with the field boots to instantly kill myself through Barbaric Retaliation) I actually rolled in the sickening effect vs engaged targets, combining it with the no engagement vs lower level enemies. I didn't notice any imbalance because once you start to reach PL 7 (with other mods to savage defiance upgrades or other changes to earlier PL abilities) the choices become very competitive for SC Barbarian and most enemies who are dangerous by that point already resist constitution afflictions or resist all other afflictions that would have made the sickening effect more useful. The main purpose at that point was to bolster your accuracy with Brute Force vs mobs. In a team setting, you're actually applying constitution afflictions via other party members in big AoEs, so the Barbarian having this effect can be redundant unless you've worked out something for positioning. "Off-Tanking : reliably absorb damages. The limit is : Barbarian has bad Deflection... Only thing that they might be missing for this role is probably a reasonable Rage cost-efficiency for Savage Defiance." While your points here are valid, the simplicity of Savage Defiance means that if you reduce its rage cost and give another survivability tool, you can overtune the Barbarian to the point of making solo easy. I tested some things regarding reducing the cost and adding in Invigorating Strike as a PL 1 active primary attack ability that grants an all-damage shield (base 5 which scales with PL) and having both was enough to create a full turtle kit that could take on all of SSS and other DLC content solo with little trouble. It's probably better to decide whether you want to introduce another survival mechanic that synergizes with Savage Defiance or focusing on Savage Defiance and its upgrades only. "AoE Damage : Should have been of the class focus, but I would say it is only for Single Class Barbarian (Heart of Blunderbuss or Driving Roar vocal cannon). For MC, Barabaric Blow is meh and Carnage is not enough. I like spamming Spirit Tornado though : Instacast + scaling as a PL1 ability is suprisingly good for a bit of AoE DPS. ...I would advocate for a bit more cost efficiency for Tier VIII... Carnage is good enough as a passive (PoE1 version would cause stupidly overpowered Multiclass), I think it should be supported by active abilities. However, accurate carnage is a tad weak as it is, and could be buffed a bit... maybe ? This should be Barbaric Blow role to support the AoE component Barbarian..." Decreasing rage cost (by 1) for HoF and IoBR hasn't had too significant of an impact in my experience. It makes HoF a little more fun end game since you have some breathing room before and after its use, and IoBR is still competing against vocal cannon shenanigans. Yes, basically buffing accurate carnage to scale with PL and to add an increased carnage AoE component that also scales with PL fixed any issues I had with the passive while not making it feel like it had an overwhelming impact. It just made the passive ability competitive with other options. Barbaric Blow base should probably just get a conservative change like @Boeroer suggests. Give it a push so it triggers carnage on the enemy you hit. With other changes to the Barbarian, it'll synergize nicely, especially if you do what I did and add a PL 8 ability called Aftershock that just procs a second carnage AoE. "- Mobility : with leap and wild sprint, I think barb has what needed. Leap could be used for other purpose though... - Debuffing / CC : should be another focus of the class... Too few effects, debuffing the same stats (not INT, DEX, CON and PER afflictions) and too much Tier 1 that can be easily resisted. Some ideas : Leap is vaguely Okayish for 2 Rage. 6s Dazed could be replaced... One of the Yell upgrade (Roar line ?) could be change to inflict Confuse (or Distracted, etc...). Barbaric blow upgrades could be completely reworked to inflict a debuff... on the whole Carnage AoE. Weakened, Dazed..." Leap is used to sequence break maps and speed run through many locations that normally can't be bypassed. Doing things like leaping past triggers, onto higher terrain (if it's programmed into the map properly) and moving more efficiently to save time during Eothas challenges. I'd say moving it to one earlier PL is about the best change you could give it. Removing or adding more afflictions to it is not needed. I've also messed with reducing the rage cost by 1, but I'm undecided on how powerful it is. On one hand, I love leaping around with such a low resource cost and being able to unload even more abilities, on the other, isn't that kind of the definition of broken? Especially for a 1 point ability? I would caution against reducing the rage cost. Wild sprint is fine. I would focus on the upgrades because they're not worth it atm. What I did was add a charge effect where you get a bonus damage lash for 5s after activating any of their upgrades. Really awesome synergy that doesn't actually break the ability since you run out of rage really fast when doing your thing at mid to late PL anyway. Yell abilities that confuse or distract, in my mod experience, isn't game breaking at all. The move suffers from cast time and recovery. For most of the game using them is iffy at best. Go for it. Crushing Blow and Barbaric Smash doesn't need any debuffing mechanism. If you mess with the conditional bonus damage a little like with the gatecrasher +200% damage vs full HP target (which on testing is not as broken as it seems, especially if you take away the crit damage modifier) idea implemented by @Grape_You_In_The_Mouth in their Barbarian mod, you'll find some solid purpose in the upgrade path. The explosive keg VFX on gatecrasher is just icing. As for Barbaric Smash, you are welcome to increase the crit damage as you intended earlier. I've done the same myself, and found it to meet many thresholds for 1 rounding threats, but as @thelee pointed out it's still less reliable than a fully upgraded Paladin's FoD, so it's fine.
  19. Uh, a topic got derailed. I'm gonna link posts made pertaining to Barbarian changes so people can reference from here if needed. Boeroer 01/24/2020 4:24 AM CST Elric Galahad 01/24/2020 5:01 AM Me 01/24/2020 12:33 PM Boeroer 01/24/2020 1:19 PM thelee 01/24/2020 1:48 PM Boeroer 01/24/2020 3:37 PM Powerotti 01/24/2020 3:42 PM (I don't think some of those triggers are possible?) thelee 01/24/2020 4:14 PM Elric Galahad 01/24/2020 4:29 PM I do strongly believe that if people want to make bigger changes to Barbarian, there needs to be a vision of what the class should be first. Right now Deadfire has confusingly labeled the class as some sort of controller/AoE class, but in practice that isn't always the case. Elric has brought up that reducing the cost of Barbaric Blow to 1 would crowd into the multitude of other martial class B&B 1 cost attack powers. Worth considering before making any calls. In my experience messing around with modding Barbarian, overtuning things, and then retuning them, I found there are ways to empower the Barbarian's kit, putting power in other places instead of on their one PL 2 attack power, and having the class carry itself, so I will see about compiling what I've done into another post in case it's useful for future discussion on Barbarian. EDIT: I made this post before Elric made a separate thread on making a balance patch. When I make my post on Barbarian, should it still be here in the polishing thread or in Elric's balance thread?
  20. It's the 30% hit to crit conversion. The overpen comes from crit. That in itself is a huge damage boost. The 50% crit damage is icing. Penetration is such a deciding factor in higher difficulties that by default I will value the chance to overcome armor over the hobble. This is all, of course, still on the idea of reducing the ability to 1 cost with no other modifications.
  21. My problem with 1 point Barbaric Blow is the impact it has on MC. If I had to choose between Barbaric Blow or Crippling Strike on a Barb/Rogue, I'd choose Barbaric Blow every time because of the insane crit damage it can do. It would be a more potent source of overpen than any other 1 point costing ability, even Penetrating Strike. (Uh, I seem to be having trouble posting this. The submit button is resisting. If this gets double posted, my apologies.)
  22. Good point on the wasted damage. I have a point to add in case it matters. The wasted damage doesn't come into practice as often as it seems. For unarmed or two-weapon SC Barbarian, the first hit tends to send the enemy to near death. The second hit can then benefit from massive modifiers via Bloody Slaughter. The risk, however, is that as of the last few patches, if you kill the enemy with the first hit, and the second attack goes off without you being able to cancel it in some way, you loose the benefit of Blood Thirst and suffer full recovery. Conversely you can also fail to crit both times, letting you enjoy the flavor of one of the worst full attack outcomes in the game. Ouch.
  23. I'm going to have to really try the sap + rod idea. That sounds amazing. On Barbaric Blow & friends I have had no trouble with Barbaric Blows in all my playthroughs. The move is designed for lucky executions in conjunction with Bloody Slaughter, and with Rage refund you can rapidly and reliably execute multiple low HP targets with ease. This leads to my playstyle of nuking everything with Spirit Tornado to low health and then proceeding to execute everything with rapid Barbaric Smashes. Even before Barbaric Smash, the damage increase in general is still enough for an unarmed Barbarian to 1 round a caster in most mob encounters in Nekataka. As a reminder, Crushing Blow has more problems than the instant recovery on kill. It is wrongly coded to deal 20% extra damage twice, and because it's an active damage buff, they do not stack. This is at odds with the move's description which says it offers additional crit damage just like Barbaric Blow/Smash. I've already fixed this in my personal mods. This requires you to have both Crushing Blow and Barbaric Smash in your override. I've tried modding one but not the other and this lead to problems for some reason. As for Buffs That said, I have messed with increasing just the bonus crit damage on Barbaric Smash and even that felt overtuned since double crits are very likely to happen on a high Perception two weapon Barbarian. I also experimented with altering Crushing Blow to be a gatecrasher style +damage on full HP targets. This gave it a purpose, bolstering 2h builds and prioritizing its use first in combat to nuke a standard mob enemy to critical health or death, but it still fell behind Barbaric Smash for my playstyle. I would caution against giving the Barbarian refund on crit since I feel that it overtunes the move. I would struggle to come up with any way to give Crushing Blow an identity in face of that change, too. This goes especially for SC Barbarian since they have a chance to gain Rage on kill, and combined with any sort of refund the results are nasty to say the least. State of Barbarian I think it's more important to first address what you want out of a melee Barbarian. Right now, there are many ways to play a Barbarian. Boerer plays SC Barbarian like a utility swiss army knife that can eventually vocal canon enemies to shreds. I play SC Barbarian like a holy hand grenade, leaping into a group, nuking them with cold damage, and then executing all low hp targets for massive amounts of rage cycling. Others play Barbarian like a prybar, using a classic MC berserker build to maintain melee DPS and tankiness. In most cases I value Boerer's contribution to our understanding of SC Barbarian far more. Pure melee DPS SC Barbarian tends to fall behind Boerer's swiss army knife approach by large margins (for difficult content). I've personally tested different buffs and modifications and have overtuned Barbarian every which way to Sunday in the process, so when I say that certain buffs can overtune the Barbarian, I really mean it. PS. Well, I'm way off topic now. My apologies. I'll stick to responding in the community patch thread on barbarian stuff. I just couldn't help myself since two people jumped into the topic of Barbarian buffs haha.
×
×
  • Create New...