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Ivanfyodorovich

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Everything posted by Ivanfyodorovich

  1. That works. I'm still brainstorming something that fits closer to the original design goal of making the fighter "stickier". The real problem situations here are when the fighter is forced to drop engagement, or when you cause an effect on the enemy like knock-up. Something that slows them down even after they are no longer engaged would be awesome. Not sure how to code that, though, since it's not being proc'd by an attack.
  2. Ok - this is very helpful. I went back and re-read your FAQ (should have done that to start), and realize what I was mostly thinking about was the trap effectiveness items being underwhelming. Just to summarize for my own benefit: +1 pt Mechanics = +3 Accuracy with Traps (no bonus damage) +1 Trap Power Level (+1 gained every character level after 1) = +1 Accuracy, +.25 Penetration, +5% Effect Duration (no bonus damage) Increased Trap Effectiveness Item Effect = + % damage (only on 2 items, Fool's Shoes & Seeker's Fang) I think I was wrong in thinking that accuracy was the issue here. Using your design philosophy, @Elric Galad, what do you think about these changes: Across the board buff to all trap damage / duration. Suggestion: +100% damage, +25% duration on effects. Current effects below for reference. Name Current Effect (Hazard AoE) Bear Claw Trap 10-15 crush/pierce, Immobilized for 6.0 sec | Accuracy vs. Reflex Burning Ground Trap 5-11 burn | Accuracy vs. Reflex per 3.0 sec If successful: Shaken for 5.0 sec| Accuracy vs. Will per 3.0 sec Caltrops Trap Hobbled, 2 Raw Damage per 0.3 sec Concussive Blast Trap 16-20 crush, 4m Push | Accuracy vs. Reflex Corrosive Cloud Trap 8-12 corrode, Sickened for 9.0 | Accuracy vs. Fortitude Freezing Spike Trap 10-15 pierce/freeze, -20% Action Speed for 15.0 sec | Accuracy vs. Reflex Shock Chain Trap 7-10 shock | Accuracy vs. Deflection If successful: Disoriented for 9.0 sec | Accuracy vs. Will Fix Hazard AoE traps (Caltrops, Burning Ground): I'm poking around in the gamedata to see what I can find. So far it looks like the AoE Hazards are set to 9.0 sec duration. Not sure what's overriding that. Will poke more. If we can't fix them to generate a hazard, we could just make it a 1 time attack like the other traps and increase the effect to compensate. Should be easy to do. (Edit) Change Trap Effectiveness Effect to be: +5 Trap PL, +25% trap damage
  3. What about a flat % chance to prone w all melee weapon attacks on top of the 100% chance for disengagement attacks? 25%?
  4. I think this is strong and accomplishes the intended effect well. This makes sense. I just tested, and that's how Spell Reflect works. There's still a roll to hit, but the spell is reflected even if it was a miss.
  5. Ok, that all makes sense. The new version works fine, I think. -I didn't think about stacking w Beast Claw - good catch. Keeping the healing going works well and is a unique effect, so that works. -Glad you like -duration per 3, too. I like that change. -Would you tune it to 2 Bond for this version? -My thinking with Swift was to give it a short mobility boost to help get out of danger. Intuitive is great, though Ranger is already the most accurate class out of the box with things like Hunter's Mark and Stalker's Link. The thing I don't love about Intuitive for 45s after, is that this becomes an ability you really want use at the start of combat to get the buff, which is at odds with the use as a defensive survival button. -What if we go with that idea more, though, and make this a buff you use at the beginning of combat that vibes with the idea of the hunter moving through the shadows to stalk their prey, being harder to pin down? Would this be easier or harder to code? Cost: 2 Bond Cast/Recovery: .5s/0s Duration: 45s Effect: Self & Animal Companion: Intuitive (captures the ambushing from the shadows vibe), 15% incoming hit to graze, 15% incoming graze to miss, 15% incoming crit to hit (Potion of Insubstantial Form effect, captures the hard to hit while slinking between shadows vibe, could tune this up or down to adjust power level); the first time either become Near Death, becomes invisible and untargetable, healing for 15hp per 3, -5s hostile effect duration per 3s (fixed 15s, breaks on first attack)
  6. Yes!! @Elric Galad - cannot say enough how wonderful your work on this is. Question for you (and others): what’s the easiest way to make traps worth using? If they had some added accuracy? A vendor to buy them from? The items that boost “effectiveness” make me want to go for it, but my recollection is that it is really isn’t useful/worth it, b/c they miss so much.
  7. I think you're right here. Looking at the other abilities at Tier 8 and 9, there are already a bunch of big attacks & buffs. This really seems to want to be a powerful escape / defensive power move. In that case, I'd recommend tuning the cost down and making it something you use more akin to Rogue Shadowing Beyond & Enduring Shadows. Cost: 2 Bond Cast/Recovery: 0.5s / 0s Effect: Self & Animal Companion: Untargetable, Invisible, +10hp and -3s Duration of Hostile Effects per 1 second for 10s; Swift for 20s, +15 all defenses for 20s. Untargetable, Invisible, heal, & hostile effect duration reduction are removed on first attack; Swift & bonus defenses persist.
  8. Admittedly I haven’t played with an SC Ranger, but one thing that always struck me about this ability was how it was essentially a defensive CD with the mechanics feeling more about tactical retreat vs. lying in wait for a powerful ambush. Adding Intuitive is a great change, but I’d rather see it add more offensive potential. Ideas: - Invis, untargetable (breaks on attack); while invis regain health, gain hostile effect reduction; gain stacking +accuracy, +damage, +penetration (have these effects last for fixed 10s, but apply a new stack every 3s while invis (effective max 3 stacks).
  9. It is a pretty unique effect (Xoti's Lantern is the only other source, yeah?), but I do think it's pretty powerful for specific builds that want the extra defense versus specific abilities (even though they are limited). Specifically, here, I'm thinking about Arcane Dampener/Cleanse for buff-dependent builds, and things like Disintegrate, Missile Salvo, etc. in the DLCs. Elemental AR is very easy to acquire via Race & Gear. I would rather see it raised to a compelling level, e.g. +20%, or make it more dependable, but less frequent, e.g. 100% resist chance, but can only occur once every 45 or 60 seconds. It could also be changed to be more like Spell Reflect, resist 100% of spells up to x levels, where that is a reasonably small #, but enough to make the difference at the start of a fight. Defense at the start of combat shifts the focus/use case to more of a melee bruiser or tank ability, rather than something you'd want to take on your light armor casters (Furrante Armor is a good example, as that's built for a frontline Paladin type). I would be more interested in a modest constant +defense vs. Interrupts, instead (is that possible in the code)? Another option would be to make it a weaker version of Resolute, where you gain 1 Concentration every 30 seconds, or so. Yet another idea is to get a buff while you have concentration, e.g. +5 all defenses while you have concentration active. I agree that making the disengagement attacks better is not really worth it (arguably even if you are using a Terrify strategy - they already do enough on their own without the added boost). Adding engagement based buffs is a great idea (though Accuracy is in abundance for Fighters already). I'd actually recommend removing the buffs to Disengagement attacks altogether and replace with another set of effects. Adding +1 engagement is actually not a bad idea, if you think about the trade-off with Mob Stance and promoting different builds (e.g. 2H single Class fighters). The best option, though, is a debuff a la Persistent Distraction. This would make other Fighter builds more compelling vs. Swashbuckler (though it would make Swashbuckler stronger, too, but not until very late). Some ideas: - Enemies engaged by the Fighter have -5 Dexterity - Enemies engaged by the Fighter gain a -25% penalty to Recovery - Enemies engaged by the Fighter have -1 AR - Enemies engaged by the Fighter take 5% of Primary Weapon damage as raw damage every 3 seconds (vs. Deflection? Reflex? Auto damage?) - Enemies engaged by the Fighter take 10% more damage - Enemies engaged by the Fighter have -5 all defenses I think the +AR for Unbroken is already pretty strong in terms of defense. I don't think Unbroken need more defensive buffs. If we are compensating for the lack of impact the Disengagement effect has, I'd recommend adding an offensive buff per engaged target. Maybe +2 Melee Weapon Accuracy or +.5 penetration with Melee Weapons per engaged target?
  10. @Boeroer beat me to the punch, with a much better overview of Swashbuckler Eder. Basically go with his build for guaranteed success. If you want to tinker a little, I've had fun keeping Eder equipped with a Medium Shield and use the Block modal ability most of the time. It gives 30% resist to weapon attacks, which count as a miss for the purposes of triggering Riposte. Because Eder doesn't have all of the Deflection buffs that some other versions of this build could get (Trickster, etc.), I think the modal makes him a little bit tougher vs weapon attacks (though you lose the nice AoE damage reduction from the Large Shield). Another way to play this is to use both and switch as needed. If you are using a Medium Shield, I like using Magran's Blessing, because it makes Eder a little more responsive once you are able to pick up Two Weapon Style (Lowers his recovery quite a bit on weapon attacks). Note, you can have both Weapon & Shield Style AND Two Weapon Style with this setup. One downside here is that you are hitting less often with your Main Hand weapon, which might matter if it has a proc you really want. Speaking of procs you might want, a synergy I found in my last run was giving Eder Magistrate's Cudgel. The debuff applies on every hit and grants your entire party a stacking (because it works like Hunters Mark) +10 accuracy vs. the target for a generous 30 seconds. This can be applied to multiple enemies quickly via Riposte, and is just such a huge boost, especially on harder difficulties.
  11. I like building her as the "Venomous Vailian," Spine of Thicket Green (Empowering Instinct upgrade) + Helm of Grotto Deep + Spider Silk Robe (Poison Master upgrade). Then choose all of the Beast, Plant, Poison, and Conjuration damage spells. A few have multiple keywords, stacking tons of +PL. For Poison immune enemies, you usually still have a few damage spells that work, but I also like stacking Arcana (she gets +2 from her background, which is unique) and using scrolls. I recommend using the community patch mod and the balance polishing mod, which make the key wording for poison much clearer (it's hidden on a few spells in Vanilla). Incidentally, if you do use the Balance Polishing Mod, your Wildstrike Corrode will buff your PL on several spells even more. Very cool. Also, pairs very, very well with the Howler Konstanten that Boeroer posted, because most of these spells target Fortitude. I like pairing them together, b/c they have some unique dialogue/relationship stuff you can do. Cheers!
  12. Piling on here to say that your mod has kept me enjoying the game for far longer than I would have otherwise. I came back to the game a month or so ago, and have been appreciating all the work you put in. For me, the mod is required to keep the fun alive. Cheers!
  13. The buffs from the familiar persist when the familiar is replaced by casting a new summoning spell (I just reconfirmed this). It functions more like a self-buff this way. In fact, it's best to summon something else, because the familiar disappears, and is therefore no longer at risk of being killed.
  14. This is a cool idea, but actually not needed. The conjurer's familiar bonus remains even if you summon other things after it. It lasts for all of combat, and you can summon as many other things as you like.
  15. Echoing what @Boeroersaid. Bloody Links > Magnera’s Chain works great for him. Both have pirate flavor, and he starts in mail, so it fits thematically. Daze is also a huge survivability boost for him, so Mind Plague or leap can help. (Or have another party member lay it down).
  16. Agia, Deadfire, Act II: Neketaka to Hasongo, Part 1 The strategy for me at this stage was the gain experience, gold, and unique items without much combat. In Queens Berth, we picked up the quest from Zamar, turned in the bounty for Meryl and picked up the next, recruited Konstanten for ship battles, and picked up the quest from Kahn. We subbed out Eder for Xoti and take her to do her quest in The Sacred Stair. I have her give the souls to the animancers (which is currently bugged, so the quest finishes, but does not actually complete). Back in Queens Berth, we sort out the contract with Luca so that I can recruit him to be my Boatswain. There's a secret benevolent point in the dialogue choices (it doesn't show when you choose the option, but happens in the replies from the quest giver). Skaen is angry with me. C'est la vie. I pick up the mapping quests from Sansa and start the Bardatto/Valera questline. After my last NR game tanked at the negotiation table, I'm playing this one very carefully. I talk with Zili and Cotta (peaceful resolution with Cotta - intimidate him). Then I go buy the 4 cannons from Zamar for cheap. I head to Perkiki's Overlook and repair Whispers of Yenwood for Serafen. I pick up the Satchel quest from Degnos and snag that inside the bathouse, recruit the imp outside Arkemyr's Manor, and head to the palace. The team hits level 6 at the palace. Back at Periki's overlook, we head to the Cupboard and loot the place (Spine of Thicket Green goes to Severa). We head to watershapers and recruit Tekehu for ship battles (Druid SC). We snag the Muhai quest from Serpent's Crown and head to Sacred Stair for Eder's quest and Muhai's. We use stealth to toss in the body and snag a cruel response while we're at it. Next up is the Gullet, where we talk to Biha and head down the lift to talk with the soul of her lover. We fight the Rotghast and Gul group here and things go smoothly. To be Continued . . .
  17. Do you know how many injuries you had? Some boss abilities add an injury without knocking you out. If you had 3 already and it hit with one more - poof.
  18. It does seem a little overtuned to me, and it feels off when the strongest choice for a melee martial class is to spam a mobility ability to deal the best damage. That said, AT9 shouts have always been very high damage dealing, arguable higher than Heart of Fury, certainly in terms of resource cost ratio. Dragon Leap Community Patch added "Fire" keyword to Dragon Leap. (opened up +5 PL w/ items) - This feels like a bug fix in terms of designer intent, so much so that the Community Patch changed it. These abilities deal fire DMG so they should scale w/ + Fire PL. I would rather tune the ability around the keywords for the sake of design consistency. In terms of how powerful the ability becomes when using those items, it also has the opportunity cost of not using those items on another character with similar DMG potential. Essentially, you have to choose where to add +5 PL, with many great options. It should be considered when tuning, but I don't think it actually matters as much as the Barbarian specific changes. Balance Polishing Mod adjusted PL to scale from Leap (+3 PL base) - This seems more like a bug fix. These abilities have the same resource cost as regular leap and there is no situation where you wouldn't use the upgraded ability (except may the edge case where the fire DMG might heal an enemy). The ability should be tuned around this change, since it's a base feature now. Balance Polishing Mod increased Daze effect to Stun. - This one is probably one step too far. Hard CC in an AoE is very strong, and even with Vanilla PL scaling would be too much for 2 Rage. If the ability feels too weak for an AT8 ability point w/ just adding fire DMG, perhaps there's another option like extending the duration of the Daze effect, adding an additional debuff (-PEN that doesn't stack but get's around MIG resistance, 2 sec Stun + Daze for 6 sec, etc.), or making the DMG dual type (fire/crush). Instruments of Boundless Rage Balance Polishing Mod added "Fire" keyword (opened up +5 PL w/ items) - Same as above, I don't think this is really an issue given the opportunity cost, and even less for a AT9 ability. This really should compete with similar abilities at this tier, and fire PL scaling isn't OP. Balance Polishing Mod reduced rage cost from 3 to 2. - @Elric Galadhas written a lot about his philosophy behind martial ability costs at higher tiers. I think it's probably fine either way. There's so much competing with it at AT9 for a Barbarian, and I don't think a 2 resource super fireball is too much. Corpse Eater Food Upgrades - These could be tweaked. +2PL (universal) is the base that anyone can get from Potion of Ascension (which lasts the whole battle regardless of Alchemy), so making an alternate +2PL (Barbarian only) is not strong enough. There has to be some benefit to balance the resource cost increase in addition to the very situational Flesh Communion. Maybe tune it down to +3PL (barbarian) across all of the foods and improve the other benefits, or make it +3PL universal to open up more interesting multi-class options. As it stands, Corpse Eater is really only worth it as a single class choice (though very strong at endgame). All of that to say, I think you could retune Dragon Leap pretty well by reducing the base DMG a little and replacing 6 sec Stun w/ a less powerful effect. IoBR feels fine as is for an AT9 ability, maybe reduce the fire DMG slightly to adjust for better keyword scaling. Corpse Eater food could be changed to +2/+3 universal PL w/ same secondary effects, or +3/+4 PL (barbarian only) w/ better secondary effects. Thoughts?
  19. Here's the game data for CHA_CRE_Dragon_Magma abilities: "Passive (EASY): Starting Concentration 1", "Passive (NORMAL, HARD, PATH): Starting Concentration 3", "Passive (NORMAL, HARD, PATH): Deathblows", "Passive (HARD, PATH): Deep Wounds", "Passive (NORMAL, HARD, PATH): Persistent Distraction", "Passive (NOT STORY): Survival of the Fittest", "Passive (HARD, PATH): Engagement Strike", "Passive (NOT STORY): Concentration Buffer - used to prevent Battle Roar from being used immediately after Concentration", "Fiery Breath (ALL)", "Tail Swipe (ALL)", "Sulfur Stone (NOT STORY)", "Battle Roar (NOT STORY)", "Stone and Flame (STORY, EASY)"," Stone and Flame (NORMAL, HARD)", "Stone and Flame (PATH)", "Stone Shell (NORMAL, HARD, PATH)", "Fiery Maw (EASY)", "Fiery Maw (NORMAL, HARD, PATH)", "Volcanic Roar (STORY)", "Volcanic Roar (EASY)", "Volcanic Roar (NORMAL)", "Volcanic Roar (HARD)", "Volcanic Roar (PATH)", "Dragon Scales", "Passive: Galawain's Wrath (Pillars 1 Reactivity)", "Passive: Galawain's Favor (Pillars 1 Reactivity)"] Looks like Galawain's Wrath might be weakening the Dragon, while Galawain's Favor is probably if you botch things with Galawain somehow.
  20. Sawyer gave a talk about reputation systems that's on Youtube where he distinguishes between games with simulationist design w/r/t reputation and games that aren't that way. He specifically mentions the "no one got away" issue. It's a conscious choice to have a system here that is less simulationist, from what I gather from that talk.
  21. I found this out by accident using the ItemDebug console command while testing builds, as it gave me each version of the ring. FYI, that command gives you every item in the game all at once, so very handy for testing (some wierdness will happen with quest items, so beware). I was trying to create a build that used all of the BoW items. I think there's one for every slot, including trinket.
  22. While Maelstrom is being discussed, im wondering if folks know that Tekehu or someone wearing the oilskin cloak is immune to the freeze/crush half, which makes it fun for Builds that want to be hit by shock or burn damage. The cloak is weird, b/c it’s not listed as such.
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