
NotDumbEnough
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Everything posted by NotDumbEnough
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That seems like a big nerf for monks and monk+rogue multiclass especially. Might I suggest giving untrained fists very low pen but high base damage (i.e. 14-19 base damage same as what monks have right now but maybe only 4-5 pen) and have the first level of Transcendent Suffering or UMT give large amounts of penetration to compensate (in this case +4 pen to unarmed attacks).
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Checked again, this time with no overkill damage. The change definitely did not make it through. Incidentally, this is reflected in the ability description where it is still +200% threshold. Edit: I think this is caused by the value being modded twice. In the wound limit file cl.monk.shattered_pillar_wounds_limit there is also a bit that seems to mod Shattered Pillar wound gain rate back to default. I changed that to the intended value and all is working correctly without needing to start a new game.
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I wonder if it would be possible to give every class monk fists, then check whether they have Transcendent Suffering/Monastic Unarmed Training and take them away if they don't have it. i.e. You would have a reverse bug where all kith NPCs have monk fists, but since fighters/rogues/barbarians/etc. always come with weapons it would be irrelevant.
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Perhaps a bit late, but I think it's worth pointing out that it's definitely possible to have an entire party that requires very minimal management with scripts set up. e.g. Bellower Watcher (just empower Eld Nary/Her Tears Fell Like Rain) Scout Maia (use the Red Hand, spam Crippling Strike) Swashbuckler Eder (just keep your self buffs up and occasionally use Crippling Strike) Cipher Ydwin/Serafen (use Borrowed Instincts whenever it's down and just hit stuff. Since Cipher spells are point and click it's not very tedious to cast manually) Herald Pallegina (start every fight with buffing invocations and refresh whenever they expire. Occasionally heal, revive or suppress debuffs as needed, which can all be scripted) It's worth noting that there's a useful mod on Nexus which adds more AI conditions for abilities that aren't inspirations/afflictions. So you can have your characters scripted to reuse things like Refreshing Defense whenever they expire even if the duration is uncertain. It's really just a matter of avoiding the more fiddly classes like Wizard/Druid/Priest etc.
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I'm actually looking forward to an Assassin/Soulblade playthrough once these changes occur. It will be fun. Start the fight from stealth with Thunderous Report for instant full focus, quickly use Borrowed Instincts while the bonus is still present, then go into invisibility and one-shot an enemy with Soul Annihilation.
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A big part of the reason why Wild Orlan racial ability is redundant is that there simply aren't that many resolve afflictions in the game. Namely, dragon types, other large beasts, miniboss undead enemies like Death Guards and Liches, ciphers (mostly aboard Vailian ships, very rare elsewhere) and specific boss fights. It is much, much better to swap in Eviee for these fights rather than having a racial ability that's mostly redundant for the rest of the game. And besides, Eviee provides larger bonuses than most other pets. The value to the other resistance based racial abilities is that you can't actually find pets that cover it, and might/con/dex afflictions are far more common (and can mitigate accidental friendly fire). There's a pet that provides Dex Affliction resistance in FS which is very late in the game. For most of the game you can save on an inventory slot otherwise used for Cipher's Shackles, the Engwithan gloves, or the belt you can buy at the Dark Cupboard as a wood elf.
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I tried that with Vanishing Strike on a single class Assassin, and I think the raw damage bonus only applies to the first projectile. It does not give extra damage for all 4 pellets. I think a 1 second grace period would be very nice as spells are very janky with the Assassin bonus right now, and it is strange to have full attacks be disfavored on rogues. The other problem, I think, with Assassins is that on PotD enemies are much harder to just one-shot from invisibility. Maybe tone down their offensive bonus and instead give them some sort of healing while in invisibility so that they're also more useful in longer fights?