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Elric Galad last won the day on January 18
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2386 ExcellentAbout Elric Galad
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Well, Streetfighter would be about harming yourself until blooded to get its speed boost. Then you do whatever you like, attacking ranged or melee, slinging spells, etc... The issue with Assassin is that its accuracy bonus isn't super reliable (you basically have to test a spell to be sure it gets the accuracy bonus). But there is indeed a trick : Assassin clunkiness - Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community
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It's not a big difference indeed. I think the biggest plus is that your Grazes become suddenly base 50%+80%=130% base damages attack. It means that rolling a 16 on a near death foe may suddenly be enough/ Counter intuitively, Death Godlike best combo is probably not with Rogue. Ranger with bow double attack should work better. Or Wiz/Druid with low damages ticks. It really encourage switching to cheap convenient usually low damages attacks vs under 25% foes.
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Elric Galad started following PoE1 (small) Balance Polishing Mod
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Yeas, pretty sure about this one that has been commented a lot for the last 10 years ! Yes, also with Graze (without PoE2 double inversions). Also vs DR (damages bonus are much better in PoE1 becomes they help overcoming DR) I think I will go with a slight further buff at 20% + 12% per 3 level up to +80%. That's a +20% damages on average for a racial and a helm (Maegfolc skull is +12% damages among other effect) What's neat is that this +80% allows you to seek for opportunities. Low damages attack that would do almost nothing against a healthy target suddenly becomes quite strong. Take Chill Fog damages, basically a nuisance due to DR. Adding +80% can multiply its actual damages by much more than x1.8. So as a death godlike, you may choose using specific abilities (such as multi-projectiles spells from the wizard cross class talent) to finish targets. This way, the racial ability is dynamic, and much better in certain context than a +20% damages (~+80% against a quarter of targets). However, without seeking near death targets, it is probably worth less than a mere +20% damages.
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Just one doubt : is the buff to Death Godlike enough ? It's hard to specifically target under 25% targets and you have a big chance of overkill. Saying the bonus will be efficient for 25% of attacks is probably optimistic. I'm thinking about tweaking it up to 25% +15% per 3 levels (up to +100% at lvl 16) (I don't want to change the type of ability) @Boeroer, if I may ask you to be the arbiter once again.
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Ok, my small Balance Polishing Mod for Pillars of Eternity 1 has just been published on Nexus : Small Balance Polishing Mod at Pillars of Eternity Nexus - Mods and community Be aware this is still initial realease. Any feedback would be appreciated. It is way less ambitious than PoE2 BPM (modding PoE1 is much more difficult), but it should at least "fix" Rogues, racials and provide a bit more variety for semi-optimal party compositions.
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Just one thing : I'm pretty sure Unbending is underrated in this thread. From my experience with PoE2 and my memory from when a foe used it in PoE1 (the one dude carrying St Ydwen's Redeemer), I'm pretty sure one cannot be defeated by endurance loss while this ability is active. Self-healing is much more than the 50% damages taken displayed. Yes, it's 3 per rest, so you will rarely need it, but it basically guarantee you cannot be beaten for its duration, which can be 45s (+%INT) for a single fight.
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Probably more something convoluted than a true (fire)bug. My guess : Revku cloak does provide absorb against Fire keyworded attack. Brutal Cleave maybe be doing Burn damages without being keyworded. Maybe you can also damage fire nagas (who have aborb but low Fire AR) with Boiling Spray (which does Burn damages but has no fire keyword).
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This is annoying, because contrary to PoE2 (where I tweaked the fire shield so it works from 100% life), I can only adjust numbers for PoE1. +4DR from 50% is basically like +2DR. Which would be a good talent for a non godlike race. Contrary to offensive bonus, defensive one are interesting under 50% because you have to go through this part to be defeated (while offensive bonus under 50% might be useless if you're not the target). The retaliation part probably have to be built around to be useful. 32 fire damages for each attack received is neat (plus might/scion of flame...). Basically the retaliation part is comparable with an average weapon attack, which means you're replicating around 100% (as an order of magnitude) of melee damages taken while under 50%. I still think the Fire Godlike isn't too terrible, and at least provides a feature you can't replicate easily with a helmet. It is one of the best retaliation effect of the game. It is basically narrow in term of builds, but not really underpowered. I think I will stay with 5. Basically makes you feel less bad about using it against a pseudo valid target (like barely 50% health). Also I put Fearsome Strike at 4 per rest and Withering at 2 per encounter. All strikes will become better as a part of rogue buff. I do think too. And the low level nerf is quite justified, and isn't a big nerf either. I don't think druid really needed a buff, but I feel the class would feel overall better with it. and I love PoE druids Sure, I made a directory in the mod package for each class, but the one for the druid is named "Druid - White March users only". Just to be sure people see it before using it. EDIT PS : the development is over. I still need to test rogue (this one might require a bit deeper testing to check high level rogue have a propre balance) I might "publish a beta version here".
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For Nature Godlike : I think I will go with : +5 DEX and +5 MIG under 50% endurance (basically a similar but stronger and more versatile version of human's) +1 CON every 6 level after 1 (so +2 at max). Small progression stuff to avoid front loading Nature Godlike The reason I will remove CON bonus under 50% endurance is that it mess with life total when healing. Any healing happening at 45% could make you loose endurance, and losing CON after the heal will make it proportionally less efficient.
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The game is too old for me to make a design for people without DLC. But the real answer is that the mod would be modular, so it would be anyway super easy to not pick this change. Without White March, druids don't really need balancing. I hope I have been clear enough. NG will receive +1 MIG at level 7, +1 DEX at level 10 and +1 CON at level 13 (not sure about the order). not thrice +1 to the 3 stats. +3 total stats and +9 total stats while under 50% life has to be compared with a human wearing Maegfolc skulls which provide +4 MIG, unbending per encounter and the human bonus under 50% life (+7 Acc, +15% damages). I would rate both at similar. Skull is one of the best helm but can still be swapped for specific encounters, which is even a plus. EDIT : okay, this might be a bit too good to compare it with one of the best helm, and the racial bonus can be stacked with other items. If other Godlike aren't as strong, the issue is with the other Godlikes. I believe Moon Godlike is okay and Fire Godlike DR is convenient while retaliation sclaes quite high. Death Godlike, I have also revised my first attempt to +20% damages +10% per 3 levels up to +70% damages. In my previous proposal, it was 4x per rest but with a revised bigger effect. The real question is how much added damages is FB though. +% additive damages isn't that much for rogues and your target has to be VERY damaged to get more than +150% , including initial +50% (30% health target is 150% damages, 190% with the additional talent). You can expect FB to do around 1.5x damages of normal attacks against <-50% health targets beacuse of all other rogues +% damages. I even expect x1.5 multiplier to be generous. Granted it adds up with Rogue damaging abilities, so it works fine IMHO. I also wonder how many foes would really need 5 finishing blows while under 50%. Then you can start spamming it early, the result won't be specatular, but that would still be added damages. More cast per rest means a more liberal use of it, and I think it is a good thing. The fast assassin (rogue build) - Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community @Boeroer himself once said it is useless Finishing big foes seem legit to have as a specialty for them.