No problem, I like picking through my stuff. I just can't see anything there that would make carroty form act any different from any other polymorph, which makes me suspect that it would behave similarly with any other polymorph, which makes me think it's a polymorph-related bug rather than a problem specific to the XML in CES.
It gives you about far too much of everything - I always prefer to use it instead of a late game stance. Kung Fu is a two point wonder, at the moment. I'd just go straight numbers narf.
Mebbe only +20 Nimbleness? and/or -5 Melee Power? You're sure it's the numbers that are OPing it and not the procs? Or should I be considering lowering the proc effectiveness/percentages as well?
Well, how about that: - Lower damage on the procs by about 15~20% (it is suppose to be about agility more than raw power). - Increase penalty to Melee Power to -6. - Decrease bonus to Nimbleness to +20 (about 3 points for every point of Melee Power, which makes the net gain close to zero, but there are procs so it should be good). - The third proc I'm not sure about, but I think that it can remain the way it is. It has a pretty low bonus so even though there is a +50 to Critical and +4 to Melee Power for one turn when it procs, it likely is too random to be too abusable.
I'm certain it's the numbers - I hardly notice the procs, because I'm too busy abusing the obscene nimbleness bonuses.
Just out of curiousity, how do you do that? By comboing with skills that scale off Nimbleness? Or just by enjoying the +15 dodge?
Stack it with Drunken Style. You'll make up for the downside in no time, and the stats you get from this are ludicrous. I've used this to power a bunch of builds now. In fact, the lost damage doesn't make much of a difference even with only Batty Stance on--it gives you piercing damage for free.
Minor update: Batty stance narfed, Venomous Stiletto is now a dagger. Maybe something else somewhere else. BIG update planned soon. Qi Gong is going up to 8 levels, Poisoneer up to 7 and with some startling revisions, and I might just add Gangnam Style. I don't know yet. We'll see.
>Venomous Stilletto is now a dagger. I was JUST about to comment on that. Consider, Also this, copypasted from another thread. Celestial Fire is bad. It burns your mana, so only a very rare character is actually happy about its scaling. Conversely, a character who kicks major ass as a drunken boxer deals no damage with Celestial Fire. The whole tree actually drops off in usefulness eventually because you lose the effects of Ubercombo and Chaser much too easily. It is very likely to only last a couple of rounds in a really pitched fight, which is completely lame. Towards the latter part of the game, the only things about drunken boxing that matter are Staggerstep and the constant Drunken Style bonuses, and sometimes ALTZMAT is cool to have. I do appreciate the design of Drunken Style getting you mana-blasted, so you have to think about how hard to go or how hard not to go, but the losing of the buffs is just too rough.
OK! I'm totally willing to revise that. What would be more reasonable -- maybe a 3% chance of losing the buffs when hit? Or is even that too much? Also, I'll change Celestial Fire's scaling. It's currently more than half Caddishness and less than half Magic Power, but there's no particular reason it shouldn't be all Rogue-stat based. I'll turn the Magic Power half to Savvy.
Depends. I understand that the point, is to make it so that you have to keep drinking in order to keep the Uber-Combo up. Along with spending rounds keeping yourself going, like re-casting a non-hungry buff, you also push yourself towards mana-blasted. I get it. Celestial Fire's damage is okay--it deals a small but noticeable chunk at late-game in an AoE that always hits the monster I want it to plus a couple more. The thing is, I only deal that damage every time I drink, and that's not necessarily very often. I'd expect it to be closer to the amount of damage I do when I smack them in the face, since... well, isn't Celestial Fire supposed to make me feel better about drinking during a round when I would've wanted to smack a monster in the face instead? I also enjoy the idea of Celestial Fire being *really* powerful, like better than smacking said monster in the face. Because then the strategy would be to get surrounded, cross your fingers and hope your and are up to snuff, then drink like a madman in order to nuke the crap out of everything around you. Eh. Seriously though Berry Stabs was completely able to fight while mana-blasted AND with 3 stacks of Fallen Vegan, thanks to Blessing of Silence Mordekai. That's the one that gives you a buff that gives you +2 dodge every time you successfully dodge, and it stacks a double digit number of times. I think Berry had almost 200 rounds of mana-blasted, at one point. That's just the way of end-game rogues though, so let's move on. Back to the losing of the buffs. Let's say I have... 3 chances to lose my buffs in a given round--that's a perfectly reasonable situation. I can't remember what the math is, but with a 10% chance (the actual number is 9, right? I should go back and look) to lose your buffs that would mean that even in that reasonable situation I'm having to drink pretty rapidly. When I staggerstep straight into a zoo with uber-combo, we're talking that many chances to lose the buff every single round, 5 if my life sucks, even more if staggerstep attacks and multi-attacks count. I didn't design this, so you decide whether "high power, short duration" was your design or not, because currently there are a lot of totally reasonable situations where you will lose it in no time. Even if it was just one 9% chance per round, that's an average of 10 rounds which is way short for something that takes 2 rounds of casting and has the mana-blasted mechanic. Like above: I don't have a good choke point, I'd rather just stand and fight both these monsters at the same time, they might both hit me in a round, that means 3 chances of losing the buff in that round.
well, it's when-hit, not on-hit, so you can't really ever have more than 4 chances to lose your buff per round. Still, at 9% per hit, at 4 hits per round, that's a 31%ish percent chance per round of losing your buff. At 3%, it's an 11%ish chance. Only when surrounded. That seems much more reasonable. I like your logic re:Surround, too. I'll up the scaling a bit.
3% when hit is very low, because dodging and countering don't count. I'd say 5%. Also, thanks for correcting me on whether you can lose it when you attack vs when you get hit. Then on the other OTHER hand, Chased and Uber-combo already have a limiting factor in that they only last while you're Fueled By Booze, and you need to use two items for them... hum. Granted, drunken boxing DOES occasionally get you surrounded due to Staggerstep, but still, you might want to balance it based on being next to 2 or 3 enemies, not 4. Again, this depends on whether your design was "high power, but need to maintain it." If not, then low chance (and thus only a real risk when surrounded) makes sense.
It is, in fact, intended to be 'high power, high-maintenance'. I'll playtest a little and see if 3% or 5% feels better.
Consider: High maintenance (maybe stick with the original 9%), a mechanic by which things can get even worse than mana-blasted, and hilariously massive power on Celestial Fire.