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Showing content with the highest reputation on 06/22/20 in all areas

  1. You'll appreciate this story. Operation Beachcrest is a war game that (used to?) goes on every year in October for 3rd MarDiv, 1st MAW, 3rd FSSG. It take place on this POS little island in the Rykku Chain called Ie Shima. Well in 1991 I got assigned to rear area security for the airfield. And I got assigned the M-60 for our company. Except for the hump which kind of sucked it was mostly a blast being in the wargame instead of stuck in the Radar or comm van waiting for something to break. Well, of course being in the war game meant I had to actually fire that 60. Blanks. I figured if I clean it every night, keep both barrels lubed with CLP it would not get too bad. Wrong freaking answer. After we got back I was stuck in that damned armory for five days. FIVE. Cleaning.... cleaning.... cleaning. CLP, q-tips, pipe cleaners, linen bore patches, as you well know, it all that we were allowed to use. Finally, on day five I'd had enough. Early in the morning on the 5th day I got up and drove all the way up to Kadena AFB and bought two gallons of premium unleaded gas. It had to be Kadena because that s--t they sold in the Japanese gas stations back then had too many weird additives. Didn't trust it. Futenma didn't have a gas station. The armory at Futenma was in this underground bunker with a small parking lot and a few buildings up top. I checked out the M-60 and told the armorer I was going to sit in the parking lot and work on it. I stripped it down, put it in a swab bucket and poured that gas over it. I let it sit in the gas for 20 minutes, let all that built up carbon dissolve. Then a quick cleaning, a VERY generous coat of CLP to get rid of the smell and I FINALLY got it past inspection and turned back in. Sometimes you just gotta break a rule.
    3 points
  2. Speaking of which, did you know that leprechauns are a protected species under European law? EDIT: Quote from a different article: "The European Directive aims to preserve an area in Louth called ‘The Sliabh Foy Loop’ which is protected for flora, fauna and leprechauns. The lobbyists believe that there are only 236 leprechauns still living in Ireland and that they are all concentrated in that area in Louth which is also considered to be an important part of the spirit world."
    2 points
  3. was gonna say, streetfighter + beast of winter set sounds very effective with perception afflictions. i tried it myself, but my streetfighter playstyle was heavily based on flanked and <bloodied health (instead of perception afflictions per se) that it didn't work out as well i'd like (though it was pretty decent). blunderbuss modal would be pretty useful for this, but you'd really have to make sure that it expires before you refresh it if you want to maximize the beast of winter gear payoff (which is actually semi sub-optimal for a streetfighter due to how recovery bonuses have a delayed effect)
    2 points
  4. So far it just seems like you work as an indentured labourer for a heartless megacorp.
    2 points
  5. NYC slowly returning to normal ... ate a restaurant this weekend ... glorious
    2 points
  6. Finished Season 3 of the Expanse. Totally loving it and now prepping for a new work week ...
    2 points
  7. Started playing The Last of Us 2. I'm 3 or so hours in the game now. First: Graphics are amazing. RDR2 was good, but this is even better. On the other hand, RDR2 had a big, mostly open world while that's not the case in TLoU2 (is that a working acronym?), so I guess that evens it out. Second: As I had expected, the big QQ from players after the story-leak happened is because these people hate change ... Third: So annoying how everyone talked about the look of that one female. Yeah, I get it, it's not a supermodel ... but will survivors in such a post-apocalyptic world really look like supermodels? I'd say it looks realistic and it's something different for once (hurr durr). Other than that, so far so good. Feels pretty much like the first game.
    2 points
  8. Happy Father's Day to @Hurlshot, @Gfted1, @Enoch, TN (where the heck has he been lately?) and all the other dads out there I'm forgetting or just don't know ARE dads.
    2 points
  9. Hi everyone, I have just finishined the first complete version (1.0) of my own mod which will aim at making the game more balanced. My main objectives are the following : - Make all abilities/subclasses worth including in a build, - Ensure that Tier VIII and Tier IX are interesting enough to go Single Class, - Correct a couple of weird mechanics to make them more consistent with generic rules. I plan to deliver it on Nexus Mod a bit later probably within a couple of weeks. Important notes ; - This mod is designed for RtwP. I "think" most of its content should work for TB, but I haven't tested it, - This mod is in English only. It will work with any language setup though, but modified texts will appear in English, - This mod has been designed and tested with the content of PoE2 Community Patch (I own no rights on CP, but I wanted to promote it). - This mod will apply to any newly created character. For existing ones : The files, version 1.0 : The ones with most of the changes, mostly buffs or minor corrections : BalancePolishingModBuffs 1.0.zip The ones with nerfs for a couple of broken features (such as preventing Salvation of Time abuse, or Troubadour nerf). They will be described in red in the notes below. You may not want to use this package. BalancePolishingModNerfs 1.0.zip The one with Summon Rebalance, with a lot of tweaks (buffs and nerfs) delivered as a stand-alone package : BalancePolishingSummonRebalance 1.0.zip Installation instructions, In order to get the intended experience : Detailed list of changes : I didn't include the full explainations in this thread, but feel free to read them in the "Project for a Balance Mod" thread. Most of the descriptions should be up-to-date, but there might have been a couple of changes. Therefore, the release thread should be considered as the reference. Discussion References per topic : 1) Class changes : A) Fighter Inspired Discipline : 3 Discipline -> 2 Discipline Power Strike & Inspired Strike : 4 Discipline -> 3 Discipline 6s Stun -> 10s Stun 6s Staggered -> 10s Staggered Inspired Discipline only : +200% damages -> +300% Take the Hit : 4s Recovery -> 0s Recovery Into the Fray & Upgrades : 2 Discipline -> 1 Discipline 10 – 14 damages -> 5 – 10 damages Mule Kick : Most upgrades use the PL of the original ability. A PL 3 upgrade of a PL 1 ability used by a PL5 character will for example get a scaling of +4. There was a glitch that counted Mule Kick as PL3 instead of PL1, so I corrected it for ruleset consistency. This basically gives Mule Kick +2 PL. Toughened Fury :25% proc chance, as announced by CP (CP implemented only 20%) B) Paladin Light of Pure Zeal : 5 Zeal -> 4 Zeal Exorcism : 4 Zeal -> 3 Zeal Healing Chain (complete rework) : 2 Zeal Range 5m + 4m Jump Friendly Target + 50 Bounce (yes, 50) Heal 10 health per bounce (no reduction per bounce) Can bounce several time on the same target (0,3s delay) Hastening Exhortation & Upgrades : 2 Zeal -> 1 Zeal - Hastening Exhortation : Nimble for 15s- Zealous Exhortation : Swift for 15s- Hastening Command: Nimble and Strong for 15s Liberating Exhortation & Upgrades : 2 Zeal -> 1 Zeal 20s Duration -> 15s Reinforcing Exhortation & Upgrades : 2 Zeal -> 1 Zeal 12s Duration -> 10s Glorious beacon & Upgrades : 3s/4s Cast -> 0,5s/4,5s Cast 1,5m AoE -> 2,5m AoE 8s Duration -> 12s Duration (for all effects, including upgrades) Sacred immolation & Upgrades : 4 Zeal -> 3 Zeal 32 raw damages per tick -> 20 damages (I overrode the 3,5m radius from Community Patch) Wrath of the Fives Suns (Pallegina special ability) : Penetration : 7->12 Penetration properly scale with PL (currently it does not) Damages : 5-7 -> 5->15 (x5 Projectiles) EDIT : 2 Zeal -> 1 Zeal Greater Lay on Hands : 8s Duration -> 10s Duration Hands of Light : 8s Duration -> 15s Duration C) Chanter Also refer to Summon Rebalance for changes specifically about summons. Troubadour : Brisk Recitation phrase take 4s instead of 3s. Set to Their Purpose, They All Knew Their Part : 6 Phrases -> 5 Phrases (as unupgraded version) (this was justified when it provided Brillant...) Far from Defeated, His Heart Filled with Joy : 6 Phrases -> 5 Phrases (as unupgraded version) +3 Phrases -> +2 Phrases Far from Defeated, His Heart Filled with Joy and Their Companion Braved the Horde Alone are now considered Offensive instead of Non-Offensive (important for Skald) ...Each Kill Fed His Fury : Contrary to the ability it is upgraded from, this ability provides mere +5 stats boost instead of inspirations. As it seemed really random, I replaced the stat boost by actual Strong, Fit and Steadfast Inspirations. Boil Their Flesh From Skin to Bone & Upgrade : Secondary Cones replaced by simple 2,5m radius AoE. This enables the Acid Explosion to be properly centered on the victim. ( I learned that the secondary Cones originated from the caster instead of from the actual victim. This changes also correct this glitch) His Laughter Rang Through the Halls : 8s Daze -> 30s Interrupt on Hit -> Interrupt on Graze His Heart Did Fill With the Light of the Dawn : +1 Ressource -> +2 Ressources Does not affect the caster anymore. D) Rangers Sharpshooter : +20% Range with all ranged weapons Hobbling Shot : Hobbled for 10s->15s Heal Companion & Upgrade : 2 Bonds -> 1 Bond Cast time : 3s/4s -> 0,5s/4,5s Range 4m -> 10m Note : I didn't follow Community Patch change for this one. Revive Companion & Upgrade : Revive with 50 health -> 100 health Vengeful Revival : +20% damage -> +30% Deadly Surprise : +100% damage -> +300% Bonded Fury : 3 Bonds -> 2 Bonds Cast time : 0,5s/4s -> 0,5s/0s Range : 6m -> 10m Twinned Shot : 2 Bonds -> 1 Bond Vengeful Grief : Duration 15s -> Infinite (note that DEX and MIG affliction still dispell the Inspirations you get) Heart Seeker : 4 Bonds -> 3 Bonds Shadowed Hunters : Pet's first bite after using the ability apply a 30s DoT effect (20 raw damages per 3s tick). Note that first pet attack doesn't break invisibility (this is true in the base game). Distracting Training : 6s -> 15s (not that this is the base duration. It will be lower in general because the ability use pet's Intellect) Pet Abilities Keyword :Added Beast Keyword to all pet abilities cast by the Ranger so they benefit from equipment with bonus to Beast abilities.Applied to Heal Companion, Revive Companion, Bonded Fury, Master's Call, Shadowed Hunters & their upgrades.Not applied to Takedown and Play Dead cause they are cast by pet themselves (and PL can be detrimental to Play Dead cause it rise its duration) E) Barbarian Mage Slayer : Removed the Spell Resistance entirely. Added -25% Hostile and Beneficial effect duration. Corpse Eater : Greatly buffed special food (and also replaced bonus MIG and malus INT by more varied effects) : - Kith Meat : -5 Diplomacy, -15% Damages received, +3 Corpse Eater PL - Corpse Loaf : -3 Diplomacy, +3 Health per 6s, +10 Fortitude, +4 Corpse Eater PL - Forbidden Pie : -3 Diplomacy, +4 Resolve, Mind Affliction Resistance, +5 Corpse Eater PL In addition, Kith Meat and Vessel Flesh can be bought from Vithrack and Imp vendors (Kith Meat price set to 100 gold) Instruments of Boundless Rage : 3 Rage -> 2 Rage Added Fire Keyword Heart of Fury : 4 Rage -> 3 Rage Savage Defiance & Upgrades : 15s -> 25s Stalwart Defiance : changed to Gain Concentration every 6s Leap & Panther's Leap : 6s Dazed -> 4s Stun Dragon Leap : 6s Dazed -> 6s Stun Panther's and Dragon Leap are now correctly tagged as Leap upgrades (which basically makes them scale as PL5 abilities -> effective +3PL) Carnage : Can now Crit (so can apply Blood Frenzy ) Accurate Carnage : +5 Accuracy -> +10 Accuracy Blood Surge : 25% Chance -> 50% Chance, but only apply to Hostile Targets (same change as Community Patch did for its Paladin equivalent) Blood Thirst : Cleaned the mess that causes it to proc twice on the same target and prevented it from being stackable with Crushing Blow. Now proc only once except sometimes when 2 targets are killed in a row (it applies twice then, cause Recovery is cleared before second target is killed, so you keep one charge) Barbaric Blow & upgrades : Removed the PR and Damages bonus to make the ability more focused. Now Barbaric Blow & Upgrades do : - 75% Hit to Crit chances - +75% Crit damages bonus (note : Crushing Blow do get this bonus, even if it does not get Crit Damages Bonus in the base game due to a bug) - +200% Carnage AoE (so roughly 2.5m radius instead of 1.5m) - Barbaric Smash : no refund, but cost reduced to 1 Rage - Crushing Blow : no recovery (not conditional anymore) Spirit Tornado : Spirit Tornado applies Stagger on any hit, not only Weapon Hits (as the unupgraded version) F) Wizard Conjurer : Summon Familiar cast time : 3s/4s -> 0.5s/0s (It's not very well known, but Familiars provide a +1 stacking and generic PL Bonus, as well as random +3 to one stat and a minor bonus.) Transmuter : Form of the Fearsome Brute changes : - Form of the Fearsome Brute Armor : +100% Recovery -> +20% Recovery - Form of the Fearsome Brute Fist : 13-25 damages, 6PR -> 18-24 damages, 7PR - Form of the Fearsome Brute duration : 30s -> 20s - Form of the Fearsome Brute duration : +1 Engagement -> +3 Note : these changes also apply to Form of the Fearsome Brute Potions Bewildering Spectacle : Cast time : 3s/4s -> 0.5s/3s Confusion : Added Interrupt on Hit AoE : 2.5m -> 5m Note : these changes also apply to Confusion Scrolls, Wael's priest and Trickster's versions. G) Cipher Wild Mind : Miscast : set to foe only, but damages lowered to 0.5 x Focus. Tenuous grasp : 0.5s/4s cast time -> 0.5s/2s Fractured Volition : Change Weakened for Enfeebled. Haunting Chain : Duration 20s -> 40s. Soul Ignition : Target Fortitude -> Target Will (due to Cipher's passive, this is a buff) 16 damages per tick -> 20 damages Duration : 15s -> 18s Mindweb : Now break after being damages 3 times. Note that this erases the changes from CP that were supposed to make Mindweb break after a Hit (but didn't work) H) Rogue Trickster : Sneak Attack 20% + 5%/PL -> 10% + 5%/PL Streefighter : Indirect nerf : Blunderbuss Modal : Distracted for 10s -> -10 Accuracy for 10s Smoke Veil : 2 Guile -> 1 Guile Shadow Step & Upgrade : 3 Guile -> 2 Guile Paralysis 6s -> 8s Shadowing Beyond & Upgrade : 3 Guile -> 2 Guile +50 Deflection that was weirdly cancelled on 1st or 2nd attack (without any explaination) -> +25 Deflection for whole duration Smoke Cloud & Upgrades : Interrupt on Hit -> Interrupt on Graze Finishing Blow & Eleminating Blow : +3% damages per % health lost from 50% -> +1.5% damages per % health lost from 100% Devastating Blow : +6% damages per % health lost from 50% -> +3% damages per % health lost from 100% I did not change the max value, but I made these abilities count from 100%. Sap : Hobbled for 30s -> Shaken for 30s Added impossibility to receive Concentration debuff on target for 30s. Perplexing Sap : Removed the weird Confusion on target's attack effect. Upgrade Skaken from changed Sap to Fighten. This version of Perplexing Sap is basically a Silencing attack, or a cheap source of Tier 2 Affliction for Resistant foe. Strike the Bell & Upgrades (complete rework) : - Still Full Attack that Interrupts on Graze, with +25% damages and +2 PR. - Now all versions adds a 15s Dazed effect - Melee 1 Hander adds a -25 Will debuff for 15s - Melee 2 Hander adds a -25 Fortitude debuff for 15s - Ranged Weapon adds a -25 Reflex debuff for 15s - All other effects removed. - The upgrades now allow their respective -25 defense debuff to last for the whole Combat (in a similar fashion as Gouging Strike) Confounding Strike : Start at -10 deflection malus, -2 per hit up to a total of -34 (doesn't stack with flanked) Fix the stacking not working from CP. Thanks @Frykas for pointing it. Persistent Distraction : - Deflection and AR malus doesn't stack with similar effect anymore, as for all others Distracted Afflictions. Thanks @Frykas for pointing it. Deep Wounds :Now applies 20% fixed amount of weapon damages in 4 ticks (2s ticks) as announced by CP. CP implemented 3 ticks (3s ticks) for a total of 15%. I) Druid Also refer to Summon Rebalance for changes specifically about summons. Wall of Thorns : No actual changes, but this ability displayed a base PEN of 7 which was wrong : it is actually base PEN 9, so I corrected the display Nature's Terror : - Casting time changed from 4,5s/3s to 3s/3s. Sunlance : - Casting time changed from 4,5s/3s to 0,5s/4,5s. - Added Interrupt on Hit. Nature's Bounty : - Now its effects (20 health restored, +2 PER and MIG, +20% Action Speed for 30s) will apply directly instead of summoning potion. - AoE reduced 5m -> 2,5m to compensate that it now affects summons and everything. Entropy : - Added 3 Base Bounce (Base 4 Targets) - Number of procs raised from 3 to 5. - Charges are not consumed by Graze and Crit anymore - Removed Interrupt part Tornado : - AoE set to 10m radius. - Range set to 20m - Added a true "Interrupt on Graze" effect, which is consistent with the Vertical Launch part. - Casting Time tuned from 6s/2s to 4.5s/3s Touch of Death : - Set casting time to 0,5s/3s instead of 3s/3s. - Add a +25 Acc modifier for this spell. So if your accuracy is equal or greater than foe's Will, the kill is guaranteed. Wildstrike Frenzy : - Changed from Procs on Kills to Proc on Kills Fury Strom Blight Weapons : - Now properly count as weapons (generate focus, etc...) J) Priest Also refer to Summon Rebalance for changes specifically about summons. Divine Terror : - Duration 20s -> 30s Salvation of Time : Change to a lasting beneficial effects which adds 0.5s to every beneficial effects every 1s. That effectively halves their ellapsing speed of buffs (including SoT itself : it lasts 20s with a base duration of 10s). Basically still add 10s but : - Now benefits from PL and INT - Now applies to effects cast after it (especially useful for Vanishing Strikes...) - Useless to cast several times in a row - The most important : now a single effect cannot have its duration more than doubled. It is still a very good spell, even better than before, but it is now impossible to abuse by combining it with Brilliant, and all other buffs will also have to be re-cast again at some point. Hand of Berath : - 5PL -> -10PL - Now auto-hit. Revenge of Skaen : - Range 5m -> 10m - Added a -20 Accuracy effect in addition to Blind. The -20 Acc does not stack with -10 Acc from Blind but the idea was to create an effect that goes through Perception Resistance Blessing of Wael : - +5 All defenses -> +10 - Now works vs any kind of attacks (not just melee ones) - Now targets Will - Changed the Blind affliction (which was too redundant with Skaen's Revenge) for a random effect of -10 PER, INT or RES. Symbol of Berath : Added acid Keyword Gaun Spells : - Added Plant Keyword (bugfix from CP, not base game) Wael Confusion : - Added Illusion Keyword (bugfix from CP, not base game) K) Monk No changes but fixed the glitch from Community Patch that prevented Shattered Pillar to get max 10 wounds after picking lesser Wounds (note that Community Patch add-on also fixed it in parallel) 2) Summon Rebalance : Nerfs are hihjlighted in red, but are part of the same package. Weapon & Armor Scaling :The biggest change is now that all summons weapon and armor scale with level (as Animated Weapons, Summoned Weapons, Companion Pet's Weapons and a handful of other summons already do).They all follow the rules of the table in the link below (+1 PEN, +4 Acc, +15% damages for their weapons and +1AR at level 5, 9, 13 & 17) https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling(Only exception are some of the Tier IX Summons because you get them after level 17. But most of them will have legendary quality weapons, or strong enough weapons anyway. ) Wizard & Monk : No Change Druid : Ondra's Whip, Watery Double, Lashing Vine : no changes. I think these abilities are balanced as they are (and they all scale at levels 5, 9, 13, 17 ).Summon Sporelings :Added Weapon & Armor scaling. All Blights Summons :Added Weapon & Armor scaling. Call to the Primordials :Added Weapon & Armor scaling. Reduced the number of oozes from 3 to 2. Reduced the duration from 30s to 20s. Bog Ooze removed from the list of potential summons, replaced by Lesser Bog Ooze (but with the added scaling, it's actually somewhat stronger).Fire Stag : (Weapons and armor already scaled) (minor) Change its fire shield so it procs on "damaged" as other fire shields, and not on Hit/Crit. Set Engagement limit to base. Adjust base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate).Explosion is now triggered by death instead of ability activation. That means Barring Death Door will prevent it from exploding and doing any damages. But when Fire stag is killed by foe, it explodes as if the ability was triggered. Fire stag can still kill itself to trigger the explosion. Explosion has been set to foe-only.Aspect of Galawain :(Weapons and armor already scaled) Adjusted base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate). (Wolf gets higher base damage, and Lion has bonus attack speed as previously). Adjusted armor : - base 5 AR -> base 8 AR, - 25% recovery -> 0% recovery. Bear gets +2 AR on top of this as previously. Added an Interrupt on Hit effect to its base attack. Priest :Spirtual Ally :Added Weapon & Armor scaling (its armor scales up to equivalent of legendary plate). Tune down duration to 25s because scaling weapons make him much better at high level and it was already a decent summon. Incarnates : Changed -5 PL for 35s into -1 PL (stacking if used multiple time) for 120s. This counts as a hostile effect and is decreased by Resolve and similar feat. Now for specific Incarnates : - Eothas : Equipment set to Legendary Quality. Replaced one of the priest incarnate by a copy of the first since it had an infinite recovery and could only act once. Duration reduced from 35s to 20s (triple summons would be too strong for 35s). - Berath : Equipment set to Legendary Quality Duration reduced from 35s to 25s (double summons would be too strong for 20s). - Magran : Weapon and shield set to Legendary Quality. Buffed to be a defensive juggernat : Set her CON to 25, RES to 25Armor changed to 14 AR without weakness apart Cold and its Recovery would be lowered from +67% to +34% (this value is the one from a Fighter with Armored Grace wearing a heavy armor). - Skaen : added +2 weapon PEN, +10 Acc, damages set from 14-20 to 18-25 (fast attack speed). +2 AR. (Basically similar to a scaling from Exceptionnal to Legendary.) - Wael : get scaling bonus (+4 PEN, + 16 Acc, +60% damages with weapons, +4 AR). I also gave him +10 CON so its health pool is more in line with other Single Incarnate, albeit still the frailest. I also added +5 DEX, +5 PER. - Rymrgand : No changes to this monster. Chanter : Skeletons : Added Weapon & Armor scaling. They start as poor so they have "exceptionnal" weapons at level 20. Note : "Many Lives..." phrase skeletons don't really scale anyway. Phantom : Added Weapon & Armor scaling. Phantom upgrade duration : 25s -> 60s. Wurms : Added Weapon & Armor scaling. Base Duration lowered from 25s to 18s. Upgrade cost : 4 phrases -> 3 phrases (I have already aligned all chanter upgraded invocations with the cost of their original ability) Wisps : Added Weapon & Armor scaling. Ogres : Added Weapon & Armor scaling. Set their active abilities to 1 per encounter. I didn't want them to be better than Drake at AoE or better than Wisp at Interrupting. Changed their "Down the Hatch" ability : it doesn't provide Tenacious and Robust anymore : this would have lead to too much AR and PEN if added with the scaling. Now "Down the Hatch" is renamed "Ogre Defiance" and only provides 10 health per 3s for 20s. Disoriented drawback has been removed. I added 2 PEN to their attack abilities to compensate for the loss of Tenacious. Drake : Added Weapon & Armor scaling. Duration 25s -> 35s. Added : Ground Immunity, Fear Aura and Dex Resistance that all other drakes have (Dragon Summon gets an improved version of Fear Aura). Knockdowns : - 2 per Encounter -> 3 per Encounter - Damages set to 15 - 25, base PEN set from 7 to 10. - Only affects Hostile Fire Breath : - 1 per Encounter -> 2 per Encounter - PEN set from 6 to 9 Dank Spore : Added Weapon scaling. AR already scaled, but I aligned it with other summons progression. Duration 25s -> 35s. Foul Thing explosion on death : - added 40 - 55 raw poison damages - set Sickened affliction to Infinite duration as announced by the ability. - only affects Hostile - corrected a bug that prevented the Sickened affliction from being displayed. Animated Weapons : Are currently already fully scaled. No change. Dragon : Will receive the benefit of full weapon / armor scaling. In addition to scaling, I'm going to change Dragon stats because they currently don't make sense, with a bottomless pit of health but lower AR and attack than the drake : - Armor 7->10(+4 from scaling) with resistance to Fire and Slash and vulnerability to pierce. (Based on the (scaled) version of the Drake, +1 AR) - Health 200 + 50/level -> 100 + 30/level - Attack : 16-22 CRU/PIER, 7 PEN, normal attack speed -> 20-26 CRU/PIER, 9 PEN, fast attack (+scaling) (this is based on the drake attack, but slightly improved). 3) Miscellanous Changes : Fire Godlike Fire AR : 2 -> 4 Martial Casting : 15% Action Speed -> 100% Action speed when casting summoned weapons. Quick Summoning : 15% Action Speed -> 25% Action speed when summoning. Adra Ban in shop :Added Adra Ban to Una's Shop, for 10000 gold per unit.Binding Block :+15 Accuracy -> +20 Lasting Empower :Corrected CP bug (duration increase applied to many stuff including non-empowered attacks), but I had to go back to base Game version. Bashing Shield : Now Bashing Shield (Magran's Blessing and Best Defense) Accuracy, PEN and Damages upon attacking increase according to the shield quality (example for excptionnal shield : +8 ACC, +2 PEN, +30%) Special thanks to @Noqn for implementing this very clean ruleset. Not applied to Tuotilo's Palm (its stats increase according to Transcendant Suffering / Monastic Unarmed Training as in the base game) Damages and PEN set to base 7-10 with base 7 PEN to match their scaling. Magran's Blessing Fire Shield slightly reduced to compensate for the scaling applied also to retaliations : - 5-7 damages for base Fire Shield - 8-12 damages for greater Fire Shield Last but not least, the expected Cuttlefish nerf !!! : +1 Crew Morale -> +0 Morale
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  10. Hi there. In the absence of @MaxQuest i decided to continue our work, because CP have some flaws and missed fixes. I don't want to do anything radical, just collect feedback and add some nice things. Also i'm in aware about @Elric Galad mod development (his Balance Mod designed to work with CP), so we try to keep in touch and not interfere each other. Current fixes done: Fury Form of Druid attack - TreatAsWeapon=true (Fury attack now works as weapon) Pallegina five suns penetration - 7 > 9. Ideally i want to clear restrictions for other 2 upgrades for Pallegina. Kalakot's blights - Add Wands proficiency Shattered Pillar - Wounds trait fix (10 for Lesser Wounds) Distraction training. -10 Deflection for Attackers on Missed for Pet > +25% Melee weapon resistance for Pet, Disorientation on Miss for Attackers. So natural Misses will be connected to Resistance - it allow to apply debuff more frequently, regardless of foes accuracy + increase pet durability. Connected with +engage slots abilities, pet should effectlively hold the line and debuff up to 3 enemies most of the time. Keywords done: Symbol of Berath - Added Decay KW 4 spells Priest of Gaun - Brought back Plant KW Priest of Wael Confusion - Brought back Illusion KW Reworked all elemental damage weapons to work properly with elemental enemies: I've added new KW's for every weapon (Shock weapon. Fire weapon, Corrode weapon, Frost weapon) and added the same KW's to druid's elemental talents. So far it' works as intended - now you can hit elemental enemy with physical damage. The initial idea of new keywords was suggested by @Boeroer. -------------------------------------------------------------------------------- I'll be very appreciated for feedback about CP to do a preliminary "Need to fix/improve" list. My next step is to reduce crazy Megabosses HP pool and i seekeng for help with complete list of elemental weapons and abilities, which can affect on those weapons (including DLC) because i'm afraid to miss something.
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  11. It's an old Vaudeville trick. *I heard a story once, that Buster Keaton at a doctor was asked, "When did you break your neck?"; this was news to Keaton. But he figured it out later; he had happened to have filmed himself breaking his own neck—and didn't notice it at the time. But here it is: He misjudged the weight and force of the water, and it happened when his neck hit the rail.
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  12. You mean afflictions to upgrade the armour/shield? Go to the undercity in the gullet and just stand on the dead bodies for 5 minutes... also the wind in the final map of BoW also applies afflictions I think
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  14. My wife and I went out on a friends boat all day yesterday. Were both a little sunburnt but it was an awesome day.
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  15. Just a little message : if you want to support the mod recognition, there's 2 easy things that you can do : download it on Nexus, and (after 15min) endorse it (but only if you actualy used the mod, let's be gentlemen). Please don't feel forced to do so (especially if you don't have a Nexus account) but I would be grateful ! Edit : suddenly realized I had never endorsed CP
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  16. So I debugged a bit the code and fixed this myself. Going to abilities.gamedatabundle and search for id "cf1ed8cc-ff4d-4cc1-b2ad-db58c5875d4a", change IsNonCombatOnly to false and it will work properly after.
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  17. Where your word speaks so swings my sword, brother. :big beefy grin:
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  18. "She kept the hotel key" Thanks MedicineDan - that was a song I needed to hear as this next week arrives
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  19. You have to embrace Darkest Dungeon before it will embrace you. Just think if it as a retail middle management sim. Your job is to squeeze every drop of use you can out of these unskilled workers. Leaving the dry, insane, and with a drinking problem. And then you move on to the next one. Once you start thinking of it like that, DD is great.
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  20. Well, I don't know if I've posted this before, but I like this song. It's upbeat and irreverent and goofy as hell. I love it!
    1 point
  21. I would not say they hate the change, they more like hate the **** story. A honest review from a korean streamer says it all. Also IGN Japan scored the game 7/10, the reasons for that you can read in the first comment translated to english by SuperAvocado. And they pretty much correctly summed up the main issues which people are having with the game... excerpt from this review translated by Metacritic: The Last of Us Part II tries too hard to differentiate itself from its predecessor. While astonishing cityscapes and more varied combat options are great evolutions, Part II lacks the poetic serenity that made the original road-movie-like epic such a masterpiece. On top of that, uninteresting new characters burden the story, making Ellie's journey feel conventional and not nearly as captivating as the original.
    1 point
  22. Q: What's the best play in baseball? Is it a double steal? Nope. Inside the park home run? Pretty great, but nope. A: It's the eephus: Fun fact: While there are stories of the origin of "eephus", no one knows for certain where the name comes from.
    1 point
  23. It is not. Only stat afflictions works, so berserkers fury is the easiest way
    1 point
  24. Everything that pulses should trigger it with every pulse (that hits): Chillfog, Wall of Flames, Tanglefoot, Wicked Briars and so on.
    1 point
  25. Neverwinter Nights: Enhanced Edition. The final battle.
    1 point
  26. For clarity, cut-scene kills don't count against my pacifist run since, you know, I have no control over those. Kate makes one heck of a first impression. I'm also making a small revision to my pacifist run rules. No harming civilians except disguise carriers, since I have to knock them out to take their clothes. It may be possible to get through the game without ever using a disguise, but this desperado difficulty pacifist run is going to be hard enough as it is. I'm hardcore, I'm not THAT hardcore. Anyway, wedding level finished. Maybe if I manage to pull off this pacifist run I'll try the desperado difficulty pacifist no disguise run, but not the first time through, because that sounds ludicrously difficult, assuming it's even possible.
    1 point
  27. Advernum, were even the cows are condemned criminals.
    1 point
  28. I would totally replay PoE1 with PoE2 character builds and turn-based combat. Just saying...
    1 point
  29. Of course it's a cheap dodge, but one that I hear far too often when people defend any given populist's corruption or dumbwittery. "But the others aren't any better." they say. That might be true, corruption seems to be a ubiquitous iniquity in politics these days. Just like Trump most populists claim that they will drain the swamp, ferret out injustices and root out corruption, and once elected aren't if not worse then at least not any better than the same politicians they rallied against. I'm with you in being baffled about people actually defending Trump as a person. Even if I would agree with the politics of his administration (which heaven forbid deserves nothing but the most scathing of criticism in my opionion) I'd be hard pressed to come up with some way to come to terms with the Tangerine in Chief. He has little to no redeeming qualities as a person, appears to have the proverbial attention span of a gold fish and he's either cognitively underpriviledged or suffers from the early symptoms of dementia. Way back at the BIS/IPlay boards we played a similar spiel on YOP with the likes of Crucis about how George W. Bush wasn't an abject moron because he's just a terrible public speaker. Back then I laughed hard at the idea, but at least it had more merit than anything said in Trump's defense. You can see the same sort of behaviour for instance with Sharp_One, who once people started calling Trump out on being ridiculous with the desinfectants and sunlight cleanses your body nonsense he came up with. He immediately linked to some bogus company's pseudo-scientific research that I wouldn't be surprised if it formed Trump's actual basis for his stated opinion. They probably read the same "news" sources. While Bush saying he believes that there's a way for fish and man to coexist peacefully is kind of ridiculous at least one could make the assumption about how he thinks that it should be possible for us to not overfish the seas (although that doesn't sound like something any Republicans of the era would come up with). Trumps blathering is just... sad. So sad. Cofeve needs to dominate. Dominate. I have yuuuuuge hands. Sharp_One was unto something though. Trump's a businessman and he doesn't need empathy or compassion as businessman. That might be right, but that does make him a terrible leader. Even if it would not, at least the people who champion Trump should realize that someone with so little empathy, coming from a life of wealth and priviledge, has no ability to even remotely understand their problems. Since I've already accused poor goldfish of having a shorter attention span than they actually have we can conclude this by another famous misquote. Trump is exactly the sort of person that would say: Then let them eat cake. 200 years ago people like Trump were beheaded by the people. Today they're their heroes. O tempora, o mores...
    1 point
  30. Flagstone level finished. Zero kills, zero civilians assaulted. The desperado difficulty pacifist run continues.
    1 point
  31. Obsidian, I just want acknowledge, How awesome you guys are. I literally have been waiting and searching for a single player game, that has an interesting story and writing since the Witcher. I have to say Obsidian you knocked it OUT of the park with The OUTerworlds. I think I can speak for a lot of people when I say this, Thank you so much. Thank you for putting so much hard work and effort into this and every game you do. I will forever be, playing Obsidian games for the rest of my life. You guys are what we want out of the gaming industry right now, you made a game, put so much in it, no other added transactions, and YOU FINISHED THE DAMN GAME. I can only hope that you guys will start a trend and bring this type of passion back to the industry. You guys are the best gaming company right now in my opinion and its not even close. I hope you guys continue to make great games and always put the heart and passion in all of them. Thank you Obsidian so much. From, a simple gamer P.S - Gonna go play the Outerworlds now I wanted to you ask everyone's opinion on Obsidian and how they compare to rest of the industry? good and/or bad. lets keep it civil too.
    1 point
  32. Hello, if you use Bounding Boots's Leap ability to get to chests/persons undetected with even low stealth then you're smart. But it's only 2/rest while the Barbarian's Leap ability allows for the same shenanigans unlimited times (out of combat). What if there was a way to use Bounding Boots unlimited times though? That would be cool. Luckily there is: Stealth while unseen. Pause game. Target the place where you want to jump to and click. Unpause for only a fraction of a second (basically hit space two times very quickly). Your char will jump up and you'll have paused again while the char's in the air. Repeat until your dotted circle appears at the point of destination - but your char model hasn't landed yet. Now abendon the Leap (click the x button). Combat log will say "XY abandoned Leap". Your 2/rest uses will not get used up, but you char will still land in the dotted circle. From there you can loot/pickpocket etc. The timing with unpause/pause is crucial but not that hard to do. Not useful for ultimate runs since you can't pause, but very nice if you want to sneak effectively without investing in stealth. You can even jump past enemies and then pass the boots to a party members. Works since it's out of combat. Enjoy!
    1 point
  33. For further information, it seems like attachments are tied to posts, and can only be removed by editing the post...which can't be done past the edit window on the post the attachment is attached to.
    1 point
  34. Thanks a lot Thelee for the quick answer, i realised before that i didnt get an achievments for solo and i was wondering maybe there was one for TCS and megabosses etc. I played 450 hours on this game and im about to do a final nice companion run and side with Valian trading company i never did get with them cause many companions leave you if you take their side... i did countless rerolls and never killed the 4 big mega boss. and my solo SC assassin did DLCS but couldnt be a match for those 4. I hesitated to mod my game due to steam achievments and your answer makes me get the community patch Also as it may be one of my last posts on this forum once i finish my last run, i have a special attention towards you Thelee, You are by far my favorite contributer/poster here, you managed to do the Ultimate though you always tend in favor to "what can give you fun" when people asks for build and you make us ask ourselves the true questions of how enjoying the game. In addition of your great knowledge, gamefaqs. And for that i'll be forever thankfull to you To be more specific maybe half my time on this game were pointless abandonned solo runs trying to make stuff work, 50% time spent like that was fun but the other 50% was tedious and quite frustrating... Untill i realise i wouldnt even get an achievment for it... And then i faced some of your posts about what we really want when we build a char and it changed my view of this great game. Thanks again. (Ofc Boeroer is the Godfather here with his sidekicks (Kaylon, Elric Galad, and all those i forget about, i ofc looked a lot into your posts aswell)
    1 point
  35. Staying OT, but I like talking about my field, so please forgive me: as an archaeologist who specialized in the roman mediterranean, you could write a doctorate on the subject and still not be able to pinpoint the main factor. Long story short, it started in the 3rd century with the combination of a terrible economy, a great plague and massive civil wars leading to the loss of control over the outlying provinces, each with their underlying reasons and further developments, for starters. Reliance on local powers after that century can be seen as a form of proto-feudalism: Rome collected taxes and enforced the imperial cult, local powers could rule their lands in peace, and the empire "remained whole". 476 merely cut the last piece of rope keeping largely independent parts together. Straw-man arguments like "Rome was perfect until X" are ridiculous, both because you can't pin it on a single thing, and because Rome wasn't all that awesome in the first place. Especially when it concerns "Immigration bad" and "christianity bad", since both also became important factors helping stability.
    1 point
  36. Pukestabber with rum it's a trap choice, you end with the same numbers dual wielding like with cpt,banquet, worse on rest fast weapons. Yeah ,you loose +20%dmg on 10-14 base weapon DoC armor vs Miscreant lether is 0,1 sec slower on recovery with two fast weapons and max DEX( cpt banquet 1,5vs1,4, 1,4vs1,3 with Abraham , mari crudia 1,6vs1,5 with Abraham 1,7vs1,6 without) but gives 2 extra guile. Another option is to max guile. DoC, The Bathyal Drop and Adriatic Glow will give you 15 guile (5 vanising strikes, or going Swift plus 4, better hit to crit with Gambit, options is many) Longest duration of vanishing strike you will get with Cabalist/Mari crudia/ooblit ( I was getting 14,5 sec with 27INT) If you wan't to spam Wit of Death Herald maybe Mari Crudia would be the best.
    1 point
  37. Mega bosses are optional, completely unlinked from the story, and are mostly created for power gamers who want to test their party compositions. That said, I do agree though that health pools are over inflated; and that would rather seek challenge from smarter scripted behavior. The thing is: - there are specific optimal party compositions for main game. - there are specific optimal party compositions vs megabosses. And these usually do not include hard-cc, and builds that can run out of resources. Moreover megabosses have high enough AR to rule out quite a lot of non-raw spells since their penetration scales slower compared to weapons.
    1 point
  38. I'm not. It's basically frame a piece of filth and let him die to help a noble worker save his people or save an innocent man. Definitely one of the better morally ambiguous quests. Though admittedly it took me five seconds to make up my mind which was the correct option after having played through the quest so many times in the beta. **** Tamua. Tamua may be an ****, but he's an *innocent* ****. The other dude should have the balls to confront his chieftain with his idea, not frame somebody else to cover up his actions.
    1 point
  39. I think it would've been nice to at least talk to the Ranga about the issue, even if it would've ultimately been futile.
    1 point
  40. And lack of dialogue to tell what I want to say, not only this quest. Don't tell me infinite choice, certain dialogue is within reasonable range. For example, when I "buy slave" in Crookspur island, my goal is to save him first before too late and developer knew it since there is option to release him. But when Serafan question me, I cannot explain my plan, I just admit slaving!
    1 point
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