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Showing content with the highest reputation on 01/03/25 in all areas
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My RAM arrived. Installed, winblows memtest at least said no issues found, desktop seems fine/usual etc. I didn't enable XMP. So now I get to see if new ram means games won't cause random system reboots in 1 minute or 2 hrs. Which means I have to turn on/play at least a few different games, for such sessions, multiple times to try to trigger reboots. It's a difficult task, but for the sake of knowledge, I shall endure. I really don't want to build a new PC (yet) and have to spend days/weeks setting up/refining all the stupid O/S, software and bajillion data transfers. So, please be fixed, gimmie another year or two, please.2 points
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2 points
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So basically I spared benweth, told aeldys about yser and lucia in deadlight, then never visited her again, did the yseyr furrante, did the principi slaver quest with furrante and simultaneously with the vailians, did the vailian trial, then went over to furrante and attacked him in the first dialogue. Aeldys was already tied up when I did this. Went up and freed her non violently by saying you're welcome. And then when she comes down you can repeat the interaction again and again for scordeos edges and blackblade hoods. Any build suggestions ?1 point
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Back from holidays. Cleaned my PC, did fresh install of Windows, just to clean things up a bit, and bought some more RAM on discount bringing it up to total of 32GB. Time to get back to work: Street Fighter6 - still, playing, still getting better. Still not in Masters. Monster Hunter: World - I have been drifting away from this game. I enjoyed low rank a lot, but now as I am slogging through high rank the grind has been settling in. There are new monsters, yes, but to face some of them I need better gear which means fighting same monsters as before to re-craft same armours, but with higher stats, and also it feels it take far more kills/captures than before to craft said armours. I don’t feel like difficulty added much, beyond a more chaotic battlefield - it just feels like repeat of low rank, and I am just not into it. Still, doing a hunt or two every couple days, but the progress been slow. 4th Deadfire playthrough (this time principi) in preparation for Avowed. Some mods, including xp gain rebalance. Still, liking it a lot, perhaps even more so after taking a lengthy break. Relative lack of interactivity was noticeable after years of playing BG3, but I love the look of the game, and how smooth it plays.1 point
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Hi! I tried a little new idea: combining Skald, Blightheart and Ancient into a death & decay-themed build. The core mechanics are: using Wicked Briars etc. to "accidentially" kill weak summons such as Ancient Brittle Bones and later Many Lives Pass By (Venombloom doesn't work bc. skeleton are immune to poison) Blightheart grants +1 phrases per such kill (and killed enemies, too of course) use those phrases to cast White Worms (and later the upgrade Putrid Stench) which only costs 2 phrases, has a huge AoE and does incredible base damage only drawback: White Worms needs a fresh corpse for every cast. But here comes the fun part: Many Lives Skeletons actually leave a body when they die. This body can be used for White Worms (and other things such as Garden of Life). The Skald's 6-sec gap between each skeleton is enough to provide sufficient phrases for spamming White Worms constantly, killing enemies very quickly (and being able to use their bodies then, too) I tried it out with a "consoled" character in SSS: it works remarkably well. Being able to nearly always use White Worms "on demand" is a gamechanger imo. The build is also very versatile, being a Theurge and so on. Besides the core mechanics/spells you can pick whatever spells/ invocations sound great and fitting. In general special gear besides Blightheart does not matter much, which lets you "dress up" more freely to match the theme. I used the Horns of the Bleak Mother because it looks cool and fits this build because of the Pwgra story attached to it. But the White Void helmet would be better because it gives the White Worms Upgrade (Putrid Stench) +10 ACC (because there's sicken attached to it) and of course it's great for Venombloom etc., too. Nature Godlike or Death Godlike would be fitting as well I think. But what do you think?1 point
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deadfire community patch does fix the roll-to-hit the corpse part of white worms, which is an oddly annoying aspect of it.1 point
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I just fixed Wounding Shot to allow stacking for dual-wielding hits and thought you may want the code. They didn't want to figure out how to avoid an infinite damage loop so they had to cancel any further applications of Wounding Shot after the first damage. Giving the first effect "Source": "Weapon" takes care of that but with stacking damage over time effects, you run into another infinite damage loop when you mix "ApplicationBehavior": "StackIfAlreadyApplied"and "ApplicationType": "ApplyOnTick" because the initial "deal damage on damage" effect is still active for the quick second it starts. Instead I used WillApplyStatusEffectWithParentValueOnEvent to carry the dynamic damage value but apply it with "EventValue": "OnInterval" which uses the tick rate. You'll have to change that duration to "UseDurationUnadjusted" to fit your preferences, and you'll want to clean up the bleed keywords I added but those won't do anything if they stay in there and are unrecognized GUIDs. { "GameDataObjects": [ { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Wounding_Shot_SE_ApplyByDamageDealt", "ID": "cd3aeb00-0c84-46a1-bc73-0ed387f58a96", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectToEnemyByDamageDealt", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0.1, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [ "b1eed000-64f6-426b-b4c2-773621c8b949", "b1eed333-64f6-426b-b4c2-773621c8b949" ], "DurationType": "UseDurationTimeUnadjusted", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "Weapon", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [ "e0cf27ed-6502-4e71-89e7-4656bc076dc8" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Wounding_Shot_SE_WillApplyRawDamage", "ID": "e0cf27ed-6502-4e71-89e7-4656bc076dc8", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "WillApplyStatusEffectWithParentValueOnEvent", "OverrideDescriptionString": 114, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [ "b1eed000-64f6-426b-b4c2-773621c8b949", "b1eed333-64f6-426b-b4c2-773621c8b949" ], "DurationType": "UseDurationTime", "Duration": 9, "MaxStackQuantity": 0, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "25acc41f-26a4-4ef7-9b7d-0f1bf0ddfe9f", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0.1, "OverridePenetration": 0, "DamageTypeValue": "Raw", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [ "2abf3fae-21ea-4ce5-b83f-ccee8cdc4412" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnInterval", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Wounding_Shot_SE_RawDamage", "ID": "2abf3fae-21ea-4ce5-b83f-ccee8cdc4412", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Damage", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [ "b1eed000-64f6-426b-b4c2-773621c8b949", "b1eed333-64f6-426b-b4c2-773621c8b949" ], "DurationType": "Instant", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "Raw", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }1 point
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This will go nicely with my full party of priests!! Love it bo1 point
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It turns out that if you put phrases in your chants and then respec and don't pick those phrases again you can still use them ! As long as you don't remove them from your chant. So you make a chant with the all the phrases and then "sculpt" a custom chant from the original chant. This way I avoided picking any phrases at all.1 point
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This is crazy! I have been getting back into the game in preparation for Avowed. For the last several months I have been trying to make this EXACT idea work. Thank you for this! I absolutely LOVE blightheart and really wish it would work with paladin (bleakwalker) and Ancient druid as those are probably my favorite classes.1 point
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NOPE. Pfft. Zombie game did the reboot twice, once almost right away, 2nd after an hour. Guess a new PSU/power cables is next. After that it's not worth the bother spending weeks trying to figure it out etc.0 points