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[4.0] Forbidden Curse DoT bug
Rolor replied to Rolor's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Still waiting for a proper fix on this.
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v4.1.0 is now available on the Beta Branch
Still waiting for fixes for the new subclasses too.
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[4.0] Forbidden Curse DoT bug
Rolor replied to Rolor's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Shamelessly bumping this.
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[4.0] Forbidden Curse DoT bug
Rolor replied to Rolor's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Thank you for releasing a hotfix. However, either I misunderstand the skill or this is not entirely fixed : Not only do your own global damage multipliers still apply to the curse (which again makes no sense to me), but this is also still the case for the stacking +25% increase exclusive to the Forbidden Fist. If I refer to the tooltip, this should only increase the Forbidden Fist's damage, not the curse. If I refer to my common sense, i'm better off rerolling if this is intended, as there is no way I would play using this skill with such a drawback.
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[4.0] Forbidden Curse DoT bug
Rolor replied to Rolor's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Bumping this. The subclass itself is not playable atm, my run is on hold because of it.
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[4.0] Forbidden Curse DoT bug
Hello, Playing a shadowdancer using the new monk subclass. The raw dmg DoT of the forbidden curse is out of control right now. Every damage increase on your character is applied to it for every curse stack, including the stacking +25% dmg on your Forbidden Fist attacks. Although the fist does quite some damage, you basically kill yourself if you use it twice or more. I'm only lvl 4 with 12 Might. See for yourself : Clarity of Agony can reduce the duration a lot, however it costs Wounds. Forbidden Fist's wounds cost increases with each use, so realistically you would have to rely on dance of death to be able to use it and not die quickly. Considering the damage, this still restricts you to a practical maximum of 2 stacks. I doubt this was the original intention behind this subclass and the way the dot damage increases makes no sense anyway.
- [Tutorial] Modding Basic Concepts
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[Tutorial] Modding Basic Concepts
Is it possible to remove stats scaling on a status effect? I wanted to remove the way Deleterious Alacrity's DoT's dmg and duration respectively scale on might and intelligence, however I saw nothing about that in the status effect objects, so I infered that what stats affect which value is directly linked to the StatusEffectType property. There is a list of those types at the end of the statuseffects bundle, each with a datatype property, but I haven't found anything beyond this to help me. Thanks.
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What's the point in beta patches if you don't fix the reported bugs?
Rofl this thread. Especially the "omg 400 hours and could never finish the game once". Overdramatic much?
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WM Part 2 : Radiant Spore Boss
Hello, The Radiant Spore's tentacles things' attacks roll on the fortitude stat, whick makes no sense considering this stat is about internal physical attacks such as poison when those things send rocks in your face. This makes the whole fight overly difficult and annoying (no real mean to boost that defense stat through buffs) with the tentacles killing your characters one by one. On a side note, I managed to get through it "easily" thanks to the Cape of the Master Mystic being bugged. It seems the invisiblity sometimes bugs out and never fades, even when attacking.
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Keys ? When ?
If I don't get my key tonight I sudoku.