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Burtron

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  1. I'm looking to increase the functionality of Active Skills by having them enable more powerful, diverse options, and could use some help finding the right chunks of data for a few things. Alchemy - Effect scaling re-enabled - No problem Arcana - Adds scaling Spell Accuracy - I've got this one down, although the best way to do it seems to be to apply the scaling through individual keywords. If there's a way to broadly apply the bonus to all spells and only spells, that'd be great. Athletics - Bonus martial class resources (Rage, Disciple, Guile, Zeal, Mortification, Bond) at certain levels - I haven't looked into this one yet and hardly ever mess around with progression tables, so I'm a little lost. I get the status effect end -- "AbilityPowerPoolMaximum" -- but I'm not sure how to apply it based on an Active Skill's value and only apply it to the desired classes. Explosives - Scaling re-enabled, Skill requirements added - No problem Mechanics - Drop multiple traps (scaling with Mechanics), add scaling damage, add Skill requirements - This one has been a headache. Searched for and couldn't find a way to add scaling damage to traps, or how to adjust the number of traps you can put down. I'd like to implement something along the lines of 1 trap usable at 5, 2 at 10, 3 at 15, 4 at 20, but that's a combination of these things that I couldn't figure and the progression tables I rarely use, so I'm super lost on this one. Sleight of Hand - Action Speed buff or active abilities at certain levels - An action speed buff isn't a problem, but I'd also like to add some active abilities along the way. Once again, not sure how to implement abilities based on Active Skill values. Stealth - Free invisibility once/twice per combat - One use at 10 Stealth, two uses at 20 Stealth. So, same issue as above, except adding scaling to the number of uses. There's a whole bunch of stuff here, so if anyone can point me in the right direction for any of it, it'd be super appreciated.
  2. Carnage only AOEs on melee, so you don't need to worry about Confuse while using a bow. The inability to see health won't be as big of a deal at range, either. Either choice would be functionally similar, but I'd probably go Monk. Their buffs are pretty much neck-and-neck, until you start considering Dance of Death/Enduring Dance, which are incredible on a ranged character that doesn't have to worry as much about getting hit, especially in conjunction with the Helwalker subclass. Plus, the best Barbarian ability - Barbaric Blow - precludes the use of the best Ranger ability - Accurate Wounding Shot, whereas if you take a Monk, you can utilize all of their buffs to make AWS better. Just make sure to take Lightning Strikes instead of Swift Flurry, because LS works great with AWS and I'm pretty sure SF doesn't. Barbs make for better tanky melee, but if you're looking for a pure damage boost on a ranged character, Monk's the way to go.
  3. Certain drugs and hangovers would give you negative points in skills, and Baldur used to scale by subtracting (SkillValue)*-(ScalingValue) from your Accuracy and Defenses. So, if you had 10 points in Arcana, and had a Scaling Value of (-2), Baldur would subtract 20 points from your Accuracy/Defenses (10 * -2 = -20). If you had something lower your Arcana, for instance, if you received an injury or had a drug crash/hangover that lowered your Arcana from 10 to 8, Baldur would only subtract 16 points from your Accuracy/Defenses (8 * -2 = -16). The net result of this is less of a penalty, or in other words, a bonus from being drug crashed/injured/whatever lowered your skills. Got your message, thanks.
  4. I made this mod immediately after my initial playthrough to help smooth the difficulty curve of the game. Basically, it was a pet whose Pet Party Effect cut back on your party's per level Accuracy/Defense scaling, which, in conjunction with some rebalancing of the flat POTD numbers, helped maintain that pre-level 12 difficulty over the course of the entire game. You can get it here: Baldur, the Difficulty-Scaling Pig-Buddy It worked well, but it also precluded the use of a different pet, which I can understand being very annoying for some people with certain builds in mind. In preparation for BoW's release, I went back to the mod and updated it to be a bit more palatable for people who really wanted a certain pet option -- Baldur now comes in ring, necklace, cape, and trinket form, in addition to his pet form. Plus, now that he's not just a pet, you're able to equip him on any of your party members in the appropriate slot, not just on the Watcher. There's been some minor number rebalancing too that should make things feel a little smoother. Edit: Also, he scales directly with Character Level now, which means you don't have to worry about balancing skills, and it makes for a much cleaner UI experience. Just wanted to throw this out there, figured there'd be at least a few people who might enjoy some added difficulty in the back half of the game for their second run. Enjoy!
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