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Xionanx

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About Xionanx

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  1. I would prefer that they drop "Classes" all together, and instead implement a talent perk system that gives you certain "Major" benefits, that mimic class features. IE, every other level, let the player "pick" a class power. Wizard Casting 1 Wizard Casting 2 etc etc.. up to 6 Cleric Casting 1 Improved Accuracy +5 Accuracy with all weapons Carnage Animal Companion etc etc..
  2. WWII Tactical Combat RPG with fully destructible environments = Silent Storm Came out years ago.. nobody noticed, even tho its one of the better tactics games to come out in years. Would have made a GREAT "core" for Xenonauts and/or XCOM revival... but alas, those got poor shoddy inferior engines with poor tactical combat... blech.. PoE.. Should be remade using the "New" engine coming out.. something something storm coast.. make it a "module"..
  3. Yeah, Barbarian brings nothing to the table for Archer(S). Ciphers I think make the best Archers, since you can increase bow damage by 1.4 on all attacks with soul whip + biting whip, then penetrating shot, marksman, wood elf, and then the +6 accuracy boost for whatever bow - war bow is the best bet. Sadly the "Ranger" is just bad with bows..
  4. I know that the "Flag" for spells being usable in/out of combat is a simple byte difference of 00 vs 01 for on/off. Sadly tho, I cant find a "Pattern" for where this flag appears in each file. Guessing this has something to do with unity obfuscation of some kind.. (oddly enough tho, "Wall of Fire" and "Wall of Force" had identical patterns, maybe they copy pasted the spells?) I was in the process of fixing all the wizard spells, but i think i have decided that i dont like this game enough to bother..
  5. (PoTD) There is an Archer in the bandit camp in Blackfield that consistently does 70+ damage a shot using what looks like a hunting bow, which unless there is some broken math somewhere just should not be possible. After being one shot about 5x by the same archer, I just ignored the camp.
  6. I made a Cipher that abuses charm/paralyze/confusion. At level 4 I am not having much issue clearing Readrics, just run in confuse someone, run away while his buddies murder him.. rinse and repeat. As far as gear goes, it has become clear to me that this game is painfully gear dependent
  7. More then likely they will be forced to changed the achievement by steam itself, as I'm assuming that just like Microsoft does with the XBOX, steam has some kind of "Rules" system in place for achievements where all achievements that ship with the game must be achievable.
  8. Yeah, currently the asset editor is changing files in such a way that they come out non functional. They you need to do edits now is: 1. Open the File in the Asset Editor 2. Do NOT Modify it. Save it AS "Uneditied(filename).unity3d 3. Make whatever change you wanted to make. Save it as "Edited(filename.unity3d 4. Open both UN an EDITED in a HEX-Editor that has the "Compare" function. 5. Compare them using "Precise" and "Differences", finding small sections that are different between those 2 files. Those are your actual edits. 6. Open the ORIGINAL FILE in the Hex editor, and then "Search" for the unedited section of the file that you need to edit. 7. Make the appropriate changes in HEX, then save the file ORIGINAL FILE. If you did everything correct, and changed the correct section of the file using hex, You have now successfully made your changes and they will work in game. This is what I have been having to do.. one file at a time, to make spells cast-able outside of combat.. its tedious and annoying, but at this point its the only that that works to make changes without corrupting shaders/textures/scripts/etc.
  9. Bloom.. the bane of gaming existence. I don't know when designers decided bloom was needed all over the place and in such extremes.
  10. Estoc is the best weapon in the game, so all classes that engage in melee are good with a 2H weapon, as long as its the Estoc.
  11. Wasn't meant to be a side by side comparison of actual spells in game, just a demonstration on how balance could have been done using a set of rules as the foundation.
  12. Seriously. Please re read the topic name and my original post. I never said anything like that. My point is that considering damage focused spells FoF is a clear winner. I was wondering why is that the aoe spell deals more dmg per target than a targeted spell and is easier to hit because rolls vs reflex rather than deflection. Yeah, thats been answered already, but to be perfectly clear: There is NO reason beyond poor system design, play testing, and balancing. Thats it in a nut shell. Now.. if you are wondering WHY there was poor play testing and balancing.. I can speculate: There was like NO "Design Paper" made for spell performance metrics, meaning all the spells were made by simply "Winging It" and then adjusted based on how the developers "Felt" they were being used and/or performing; rather then using solid MATH based metrics to determine spell damage. For instance, lets take the minor missile spell, and use it as a "Math" metric for making other spells. Minor Missile (unmodified by stats, grazes, crits, etc, just the base) does 1D10+9 Damage per missile. Each Missile is effected by DR. Each Missile gets a separate attack Roll. Hits a single target. Max Damage to a Single Target = 19x3 = 57 Damage Now, lets use that as a baseline for making an AoE. Assuming we want the AoE to be equal we have a few options: Set Amount of damage done to Area, split evenly among targets in the area no matter how many targets there are. IE, the AoE will do 3D10+27 Damage, split among all targets affected, meaning the more targets the less damage each target takes, but this also means that if there is only 1 target IT takes the full max potential of 57 Damage.. Just like the minor missile spell. This give you the same damage, but now you have the "utility" of splitting that damage among multiple targets. But wait, what about the attack rolls? Say there were 3 targets in that area, each had a separate attack roll to take their portion of the damage. IE, the damage is split BEFORE rolls are made, and only dealt in appropriate portions. Now, both of those abilities are "Equal" they have the same effect, do the same damage, so why would you use one over the other? Well, thats where the AoE Range and Target Range of the spells come into play. Its also about how many targets are going to be effected. If both spells are going to hit 1 target, then the missile spell is better. Why? because 3 chances to hit is better then 1, or worse, depending on your accuracy. If you have low accuracy, its safer to use the missile for 3 chances to do at least SOME damage, but if you have high accuracy its better to use the AoE for a single attack roll for more damage. but what about DR? Again, if the target has low or NO DR, and accuracy is equal, then missiles is better since you are more likely going to score more damage overall.. but if the target has HIGH DR 20+, then the AoE is better because it does larger "Single" damage. So there you go.. two spells, same damage, balanced, USING MATH. Both has situations where one is preferable to the other. But.. since PoE didn't do that, and went with "traditional" "winging it" spell designs, a LOT of the spells do not balance out mathematically, with some spells being clearly superior in almost all situations.
  13. Couple of things: 1. Has anyone managed to update the Asset Editor to the newest version yet? I went through the steps to update and thought I had everything correct, but it still spits out edits that give errors when loaded into the game. I have since reverted to the EDIT/HEX-COMPARE/EDIT method to make working spell changes, which brings me to.. 2. I'm in the process of trying to batch edit all the spells/abilities in the game to be usable outside of combat. I am running into a problem however in that "I" cant find a unique searchable string that works for ALL abilities. I can do them one at a time (EDIT/COMPARE/EDIT) but was really hoping to automate that, since its a simple "check box" in unity where the spell is cast-able outside of combat or not. Otherwise its going to be hours and hours of tedious 1 at a time editing... Any help would be greatly appreciated. 3. Has anyone experimented with changing the basic functionality of spells? or Adding spells? I have managed to change Minolettas Minor Missile to Auto-Hit (no attack roll, just a damage roll), but I'm not happy stopping there.. I want to change it so that it randomly targets an enemy in range with each missile, so that its not "aim-able" (cant pick targets). In this way you cast, and the three missiles will "Seek" a target on their own based on the targets in range. The "Code" is there via higher level version of the spell, so I'm thinking I can make the "AoE" 15 meters centered on caster with.. It should be doable. But again, if anyone has experimented with this already, advice/help is appreciated.
  14. To "Get Money" murdering NPC's is the way to go. You can kill Aloth, Edin, Kana, and Durance with NO consequences.. even while villagers watch you do it, no need to hide. Just murder away. All of them have 1-2 decent items that you can use and/or sell for cash, and all of them can be gotten to easily. Once you get their gear, you can then kill some enemies on different maps for their drops, but humanoids of course are your best source of money. Still, getting 6k "Post Patch" for the Horn isn't exactly "Easy" without the horn. It was a stupid change in the patch, and it only hurt solo players as I can't think of any reason why I would ever buy it on a NON solo run.
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