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Xionanx

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Everything posted by Xionanx

  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.
  15. Yeah, but a full party on easy/hard is not really challenging at all. And its not like the story "changes" once you beat the game..
  16. I personally find the mechanics boring as well. IMO there are two reason to play a CRPG, Story and Fun Mechanics. I play/played Skyrim for 1000+ hours, I have logged 300+ hours on Dark Souls 2, 200+ on Dark Souls 1, no idea on Demon Souls, and have been playing Console and CRPG's since 198X.. Some, have FUN mechanics that even if the story is pretty much non-existent, it still makes them a joy to play and you keep right on playing, even years later you go back and play them again. Others have great stories and are worth playing through, even if the mechanics are trash.. those its OK to just "Cheat" and burn through the story IMO since the mechanics aren't why you are there. IMO PoE has neither good mechanics or a great story. I am actually forcing myself to try to get the triple crown solo achievement legit so i feel like I got my monies worth. But, it is becoming more and more obvious to me that "exploits" are the only way it's going to be doable. I have spent well over 20 hours redoing the first part of the game up to Caed Nau and nothing I have tried can reliably make it through, it ultimately comes down to sheer "luck" if I can get past that first room with the shades. I refuse to start a PoTD Expert Ironman where "Luck" is going to be a factor, again, I want 100% no fail success due to TACTICS and PLANNING.. not, "If I get lucky I can squeeze by".
  17. Wizards in PoE suffer from: 1. The D&D Past - For some reason people seem to think Wizards should have spell books and be forced to memorize spells. This trope works fine in D&D, since the system is designed with that in mind, Wizards tended to have a wider variety of spells available to them and every class had to have a select "Set" of spells they had prepared. (Clerics/Rogues/Druids.. all had preparation limits). Wizards in PoE however are hobbled by this mechanic for "Tradition" sake, while Priests Druids Etc get access to full spell sets and cast whatever they want on the fly. Again, the "benefits" wizards had in D&D do NOT carry over and compare to the system mechanics in PoE. Again, the only reason it is the way it is, is because thats what people expect.. but functionally there is NO JUSTIFIED REASON FOR IT IN POE. It would be different, if like D&D you had to "know" a spell to make a scroll of it and Wizards got the ability to scribe scrolls for free without having to spend a talent point. But since anyone can make a scroll regardless of their ability.. meh. It would also be different if Wizard spells were inherently "Stronger" then other classes spells, making you need to "hunt down" the spells to justify the increase power, however this is not the case. OR Druids and Priests had Deities that limit their access to spells.. IE, you worship X guy you get Y spells and thats it.. again tho, not the case. 2. Spells not allowing out of combat casting - Again, if a wizard is utility then a wizard should be able to be USED as utility, let me "Set up the bomb" before the fight starts. Why is it the priest can lay down tons of traps? Again. poor design decision. Granted, this effects all classes, not just wizards. 3. Some spells should be AUTO HIT. I personally think the missiles spells, since they are "Copies" of Magic Missiles should function like magic missiles. They are a single target damage spell, you are limited i the number you can cast per day.. so why not make them a guaranteed hit? 4. Spell Duration - In a RT combat system like PoE having spells with "low" base durations is an issue, especially with the "per rest" casting limitations of casters. If I can only cast an deflection buff 4 times a day, I expect that buff to last for HOURS of in game time, not seconds. None of the buffs in PoE are anywhere near as good as their D&D IE counterparts considering that was the "goal" they were shooting for. I fully expect a mod to come out soon that changes all spells in the game to be use-able out of combat, and buffs to have their duration boosted to allow for more "Tactical' game-play and less "Do one fight blowing all your spells then go back to town" game-play.. I also wouldn't mind a mod that gets rid of the grimoires entirely and treats wizard spells like the priest/druid spells
  18. i don't get it. with 90, they miss 44% and only hit 21% of the time. you get some actions off. just try it. did you think stun durations would keep adding up over time? stuff like that doesn't stack. it'll keep resetting to 1.8 seconds a few times in a row, then you get some better luck and get a few actions off. and if they go hit graze, it doesn't really matter, you took an extra couple points of damage. i think all a hit really gets them is if they miss immediately after it doesn't help you. also don't they have to get past your deflection before getting a roll on your fort? so that improves the odds some. i think you might have problems for different reasons. this is with the big shield and draining mace. it makes you more tanky. and brigandine and the 5 frost damage reduction cloak. so you can be stunned some of the time but you live quite a while, enough to get off a few swings and a few spells. and withdraw casts super fast if you need to do that. your math doesn't show any kind of stun lock. you didn't factor in their attack speed and how every graze/miss or miss/miss combo you get an action, basically, which happens a lot more than never, it happens pretty often. you really truly think a level 4 priest with 90 stun defense can't fight one phantom in melee WITH RELOADS and win? As soon as you get hit the 1st time your deflection goes down due to being stunned, meaning its easier for them to hit you. Assuming normal odd with an attack rate of 1 attack per second and a resetting 1.8 duration, that means that if you are lucky... getting hit once, and missed once, you will have exactly 0.2 seconds to complete an action before you are stunned again.. So no, I dont think its a plausible tactic. I have tried soloing a single phantom with: Rogue Barbarian Chanter Ranger+Pet Fighter Paladin With various combinations of Race thrown in. I even tried Pale Elf for the 10 Freeze DR, doesn't help. I just can't reasonably get enough deflection/fort to stand toe to toe with a phantom. Now.. a strategy that DOES work consistently solo is a chanter + horn + running away + summoning. However I can't get it to work well enough to trust attempting it in Iron Man mode, which is my ultimate goal. I want 100% reproducible consistent tactics for dealing with particular areas. Sneaking only gets so far, eventually you HAVE to fight some things. So what I have been doing is making level 4 characters over and over and trying to get thru Caed nua with different builds and gear that is obtainable at this point in the game. I can't rely on "Chance" that I'll get scroll mats, or potion mats.. I haven't tried a Wizard yet..
  19. This is why the combat log needs MORE information. I want to see the ENTIRE damage calculation. I want to know: What I rolled for weapon damage What bonus was/wasn't applied What Accuracy bonus/penalty was applied I personally dont think Rogues do correct damage at all. and I dont think backstab EVER triggers..
  20. Yeah, its silly that sneak is even an "option" considering you are always going to be in sneak mode unless you have checked the map everywhere.. IE.. If you are going to be in a mode 100% of the time.. why even make it an option, just make it standard. The way it "Should" work. 1. Always "Running" 2. On Spotting enemy entire party goes auto-sneak until detected/combat. 3. Spot range should be about 25% further then it currently is.. I mean.. who can only see roughly 30 meters around themselves? 4. Traps/Secret should be auto-found regardless of mode.
  21. Yeah, I think Chanter needed to get a base "Chant Point" based on time chanting, not chants completed, it would alleviate this particular issue with chanters. I also think chanters should have been able to maintain chant points between fights if they weren't used in the last fight
  22. Maybe its just **** luck then on spider leg drops, since AFAIK you aren't 100% going to get them every kill, and also AFAIK monsters dont respawn. If they did then we wouldn't be having this discussion, as I would just go "farm" some legs.
  23. Well, in the first place I feel pretty confident saying no one cares what you think about the veracity of their PotD solo. With regards to your FoF scroll question, there are a number of randomized loot containers that can drop the scrolls. I don't know how many spiders there are that you can split pull early in the game that drop the spider leg, but that's a possibility as well. While they may not care about ME personally, they should still care in general, because I can totally "Solo" PoTD using a combination of IE Mod and Cheat Engine.. and then make a video of me killing the final boss and getting the achievement.. and it would totally look legit. But that doesn't mean that I could do it legit, which is what I'm trying to do. Ran into the same issue with people "Soloing" dragons in DA:I, and while yes it CAN be done.. some of the first videos of people doing it were questionable.. my favorite was the guy who somehow maintained target lock on the green dragon when it flew away, when the "Legit" target lock range is too short to keep lock.. Of course point that out and people want to get mad and act like you are "just being a hater". Its all well and good for folks to make claims about how they did it, but when "tested" their claims don't work as claimed. If someone says something can be done, I want some details on "how" they pulled it off.
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