Jump to content

mammasaura

Members
  • Posts

    165
  • Joined

  • Last visited

Everything posted by mammasaura

  1. The actual problem is that traps don't have a Visual Effect entry, but in game, when you place them (it's better showed when you cast "Warding Seal", a visual effect appears on the ground and remains there until triggered) you have an indicator on the floor. So I'm assuming the prefab trap already has a reference to a fx but can't be retrieved by the code. Regular abilities have a "VisualEffects" entry in their attack that you can fill with the path to an fx: "VisualEffects": [{ "VisualEffect": "prefabs/effects/abilities/priest/fx_blessing_aoe.prefab", "AttachPoint": "Ground", "AttachObject": "Target", "AttachMode": "Position", "MeshType": "None", "Event": "OnImpact", "AnimEventID": 0, "Loop": "false", "Scale": "true" },
  2. Hi, is there a way to get a list of the visual effects used in the game? For the abilities isn't a problem, I can check each ability and see the visual effect reference. But for other items, like the traps, there isn't a reference if you check their ability/attack. I'm interested to the "glyph" is put when placed, mainly for the priest's seals. Thanks
  3. I did more testing on "Wall Of Flame" and the damage is underperforming. Level 20 wizard, and this time I wanted to get the passive that boosts damage and penetration with empowered spell. "Empowered penetration" and "Empowered damage". In the first picture I did the testing with Empowered Penetration but not damage. The increased penetration is because of the power level gain while empowered but not because of the talent. The second picture confirms. Interesting thing is that the wall damage doesn't make the guard hostile. In the second picture, with "Empowered damage", the damage is listed higher in the tooltip but the damage on the guard remains consistent between the first test and the second one. Anyway I think the sigils can be reworked in some sort, making them an aoe pulse, with fast casting to emulate the precast of the sigil before combat, but with a delay of some seconds to emulate the activation. "Repulsive Seal" doesn't need the rework(but probably does for consistency), "Searing Seal" already has an aoe component, "Warding Seal" has an interrupt effect and could be too strong for a pulsing ability, but depends how many pulses to give to the sigils. For the walls the thing is different, I don't see a workable rework because they have a wall component and it's less customizable than an aoe(pulsing) component. Needs to wait the fix
  4. I don't find the Ring The Bell dot that bad, it stacks with the other rogue's dots, it's raw damage and the duration is decent with some Intelligence, once upgraded you can easily hit +20sec. It's also for One Handed, that means the weapon is going to crit, so the entire package is pretty decent. My Edwin does 10+7 raw dmg from Gouging Strike and Ring the Bell per tick, is not bad. Whitering Strike's cost perfectly reflects what you get from the ability, bonus accuracy +10; weakened for rogue is just...killer and interrupt on hit. I don't know for crippling strike, sometime I think is too good but I think rogue needs something valuable at low cost, surely its upgrade, arterial strike, is a problem. All these skill have interrupt on hit and for some ability is too much. Ring The Bell has interrupt on graze, but I think that's ok, it's the purpose of the skill to interrupt. This skill together with Withering Strike are balanced. Finishing Blow doesn't need an interrupt on hit, but on crit should be better. Blindind Strike already heavily debuffs accuracy, don't see why should have an interrupt. Crippling Strike, I don't know, but probably is fine. For the cipher, sometime I'm feel lost. Some skill has self buffing and some has ally buffing. In any case only 1 skill buff in AoE, the rest is single target, so I don't see how can fit the support role.
  5. Hi, yes, I tried "Warding Seal" with the beta patch, but still no bonus penetration by "Heart of the Storm" and the damage is still lower than listed in the description. I thought the bonus penetration delivered with the patch was to compensate these problems. I tried to fix while modding but apparently the seal actually has an "Hazard component", a prefab, like a the regular trap. It seems all the spells that have this Hazard component don't get the bonus penetration by their passives. For example I just tested "Scion of Flame" and "Wall of Fire", the penetration isn't applied. The damage of the wall is done by its hazard component.
  6. Didn't know you could have more than one figurine out, thought were working like the summon you cast. Always used once at time anyway. I see now why the change, I still see them like an alternative to charme.
  7. I was using summons in alternative to the usage of charme. Now you also need to go back to the city to buy the figurines from time to time, dejavu regarding the changes to the rest system.
  8. Arterial Strike is insane at the moment and has access to too many interrupts, all its damaging skills have interrupt on hit.
  9. It's the same thing happens with the dagger "Lovers Embrace". You actually need someone to start the fight for you before hitting in stealth in order to trigger the dot damage. If you starts the fight the effect doesn't apply, same problem of "Duskfall", losing the opportunity for all the fight.
  10. Hi Cdiaz, I think there was another thread about searing flames with the same issue, I added screens there, but were taken with the patch 1.1. Got into game and checked if was fixed, but warding seal still has the same problems. Accuracy and penetration from empowering works. The damage still lower than expected, both empowered and not. Bonus penetration from the passive "Heart of the Storm" isn't listed/counted.
  11. Hi! Tried to use "AttackOnImpactID", seems corresponding to "AfflictionsDefendedBy" but for attacks. In the description doesn't appear the "If successful" note, but the behavior is the same. If you land a successful attack, then the attack referenced in the "AttackOnImpactID" triggers.
  12. Tried out and apparently isn't bugged, it correctly applies the "Swift" inspiration: +5 dex, +100% stride, immune to engagement. In which case didn't anything?
  13. I think they tried to keep naval words for their ship system, and it makes sense. During the interaction dialogues in the map exploration, when you get caught in storm, the usage of other naval terms have their on hyperlinks that helps understanding the terms used. Adding hyperlinks in ship combat should be a good move.
  14. Hi, I'm trying to modify how some spell/abilities works, and in particular there're effects that try to be applied after a first successful throw. For example "Dazing Shout": Foe AoE: 18-30 | Accuracy vs. Fortitude If successful: Shaken, Dazed for 20.0 sec | Accuracy vs. Will In this case the second throw on "Will" is done only after the success of the first throw on "Fortitude". This is ruled by the following fields in the dazing shout line of the attack.gamedatabundle: "StatusEffectsIDs": ["...Shaken ID...","...Dazed ID..."], for the 2 conditions. "DefendedBy": "Fortitude", "AfflictionsDefendedBy": "Will", I think these 2 lines control the "If successful" behavior I would like to maintain the two throws without the necessity to pass the first throw. A possible way is to make "None" the "AfflictionSDefendedBy" field, but in this way the status effects will have the same throw of the attack, something not reasonable. I think that another workaround is to add an "ExtraAttackID" with the same radius, no damage, same status effect and the "Will" throw. But in this way the two attack ranges indicators will overlap creating a not so pleasant visual indicator. Is there a way to: 1) maintain the two different throws meanwhile getting rid of the "If successful" conditional? 2) hide one of the attack range indicator? Thank you
  15. Seals are currently broken, don't have bonuses when empowered neither from the elemental penetration and do less than the minimal damage listed in the description. "Holy Meditation" has good radius, the concentration persists until removed and cleanses the annoying resolve afflictions, definitely a valid pick. Surprised "Interdiction" hasn't an interrupt effect. Needs something to spicy up.
  16. I am talking about stacking armor yourself is op^ . Its very easy to get to70% damage mitig and just steamrolling difficult encounters because you are literally invincible. Anyway, yes POTD is supposed to be hard. Thing is Pen juggling (i.e. min maxing pen alongside other damage stats) isnt hard, its just a major pain in the ass. I assumed there were also problems to deal with high armored enemies when talking about penetration in potd, sorry if misunderstood. Tried to give the most generic rule that can help others with dealing vs enemies in potd. Problem I had starting my first potd run.
  17. It's potd, it's meant to be hard, making the usage of consumables and specializing team members a mandatory thing. The problem of stacking armor is resolved by stacking weapon penetration, crits and raw damage. Modals, consumables, abilities, spells, some class's passives are the tools.
  18. All rogue's weapon abilities have "interrupt on hit": some should be remain like that, some can be changed into "interrupt on crit" and promoting single handed weapons, some gone or added as an upgrade in order to have a choice between damage or crowd control. Related to interrupt, barbarian's "Barbaric Yell" should have an interrupt on hit effect. Despite the role of the barbarian is labeled like "Defender" and "Crowd Control", in reality the most of its tools lead to an offensive role. The only interrupt got, is late game, with melee attacks on crit, just to highlight his offensive nature and promote more the "berserker". Adding the effect on barbaric yell can make this ability much more appealing and a valid alternative to frenzy for barbarian players that want to play a tank, a defender, a support, a crowd controller, just like the description.
  19. Hi, if your mediation goes wrong, and you upset Ezzali Bardatto, she decides to end the meeting and killing Atello Valera (or vice-versa). After the vile action, Atello is still standing, but idling, no action, nothing. He's supposed to be dead. It works as intended if Atello decides to end the meeting with Ezzali dead on the ground.
  20. Hi, in the category weapon:self, appears a conditional supposed to be in weapon:target. The conditional is "Target: has summoned weapon".
  21. Hi, the encounter with Talfor, if you decide to punch him in the face, has 2 "Principi Pistoler". These two guys, apparently don't have reload recovery for their pistols if they don't engage in melee.
  22. Hi, "Psychic Backlash", cipher's passive, can permastun a character using dot damage on the enemy cipher. I tried with these sources: weapon proficiency: Bleeding Cut; on crit: blood frenzy; abilities: I tried with the rogue's; consumable: poison and bombs. PS: Just because talking about cipher ... I recruited Ydwin as single class rogue, she still has focus, and can build focus.
  23. That is not correct. It was just an UI glitch during character creation. Berserkers can pick the same abilites as any other barbarian (just made a screenshot of my Devoted/Berserker's level up page): Thanks, my apologies :D For corpse eater: depends on the type of build. You need to keep in consideration also how much resource of rage you have at disposal. At the beginning you don't have much, my multiclass barb at level 10 has a pool of 6. I can play aggressive burning Wild Sprint + Frenzy and see how it comes, then I have an option for Barbaric Blow or Savage Defiance, and then again a Frenzy in the latter case. Then, I'm done hoping to have brought a sensible advantage. Seems Corpse Eater could be better but its opening can't be that explosive or you run out of resource before having an opportunity to replenish. At that level with that pool you probably need another martial class to support the aggressiveness in melee or you need to play a much more control/support role, probably without frenzy but with "Barbaric Shout". With a bigger resource pool shouldn't be a problem in playing aggressive, but maybe Corpse Eater isn't supposed to play in that way, but to support the other class in the earlier levels.
×
×
  • Create New...