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Hoo

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Everything posted by Hoo

  1. By the way, I have a question about Wahai Poraga. This weapon has been addressed and fixed since 2.0 version, and I really wonder how this weapon's additional attacks work. 1) is each individual additional attack considered as melee-weapon attack? For example, Carnage should be applied on the hits in this case, and can generate Focus. 2) Several Primary/Full Attack abilities are applied on whole enemies while attacking a target with a few unique weapons, such as Whispers of the Endless Paths. Does Wahai Poraga's each hit cause those corresponding effects of Primary/Full Attack abilities? 3) Can each critical hit cause Enervating Blows/Interrupting Blows? This weapon seems very uniquely designed, but I've never used it yet, because the vanilla version looks meh. Has anyone tested how this weapon exactly work?
  2. Hello. The reason I requested this one is that, the Hood looks like being designed for range/melee dual-wielding, but the Duelist weapon restrictions are quite narrow. For example, Scordeo's Edge is a Sabres which really fit with its another pair item; Scordeo's Trophy, and Priest of Magran's Spiritual Weapon summons a pistol and a sword... Adding Swords and Sabres for the Duelist's weapon restriction would make the duel-wielding a bit more attractive imo. Thanks in advance!
  3. How about adding some bonus like additional Penetration, AR, Deflection, or something like this on Spritshifter while bieng Spritshifted? For example, Devoted gets increased Pen/Crit Damage and Stalker gets Deflection/AR bonuses. The current Spritshifter is not actually BETTER than the other subclasses while being spritshifted, since the bonuses of the current Spritshifter are increased number of chance to be spritshift and healing after being Spritshifted. I think those simple stats boosts while being Spritshifted would be enough for boosting Spritshifter's martial part.
  4. I'm not sure whether the PL bonuses of both Wilstrike and Greater Wildstrike are the best fit for those abilities, because the abilities are suited for Shifter due to the auto-attacking damage boosts but currently the PL bonuses seems much more suitable for the other subclasses and Shifter cannot cast spells while spiritshifting so the sublcass barely benefits from the PL bonus. By the way, I think the bounce effect from Fury spiritshift form would be better to be replaced with something different, just because Driving Flight cannot be applied on top of the bouncing. I've been disappointed about the implementation so far.
  5. Could you consider to adjust Takedown Combo ability as you've done to Assassin(applies fixed 1 sec)? In addition to this, I'd like to suggest another; I think Taste of the Hunt should be ApplyOnTick instead of ApplyOverTime. Honestly, the AplpyOverTime is a bit broken and meh...
  6. How about adding some cumulative buff effect(s) after Flesh Communion, like buffing AR/CON or whatever related to defensive perspective for a while, if you really consider to make Corpse Eater as tanky Barb style?
  7. Thank you for answer! It's really weird that some abilities can be but some others cannot. I probably need to test myself for each abilities... Inconsistent implementation is kinda headache indeed.
  8. Hello. I'm wondering which Weapon-based abilities that cause some afflictions on targets can be benefit from AoE weapons such as Whispers of the Endless Paths, Rod's Modal attack, and so on. Especially in case of Rogue's abilities, does all the abilities, Crippling Strike, Blinding Strike, Finishing Blow, Withering Strike, and Strike the Bell, does all of these apply on the AoE? In addition to this, I'd like to know Monk/Fighter's case, too. Thanks in advance!
  9. Thank you for explaining in detail! Could I ask two things about your mod? First, I found a way to put "Upgraded From" into each Greater Lay on hands/Hands of Light variant by adding code in each Components of abilities.gamedatabundle, like: { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "UpgradedFromID": "48055de2-1e87-4452-8478-490e81839b80" } I just copied and pasted the code from the bug fix of Mule Kick in Community Patch Basic and modified the "UpgradedFromID" accordingly. It seems working fine, at least on the description, but I'm not sure whether there is any side effect/malfunction or not. Second, in the file named statuseffects.gamedatabundle of the attached mod, it contains all of Hands of Light variant, but has one Greater Lay on Hands thing. What's the difference between those, and Why is this working correctly even though Greater Lay on Hands for Darcozzi Paladini/Shield Bearers are not included in here? Thanks in advance!
  10. Thank you very much!!! I really want to learn making mod myself, but it seems quite hard for me, sadly. I'm trying to learn it by extracting the other mods such as Balance Polishing Mod and Community Patch Mod and I can change several values form the mod now, however, the things like adding something new or changing overall effects are barely possible for now. I have to look into the mod what you've attached for deeper study. Thank you again! EDIT: I found a small bug that the description doesn't show "Upgraded From". My char doesn't reach enough level to get the upgraded version yet; I hope it would be a typo.
  11. Hello. I've always felt that those abilities should become being upgraded from Lay on Hands, because those perfectly contain the Lay on Hands's effects in addition to additional effect(s). I guess reason the abilities are independently implemented instead of being upgraded from is because the additional effect, Robust or Courageous, is too strong to be PL 3 ability with 1 cost of Zeal. Anyway, is it possible to make the abilities as I've mentioned, with correct PL bonus (it should follow Lay on Hands) and lowering the Inspiration effect by 1 (so those will be replaced with Hardy/Resolute respectively)? There are several variant of Lay on hands according to subclasses, so each of them would needs to be modified too. Thanks in advance!
  12. I personally love your Custom Catalogue mod, since there is few mod that rebalances/revises PoE II items. It is really annoying for me that there are lots of unique items having no unique stats at all.
  13. I'm not sure this belongs to either Community Mod or Balance Polishing Mod, but it seems that Ninagauth's Killing Bolt doesn't summon Spectre even if I it killed an enemy of non-spirit type. Could you check it out?
  14. By the way, I'd like to suggest an idea for self-revive abilities that activates after being knocked unconscious (Fighter's Unbreakable/Unrelenting and Paladin's Providence and Sacred Sacrifice would be the target in this case, even though Sacred Sacrifice is active ability). Most of those abilities require higher level to acquire, but are very much situational. I'd not say "Higher level abilities must be stronger than lower level abilities", but the principle of BPM is somewhat similar with this, isn't it? I mean, You've been tweaking lots of things for making SC attractive as much as MC is, so I personally think that those abilities also need to be handled. Of course, I know BPM has already been doing it, however, the thing making why the abilities are meh still remain as it is imo; Rest is forced after battle with using the abilities, in order to remove Injury. This may seems small and minor, but the QoL (Quality of Life) is quite important. Injury can be removed by a specific potion, and there is not disadvantage or demerit to keep resting, but most of players would not prefer to wear equipment that provides abilities with x/rest for sure. I'd like to suggest tweaking those abilities' QoL, meaning that those don't give injury status while being knocked unconscious with some limitation, something like cooldown you've added on several abilities such as on Furyshaper's penalty while Ward is destroyed. Lastly, in case of Vengeful Defeat, how about changing the activated condition from being knock unconscious to Near Death with the cooldown limitation? But, yeah, I should consider how the changes are hard or easy to implement technically, in aspect of modding. If those are time-consuming process or nearly impossible to implement, just forget it and forgive me please.
  15. Hmm, so the ranged+melee dual wielding combo is sort of flexibility, right? I know the flexibility is quite important in this game, however, it's... something like... meh for me. Probably the Ranger+Priest of Magran would be somewhat useful though.
  16. Hello. I'm considering to play Priest of Magran, but really confused how to use the Spiritual Weapon of Priest of Magran... I mean, I really don't know what purpose to use melee and ranged dual wielding style is. Two Swords or two Pistols are way better than it imo, but if there is some unique feature and/or merit, I would like to use it. Any interesting build while using this weird summoned weapons? Thanks in advance!
  17. Wow, I've never known it before. Honestly, I barely used Seal/Wall abilities, haha. I've tested several weapons further, but most of weapons except Firebrand seems not guarantee getting bonus from Ring of Focused Flame and Scion of Flame... Sometimes the dialog shows those are applied, but most of time the log doesn't show it.
  18. Additional information what I've found; The changed spiritshift ability, Wildstrike/Greater Wildstrike Frenzy/Wildstrike Frenzy, seems that it doesn't provide related PL bonus. I've tested Wildstrike Frenzy only, but the PL bonus from any spells were not changed at all whether or not being spiritshifted. Another thing is probably not a bug, but I'd like to share this information whether this is correctly working or not; Firebrand can get PEN + Accuracy Bonus from Scion of Flame/Ring of Focused Flame respectively, but Berath Priest's summoned weapon cannot benefit from Spirit of Decay. I'm not sure this is intended.
  19. I've tested which abilities, spells, or items can benefit from both Ring of Focused Flame and Scion of Flame, and I'd like to share the result. The test environment is with BPM and CM. 1. Minor Flame Shield of Darcozzi Paladini It doesn't work. 2. Eternal Devotion's lasting effect (+10% Damage dealt as Burn for 15.0 sec) It doesn't work. 3. Aefyllath Ues Mith Fyr It doesn't work. 4. Wizard's Flame Shield. It works well. 5. Zandethus' Draconic Fury It doesn't work. 6. Auto-attack of Magran's Favor It doesn't work. 7. Fire-Godlike Battle-Forged It works well. 8. Wall of Flame It doesn't work (I don't know why it doesn't work in this case... It should benefit from those I think) I guess any Lash type damage would not work with those, even if the thing provides Fire Keyword (check the Zandethus' Draconic Fury on BPM). The thing I really confuse is the Flame Shield variant. Wizard's one works well, but Paladin's doesn't. I do not test Magran's Blessing's one yet though. Is there any unique weapon, except Firebrand, that can benefit from both the item and the passive ability?... Or, any way to apply on it with using weapon(s) which is not Firebrand?
  20. I've been playing with latest BPM, and I felt that the base damage, both auto-attack and retaliation, of Magran's Blessing seems a bit being over-nerfed... And it seems that the Enchantment quality doesn't affect retaliation's damage, so the nerf of the damage looks redundant for me unless this is not intended. Could you improve the item slightly, or teach me which file needs to remove in order to replace the change with noqn's one? Thanks in advance.
  21. Wow, I've never known such funny bug, haha. Although I do not prefer to play game with some cheesy way, the thing you've mentioned is quite interesting.
  22. It's sad news... I've been looking for a SC suiciding character build with BPM mod, since the mod has improved most tier 8~9 abilities. And I prefer to play martial classes mainly. The debuff stats from Injury and itself are really annoying to play such build because resting lots of time is just... too bothering me.
  23. Hello. There are several revival abilities that bring back the character, such as Unbreakable/Unrelenting (Fighter), Sacred Sacrifice (Paladin), Providence (Paladin), and so on. Is there any ability that revives the character without adding Injury? As far as know most of revival spells, like Revive the Fallen, put the Injury effect, right?
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