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Elric Galad

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Everything posted by Elric Galad

  1. Is it a dispplay bug or is there an actual effect ? BPM changed Spell resistance to provide immunity against FIRST spell (in addition to 10% resist), regenerated every 30s. Maybis the effect does not go if you respec (but wll be removed by first spell, and regeneration of the effect shouldn't happen anymore). I don't remember what I did but it would make sense if the passive part was not displayed on the portrait (useless info in combat) meanwhile the 1st spell immunity is (useful info in combat). Now maybe Vatnir gets it in his "normal" build which is instantly respec-ed if you choose the option to have companions buildable from lvl 1. Still, it could be enough of a transitory state to provide the "next spell immunity" that will go away forever on first spell.
  2. The more general question is : does the Hit and Crit and +12 Accuracy bonuses work with weapon triggered abilities, such as Thunderous Report.
  3. I'm considering making Flanking AR and Deflection debuff stackable with everything (I mean, if the parameter actually works, yet have to be tested) Currently, it stacks if it comes from actual flanking. It does not stack if it comes from Phantom Foes or PER afflictions (in vanilla, Persistent Distraction make it stacks since it is a passive source). What is even more annoying is that if you get it from a debuff and you actually flank, the non stacking Flanking prevent the stacking Flanking to apply. I might have to tweak Confounding Blind if this change is made, since the deflection debuff will stack with the flanking deflection debuff. NB : @thelee speaking about Stag's Horn led to this idea (Stag's Horn would be much better if stackable with flanking, so are Pike and Mace modals.
  4. Actually, I made much more changes than I remember (given that the intent is what I just said, but the required changes were bigger). I add to change the attack on impact into a status that applied an attack. I also forgot changing the scroll, but that would be incldued in next version { "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Twin_Stones_Ranged", "ID": "b6db6735-409b-4825-947f-879b08d63e8c", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "PenetrationRating": 9, "StatusEffectsIDs": ["cc606140-73dc-40c7-88bd-e9fb6660b89f"], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000" }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "MultiHitMaxHits": 1 }] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Twin_Stones_SE_AttackOnEvent", "ID": "cc606140-73dc-40c7-88bd-e9fb6660b89f", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "AttackTargetOnEvent", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Instant", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "7f35e98f-5220-416f-bcf6-e74698af17fb", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 }] },
  5. The exploding condition is on impact on obstacle, I replaced it to explode on first target hit. I think I copied the Seven Nights upgrade to get the right condition. (I also adjusted PEN, you can read the mod description). What I don't know is whether this part was broken or if the unique initial AoE shape is. If the later, using BPM version could be dangerous. I mean no more than vanilla, but since you'd be more likely to use it... Feel free to experiment with BPM!! I vaguely remember something weird when experimenting it, but it might also be with Frost Seeker + Heartseeker attack ^^. Somehow, unique AoE shape works very weird with things that adds projectiles (but I can't figure what could cause it with twin Stones).
  6. Yeah exactly (also tweaked a couple numbers for the spell) Now I have to follow this thread to check if I modded the spell into a pickable bait that will cause games to be corrupted. I've just picked the spell, but not yet used. If needed, I will have to tweak it into something less original but harmless.
  7. Might be specific to Transferred effects. Quite a bit specific I guess. Well-known annoying stuff Thanks !! I'll put it in next version (with credits) if you allow me. It has a cooldown of 90s, so yeah, only 1 time in most battle. I guess it is a side effect of the tweak. I think it would be hard to fix... Thank you for testing !
  8. I wouldn't argue against this. That said, it is not like you have to choose once and for all. You can keep Spearcaster most of the time and swap Scourge for the couple of fights when it could be relevant (which is probably limited to Ooze Megaboss, and maybe Belranga and her habit to stack Concentration points on her head (there might be better way, such the Tongue chant). I also like multihits weapon to guarantee hitting those obeslisks with Tranquilizing Shot, that you haven't picked, even if it does no damages). All what it costs is like 1 proficiency point anyway. By the way, does multiple Interrupt stacks ? In my understanding, only if you're close to the end of a single big recovery.
  9. What about Scourge of Bezzelo? Ok it's super endgame, but I think it worth mentionning at least for the ooze mega boss. Triple roll to interrupt, digging into any concentration in the process feels really in line with the logic of the build. Also fits the Lore!
  10. I confirm the Interrupt on Crit on the AoE. It is in the gamedata files. But I can't find anywhere the Interrupt on Crit from the main attack. Main target shouldn't be interrupted, or it will be from another source. Are you sure ?
  11. Against 2 (or few, or spread out) foes, it must be emphasize how crazy WotW + dual "classic" blunderbusses into Resonant touch can be. Each WotW "bounce targets" virtually adds 120 base raw damages. I know this pales in comparison to what dual mortars can achieve (esp. with a Pull of Eora buddy, this is PoE2 equivalent of what Starcraft 2 players called Archon toilet). But it adds a layer of robustness to the build. Dual normal blunderbuss + Stunning Surge is also nut vs single target. Remiember that Stunning Surge also gives you (undocumented) 2 Wounds when it crits. Also WotW comes with a natural undocumented +4 PEN bonus and +16 accuracy which increases a bit with PL beyond 9, so lowish blunderbuss PEN isn't even an issue.
  12. Apparently one need a double deflection roll to Hit with Cleaving/Mob Stance extra attack (as for CLear Out secondary attacks that require double successful roll vs fortitude to hit something - only 1 roll still applies the push and prone part though). The first roll vs deflection just allow the attack to happen. From what I get, if it misses, the game check a new target untill one work. So that probably only matters when you have a single/couple valid target(s). BPM corrected it (as part of the stances rework), but I didn't bother to explain it in the mod note because of how obscure it is.
  13. Maybe because there can be 2 conversion : first is the "offensive" conversion where the upgrade happens (Miss to Graze XOR Graze to Hit XOR Hit to Crit) Then is the defensive conversion (Crit to Hit XOR Hit to Graze XOR Crit to Hit)
  14. Hit category converters (Hit to Graze, Hit to Crit, etc...) works multiplicatively, or more exactly in succession. 10% chance of conversion, then 10% chance of conversion if it wasn't converted by first effect. 10% + (10% x (100%-10%)) = 19%.
  15. Speaking about it, here is the new version : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) I have spent a bit too much time in recent weeks working on the mod, so I'll appreciate receiving a little less suggestion until mid october (maybe that's just me putting pressure on myself, and lacking self-discipline for priorities but still). Of course, bugs are bugs, so this one you can tell. And feel free to keep your suggestions in mind for later.
  16. Yeah, that's the point, my interest with non watershaper focus Rod is that you can toggle the AoE when suddenly facing one dude.
  17. I admit I didn't know that. AoE attack effect is a big gain here. Rods do "normal damages" to main target (as a normal ranged weapon), that's the big gain here. Only Rods and Spirit Lance do tolerable damages to main target.
  18. Nope, it's good like this. It can't be removed from phantom without changing the nature of the spell. Which I don't want to do. The named problem is solved and the issue is closed. EDIT : yup, sorry if it's a bit rude, but I'll appreciate if you keep in mind the BPM objective : to be the closest possible from original game, even if it implies a few (non grambreaking) weirdness here and there. Deviating might improve some aspects, but I consider it as intresically bad (for the mod purpose of course). That's what the solution above tries to do and I'll appreciate a review about it. Now I'm going to release the new BPM version soon, so I'll appreciate a few weeks pause before your next suggestion (It doesn't mean they are useless, pointing Concelhaut Draining Touch was right). Unless they are bugs of course.
  19. Yes I've done the following change : 1) Set recovery of initial cast to 0s 2) Lowering damages to 18-24 (clones will do x0.75 damages compared to before, which is still very good but no more gamebreaking) 3) Adding a one time +50% + 10%/PL bonus damages, that disappears with the weapon and only works for caster. 4) Solving the issue that caused the weapon to stay indefinitely when switching Grimoire.
  20. It is a one hit use spell (except for clone) I have just splitted it into a weapon part and a bonus damages part so the later isn't transferred to clones. Clones stll do get a very good weapon, but nothing gamechanging compared to getting Kakakoth blights, which do 14-20 base damages from range in an AoE.
  21. Works like a charm. In my testing, I gave 18-24 damages to Draining Touch weapon (PEN 7 Corrode, Acid KW) even if it is a one hander EDIT : but this is reasonable compared to Kalakoth Blights and other summoned weapon that one can give to phantom summons. That's still 25% less (multiplicative) than in the original game. And a +100%+10% per PL bonus damages EDIT : Bonus damage (not applied to summons) Tweaked down to +50% +10%/PL. 18-24 +120% (max MC) feels cose enough from the original value. I don't know yet what I'm going to do with these values. Still a bit strong for summons. Also I got rid of the bug that let you keep it indifinitely by switching grimoire Cast time 3s/0s helps a lot and BPM Martial Caster reduces it a lot. The funkiest thing is to combine it to Clear Out, but should be fun with various attacks abilities would do wonders (Accurate Wounding Shots or Bleak Walkers FoD granted they don't rely on damages bonuses). Overall I feel this version is close enough to Withering Strike level of power, a bit slower but with some combo potential (again, Martial Caster does help). A big plus is that the Weakened effect is guaranteed. You may miss your attack, but the weapon charge won't be consumed.
  22. That won't be necessary. Draining missile is unique spell though. Anyway I don't necessary plan to change the nature of the spell, so I'll probably keep the 20% draining. (suspecting this is a weapon mod Shared with parasitic Staff, so would be less effort to keep it) Did you get what I said? Maybe wasnt very clear. I plan to give it "normal weapon" damages and a One-Time weapon damages buff (this one won't be transferred to summon). Summons will keep the draining and repeating weakening effect, which is cool but not gamebreaking. Also I'll cut the recovery time of the initial cast.
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